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Once a firm idea was in place and pitched to publisher BMG Interactive, work began on Race 'n' Chase (the early name for Grand Theft Auto) straight away, putting flesh on the living city's bare skeleton. "We went a little overboard on the simulation," says developer DMA's studio boss Dave Jones. "Buses following routes, people getting on and off, traffic lights working properly, a rail network. The more we could make it a mini living world, the more fun the game became."
Unfortunately, when development began several problems with the original concept emerged. "No one wanted to play the cops, so we ditched that," recalls Jones, something that he has hopefully resolved - his new studio, Real Time Worlds, is currently producing APB, an online action game where players have to make exactly that choice.
The inherent problem with the 'cops' part of this cops and robbers game was that being the good-guy all the time was hard, as anyone who tries to play the final game as a law-abiding citizen will testify. It's harder not to run people over. DMA lyricist and PR head Brian Baglow summarises the problems: "If traffic was heavy you, as a cop, couldn't decide to drive on the sidewalk, or plough through a busy park. We couldn't let the player do that and reward them. Driving safely and sensibly to your destination - observing all road safety - was about as much fun as Sim Driving Instructor."






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