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Original GTA Design Docs, Dated March 22nd 1995 74

Posted by Soulskill
from the there-will-be-no-floppy-version dept.
An anonymous reader writes "Mike Dailly, part of the original GTA team at DMA Design, just posted scans of the original design documents for Grand Theft Auto, which were recently unearthed. It makes for interesting reading!" After following the link, hit the "Newer" button to scroll through the "Race'n'Chase" documents in order. It's interesting to see what concepts they felt the need to state explicitly back then. "If a player-controlled car has a serious crash, it will blow up after a short time. Hence, the player must get out of the car and find another one."
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Original GTA Design Docs, Dated March 22nd 1995

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  • rockPaperShotgun (Score:4, Informative)

    by bguiz (1627491) on Wednesday March 23, 2011 @07:41AM (#35584448)
    I think this link is worth appending to the submission:

    http://www.rockpapershotgun.com/2011/03/22/dailly-news-gtas-original-design-document/ [rockpapershotgun.com]

    (it is also linked in the comments of the currently linked article)

  • by slim (1652) <john@ha[ ]up.net ['rtn' in gap]> on Wednesday March 23, 2011 @08:19AM (#35584680) Homepage

    I don't think the hooker gimmick came in until GTA 3, which was almost a completely different kind of game. I was never offended by the part where you could take a hooker to a quiet place, whereupon your bank balance would fall a bit, your car would rock around a bit, then she'd get out of the car and walk off.

    What was more unpleasant was that you could then beat her up, to get your money back plus a bit more. Yet, having included the (implied) car sex part, how could they avoid this without breaking the sandbox element? You have an attack button. You have a weapon in your hand. The only thing they could do would be to create classes of NPC who were magically immune to your attacks, which would really break immersion.

    The defence I can offer is that the game doesn't require you to kill prostitutes. It doesn't really reward it (the money they drop is hardly significant). It must give you the ability to do so in order that the world is consistent. If you choose to do it, that reflects more on you than on the game designer.

    I don't recall any child murder from GTA3 onwards. GTA 1/2 may have had children, but since they were tiny cartoony sprites, it's a fairly different prospect.

    Mind you, I don't really see why murdering adults is less objectionable than murdering children.

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