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Grand Theft Auto

Also known as: GTA

The Making of Grand Theft Auto - part three

The secret to success: throwing away a year and a half of work

Words: Edge Magazine, UK

Despite taking an entire year longer to produce than originally expected, Jones believes it was the right thing to do: "The extra time really benefited the game massively. We really pushed the boat out though on some areas such as audio, which I had not planned."

Fortunately, this resulted in another area in which the game took chances. "At that time most people's idea of good game audio was 'you didn't switch it off,'" recalls audio director Colin Anderson. "I suggested that in order to add an interactive element to the music it might be nice to place them 'in the cars' as if they were coming out of the car stereo. That way, when a player got into a car the radio would start and when they got out it would stop: voila! Interactive audio. Once the idea of radio stations was established the rest was relatively obvious - DJs, news reports and different types of music for different types of car."

Above: Why would you want to drive the weaker cars? Cool tunes

The radio stations also provided an added incentive to try the game's less powerful vehicles. With poor handling and low speed, the pickup would have been quickly abandoned if not for the guaranteed burst of spoof country and western.

Anderson's approach was unorthodox, and also controversial. "There were a sizeable number of people who felt it was too radical," he says. "I knew that was total nonsense because films do it successfully all the time. Different styles successfully blended because they work in context with the visuals."


 
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