
4 years, 100 million dollars, and a bunch of questionable “10″ ratings later, Rockstar has etched its newest offering onto a platter for the consumer populace to enjoy. For the consumer, it’s mostly win-win. For your $64, there is a lot of content there for your money. In fact, I’d even go so far to say you’re getting the equivalent of two or three games for your dough.
But what I’m a bit concerned about as a developer is if GTA is good or bad for the industry as a whole. No, I’m not talking about the marketing scandal. That’s just stupid political posturing. What I’m talking about is what Rockstar delivered when it made GTA IV. $100 million dollars is not only a lot of money (more than any other game budget to date), it’s an amount of money that’s nearly impossible for any other studio to compete with save Ubisoft or EA. This sets a bit of a dangerous precedent for the games industry at large: games that cost more than $15 million dollars typically need to sell more than one million units to get to a profitable margin, and that’s not the easiest thing to do, even for an outstanding game.
So what exactly does GTA IV bring to the table? I guarantee you studios all over the planet are playing it for competitive analysis, so let’s take a quick look at the pros and cons of what a nuclear bomb like GTA does to the industry’s standards, due to the consumer expectations it sets.
The Pros:
- Expansive, Huge Sandbox World. Smallish sandboxes are no longer acceptable. GTA IV seems to be about twice as large as Vice City was, even. This world’s size is just epic. Adding to this is the seemingly endless activities you can do, from checking email to watching TV to bowling to going drinking. I have no doubt this is where the “10″ scores are coming from, because it certainly isn’t from the details of the gameplay.
- Mind-Blowing Media Content. The radio, the TV, the internet. Does the stream of content ever end? Even the signs on the taxi-cabs or the naming convention for the stores is amazing. Will anyone ever be able to consume it all?
- Authentic Voice Acting. Screw the huge stars. If you can find excellent voice talent like GTA IV has in it, go for it. The conversations sound natural, the accents authentic. If the swearing doesn’t grate on my nerves, you know you’re doing something right.
- Amazing character/plot writing. There’s little character touches hidden all throughout the main storyline. You’ll be presented with small facts about characters early on that will feel like a frying pan to your face later when you figure out what they mean. Incredible depth. Believeable characters.
- A Likeable Main Character We Can All Identify With. What they’re doing here in IV is pretty interesting. While I can’t identify with an illegal immigrant from Russia, I can find purchase in his fish-out-of-water status in Liberty City. I wonder about the same things he does: where do I go to have a good time? What can I do here to make money? We have the same objectives, and skill sets, for once.
- Incredibly Natural Visual Interface. The taxi-cab, the internet cafe, and especially your phone. They’ve taken natural everyday things and hidden menus in them so that they don’t pull you from your immersion in the game world.
The Cons:
- Pretty Horrible Controls. I don’t know where they fell off the horse here, but GTAIV’s controls feel like a step backwards. I wasn’t a San Andreas player, but I played the bajeebus out of III and Vice City, while dabbling some in San An. I never really feel much in control in IV, either of Niko on foot or behind the wheel. Everything is sluggish, and slow to respond. It doesn’t matter if it’s fisticuffs, gun combat, or driving. It’s kinda all just “meh.”
- Boats on Wheels. Why does every car bounce? Why does every car skid out going around a corner at 20 mph? How many driving games are out there that handle driving infinitely better, and yet we’re subjected to grossly sub-par driving from a game that is named after driving a stolen car and for the most part has defined what driving in a 3D city should feel like?
- Seriously, What’s With the Euphoria?
- Holy Crappy Cameras, Batman. I hope you don’t need to back that thang up, because god help you if you want to see behind you. I get that reversing cameras in a car is a difficult thing to manage. If a player just wants to back up a few feet, whipping the camera around 180 constantly can be nauseating. But the issue with this mentality is that it assumes players want to do some fine tune detail driving, like attempting to parallel park a car, when this simply doesn’t happen, ever, in GTA. Players are more likely slamming it in reverse because the way forward is blocked by gang banging thugs, an 8 car flaming pileup, or a barricade of police cars. If the reverse lights come on and the car begins moving in reverse, PLEASE SHOW ME WHAT THE HELL IS BEHIND MY CAR, NOW. If I get nauseous from slamshifting between D and R for ten minutes, that’s my fault. If I can’t see what’s behind my car because you won’t put it on camera, that’s the developer’s fault.
- Confusing Controller Interface. If X is “yes” and O is “no” when I’m in a car on the phone, then X should always mean “yes” and O should always mean “no.” The fact that I’m on foot or driving a boat should not matter. I don’t want to be on foot and tapping X repeatedly when I’m asked if I want a lap-dance, and then wonder why the hell the game isn’t accepting my input, only to find it wants L1 or some other button because I’m not in a car or not on the phone. This only serves to confuse the player.
- The $100 Million Price Tag. How are other studios going to hope to compete with this? Did Rockstar waste a lot of money in development? Could it have been delivered for less money with a more efficient workflow pipeline? Will all other games have to spend a comparable amount of money to hope for a similar review score? Will the consumer public or reviewer cabals expect this amount of content (which is honestly underpriced at $64) from every title from here on out?
From the ridiculous lean-walk to the Corman leg-up technique of mounting everything taller than 6 inches when you stop walking, this Euphoria shit is getting old, fast. I get that for Euphoria to work it has to be on 24/7 in your game world, but I’m wondering just how much it was worth it. Yeah, getting hit by a car and hanging onto the hood as you slide off it looks awesome, but if it means I keep putting my foot up on a park bench just because I’m standing near it, uh, I could probably live with just plain ol’ rag doll. And I can’t help but think that stupid crazy lean-walk turn thing he does is only confounding my previous control issue, and the following issue as well.
What worries me more than anything about this list is that the “pros” are less likely to be adopted by outside studios anytime soon. It’s actually really tough to sell a powerful character driven narrative, and not many studios know how to set one up properly, especially in a video-game.
Instead, I fear that the “cons” are what are going to be adopted into common practice development. Sure, studios will attempt to hit the massive sized world, but they’ll look at the sloppy driving and the horribly clumsy fighting engine and think “hey, we don’t need to do it any better: GTAIV sold 6 million copies with that crap, and got 10s for their effort” and leave it at that. These are areas that need the most innovation and love, and they seemed to have been ignored (or rushed) the most.
The bottom line here is: Do you think GTA IV is going to push the industry to newer heights? Or are we going to see a bunch of copy-cat attempts to cash in on the massive sandbox world crime game? Will everyone need to deliver GTA IV size content to get the consumer’s money?
If so, this is a bit of a dangerous precedent that Rockstar has foisted upon the industry. I’m curious to see how it pans out.
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{ 10 comments… read them below or add one }
I think you make a lot of good observations, and I pretty much agree on all points.
With regards to what the industry will take out of this: I think the “sandbox” gameplay element is to the GTA series what Wii Sports is to the Nintendo Wii. Basically, it’s the novelty that is fun for one evening, which sells the game to the masses. It’s a novelty — it looks like a lot of fun to casual observers, then it gets old fast as you realize its limitations, but it sells. Clueless men in suits don’t play games for more than five minutes, so this is always going to be their takeaway — “ooh look, there are pedestrians walking around with all their little AI routines and scripted behaviors! Look what happens when you shoot one!” Honestly that element of the GTA experience hasn’t improved in a significant way since GTA3.
The reason gamers keep coming back to this series (and the reason why it’s worth defending from censorship by the “concerned parents” of the world) is the humor and witty dialogue, the character design, and the clever pop culture references and parody. And the fact that the exploration element is really addictive. There’s no need to go broke trying to make a game with the first list of things, because they shouldn’t be expensive. The last thing, designing a world worth exploring — that’s both expensive AND requires talented designers.
“Do you think GTA IV is going to push the industry to newer heights? Or are we going to see a bunch of copy-cat attempts to cash in on the massive sandbox world crime game? Will everyone need to deliver GTA IV size content to get the consumer’s money?”
Uh.. where were you 7 years ago when this very thing was asked when GTA3 hit? Copy-cats came, saw some light, and vanished. Will companies up their anti? Maybe, but not to the tune of $100M. Good read, but your closing argument seems irrelevant.
I personally think a lot of these points aren’t solid.
I think the car handling is verging towards realistic rather than arcadey, as the older games featured – the suspension will obviously bounce but in real life we tend to ignore the jolts we get as we drive along. The controls aren’t that slow, and the cover system works great with them. As odd as it is that Niko puts his leg up on anything nearby, you can’t deny that Euphoria looks very, very good and that it definitely adds to the feel of being part of a real, living city.
And is it really so much of a fuss to click in the right analog stick when reversing rather than waiting for the game to look behind the car for you?
My first and last visit to game-ism?
Here we go.
horrible controls = laff. I beat the entire story mode and all side story missions in under 30 hours. On my first playthrough.
boats on wheels = all cars with good shocks bounce. Also, not all cars in gta bounce. selectively forgot about low riders and cars which have taken excessive damage. Real cars do actually skid out easily if you over steer doing forty; especially considering it seems to rain every other day in liberty city
Euphoria = you’re seriously complaining about someone hiking their knee up on a park bench because you got too close to it? STFU. Also, I never once saw anyone ‘lean walking’, or corpsman legging a street curb.
Crappy cameras = man didn’t read the fucking manual and note the ‘rear view’ button. Also, this is not a game where backing up happens a whole lot. Not a bullet point sized issue.
Confusing controller interface = telling age much? It’s pretty fucking impatient if you can’t read the on screen prompt. that’s on screen. They never switch yes and no like some games do, they just switch ‘accept’ functions to different buttons on a limited basis. Easily confused players = retarded players.
100 million price tag = Oh. They only spent four years recreating an entire tri-city area in playable scale; something not even google has done. How many game companies have tried to do that, EVER? I think the industry will do just fine with things that AREN’T city crime sims like they have been since their inception.
Just a thought, but maybe you should discuss your rants with someone else who has played the game before declaring it article worthy.
“My first and last visit to game-ism?”
Oh good god we can only hope.
But unfortunately trolls and fanboys always have a habit of coming back. They can’t resist. I sadly doubt you’ll be any different.
If I read correctly a year or two ago, World of Warcraft cost over $100million to make too, and spawned many inferior copycats, and yet I’m fairly sure everyone would agree that it was ultimately good for the industry, and certainly for the MMO genre.
I’m sure the success of blockbuster movies consistently spawns knock-offs (mediocre superhero movies post-Spiderman, Lord of the Rings clones with fairly crappy budgets etc) but they never seem to doom the industry forevermore.
Good review. I agree with most of your “cons” list. The driving definitely feels a bit sluggish, but then again, different cars handle differently. The Porsche-clone sports car for example is a pretty smooth ride, actually.
@4: Quite a mouthful for someone who is afraid to post under his own name. Please stick to your word and make it your last visit. Thank you.
Yeah, just about all your cons have something to do with your inability to get used to the controls. Happened pretty quick for me.
Side Note: Just opened up Algonquin/Manhattan yesterday and it blew my mind. Spent almost an hour just exploring it on foot. This game is incredible.
Would the clones really be such a bad thing though? I find the ‘clones’(personally I consider open-world a genre but everyone else uses GTA clone to describe them so okay.) that come from the GTA series is a good thing. I’m sure Rockstar was pushed to improve each of the installments because of the clones coming out, and was also to copy little ideas off of them.
If anything the clones are a good thing because they’ll make the further GTA games, and then the further GTA clones, even better. Win win.
Forget about that Jeffery on F4. He’s kinda sorta maniac. A Gameism should always see things from different aspects, like spitfiqe maybe:)