Grand Theft Auto V: Difference between revisions

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The open world was modelled on [[Southern California]] and [[Los Angeles]],<ref name="GTA V Back To San Andreas">{{cite journal |journal=[[Wired (website)|Wired]] |publisher=[[Condé Nast]] |first=Jason |last=Schreier |url=https://www.wired.com/gamelife/2011/11/grand-theft-auto-5-trailer/ |title=Grand Theft Auto V Rolls Back to San Andreas |date=2 November 2011 |access-date=15 March 2012 |archive-url=https://web.archive.org/web/20111102202328/http://www.wired.com/gamelife/2011/11/grand-theft-auto-5-trailer/ |archive-date=2 November 2011 |url-status=live}}</ref> and its design and in-game render constituted much of the game's early work.<ref name="Garbut on GTA V">{{cite magazine |url=http://www.edge-online.com/features/rockstar-norths-aaron-garbut-on-the-making-of-grand-theft-auto-v-our-game-of-2013/ |title=Rockstar North's Aaron Garbut on the making of Grand Theft Auto V&nbsp;– our game of 2013 |magazine=[[Edge (magazine)|Edge]] |publisher=[[Future plc]] |date=2 January 2014 |access-date=2 January 2014 |archive-url=https://web.archive.org/web/20140102221855/http://www.edge-online.com/features/rockstar-norths-aaron-garbut-on-the-making-of-grand-theft-auto-v-our-game-of-2013/ |archive-date=2 January 2014 |url-status=live}}</ref> Key members of the game world production team took field research trips throughout the region and documented their research with photo and video footage.<ref name="Building the World Of GTA V"/> [[Google Maps]] projections of Los Angeles were used by the team to help design Los Santos' road networks.{{sfn|Bertz|2012|p=91}}<ref name="Inside Rockstar North 4">{{cite web |url=http://www.develop-online.net/studio-profile/inside-rockstar-north-part-4-the-art/0184150 |title=Inside Rockstar North&nbsp;– Part 4: The Art |last=French |first=Michael |work=[[Develop (magazine)|Develop]] |publisher=Intent Media |date=7 October 2013 |access-date=7 October 2013 |archive-url=https://web.archive.org/web/20131009112111/http://www.develop-online.net/studio-profile/inside-rockstar-north-part-4-the-art/0184150 |archive-date=9 October 2013 |url-status=dead}}</ref> To reflect and reproduce Los Angeles' demographic spread, the developers studied census data and watched documentaries about the city.{{sfn|Bertz|2012|p=93}} The team considered creating the open world the most technically demanding aspect of the game's production.<ref name="Meet Dan Houser">{{cite web |first=Matt |last=Hill |url=https://www.theguardian.com/technology/2013/sep/07/grand-theft-auto-dan-houser |title=Grand Theft Auto V: meet Dan Houser, architect of a gaming phenomenon |work=[[The Guardian]] |date=7 September 2013 |access-date=9 September 2013 |archive-url=https://web.archive.org/web/20130908031017/http://www.theguardian.com/technology/2013/sep/07/grand-theft-auto-dan-houser |archive-date=8 September 2013 |url-status=live}}</ref>
 
A fundamental design goal from the outset was to innovate on [[Grand Theft Auto|the series]] core structure by giving players control of three lead protagonists instead of one.<ref name="Garbut on GTA V"/> The idea was first raised during ''[[Grand Theft Auto: San Andreas]]''{{'}} development, but contemporaneous hardware restrictions made it infeasible.<ref name="Inside Rockstar North 1">{{cite web |url=http://www.develop-online.net/studio-profile/inside-rockstar-north-part-1-the-vision/0183989 |title=Inside Rockstar North&nbsp;– Part 1: The Vision |last=French |first=Michael |work=[[Develop (magazine)|Develop]] |publisher=Intent Media |date=3 October 2013 |access-date=4 October 2013 |archive-url=https://web.archive.org/web/20131005065349/http://www.develop-online.net/studio-profile/inside-rockstar-north-part-1-the-vision/0183989 |archive-date=5 October 2013 |url-status=dead}}</ref> Having developed two ''Grand Theft Auto IV'' episodic expansion packs featuring new protagonists in 2009, the team wanted to base ''Grand Theft Auto V'' around three simultaneously controlled protagonists.<ref name="GTA V Inside Story">{{cite web |url=https://www.theguardian.com/technology/gamesblog/2012/nov/12/grand-theft-auto-v-preview-gta-5 |title=Grand Theft Auto V preview: the inside story |work=[[The Guardian]] |date=12 November 2012 |first=Keith |last=Stuart |access-date=29 August 2013 |archive-url=https://web.archive.org/web/20130731014514/http://www.theguardian.com/technology/gamesblog/2012/nov/12/grand-theft-auto-v-preview-gta-5 |archive-date=31 July 2013 |url-status=live}}</ref> The team viewed it as a spiritual successor to many of their previous games (such as ''Grand Theft Auto IV'', ''[[Red Dead Redemption]]'' and ''[[Max Payne 3]]''{{--)}}, and designed it to improve upon their gameplay mechanics.<ref name="GTA V Hands-On"/><ref name="GTA V Sum Of All Peers">{{cite web |url=http://www.ign.com/articles/2013/09/05/grand-theft-auto-v-the-sum-of-all-peers |title=Grand Theft Auto V: The Sum of all Peers |work=[[IGN]] |publisher=[[Ziff Davis]] |date=5 September 2013 |first=Luke |last=Reilly |access-date=6 September 2013 |archive-url=https://web.archive.org/web/20130907205901/http://www.ign.com/articles/2013/09/05/grand-theft-auto-v-the-sum-of-all-peers |archive-date=7 September 2013 |url-status=live}}</ref> They sought to improve the action gameplay by refining the shooting mechanics and cover system<ref name="GTA V Gun Combat">{{cite web |work=[[Wired (website)|Wired]] |publisher=[[Condé Nast]] |first=Matt |last=Bertz |url=http://www.gameinformer.com/games/grand_theft_auto_v/b/xbox360/archive/2013/07/09/grand-theft-auto-v-gun-combat.aspx |title=Grand Theft Auto V Q&A: Gun Combat |date=9 July 2013 |access-date=24 August 2013 |archive-url=https://web.archive.org/web/20130710144717/http://www.gameinformer.com/games/grand_theft_auto_v/b/xbox360/archive/2013/07/09/grand-theft-auto-v-gun-combat.aspx |archive-date=10 July 2013 |url-status=dead }}</ref> and reworked the driving mechanics to correct ''Grand Theft Auto IV''{{'s}} awkward vehicle controls.{{sfn|Bertz|2012|p=76}}
 
After an audition process, [[Ned Luke]], [[Shawn Fonteno]] and [[Steven Ogg]] were selected to portray Michael, Franklin and Trevor, respectively.<ref name="USAT Interview">{{cite news |url=https://www.usatoday.com/story/tech/gaming/2013/10/09/grand-theft-auto-v-actors/2938165/ |title=Interview: Crime pays for 'Grand Theft Auto V' actors |work=[[USA Today]] |date=9 October 2013 |last=Molina |first=Brett |access-date=8 March 2014 |url-status=live |archive-url=https://web.archive.org/web/20170808003108/https://www.usatoday.com/story/tech/gaming/2013/10/09/grand-theft-auto-v-actors/2938165/ |archive-date=8 August 2017}}</ref> Their performances were mostly recorded using [[motion capture]] technology,<ref name="Inside GTA V Creative">{{cite web |url=https://www.theguardian.com/technology/gamesblog/2013/sep/13/grand-theft-auto-5-dan-houser |title=Grand Theft Auto 5&nbsp;– inside the creative process with Dan Houser |last=Stuart |first=Keith |work=[[The Guardian]] |date=13 September 2013 |access-date=4 October 2013 |archive-url=https://web.archive.org/web/20130914040633/http://www.theguardian.com/technology/gamesblog/2013/sep/13/grand-theft-auto-5-dan-houser |archive-date=14 September 2013 |url-status=live}}</ref> but dialogue for scenes with characters seated in vehicles was recorded in studios instead.<ref name="TSA Ogg">{{cite web |url=http://www.thesixthaxis.com/2013/12/17/gta-vs-trevor-talks-to-tsa-an-exclusive-interview-with-steven-ogg/ |title=GTA V's Trevor Talks To TSA: An Exclusive Interview With Steven Ogg |work=The Sixth Axis |date=17 December 2013 |author=Tuffclub |access-date=8 March 2014 |archive-url=https://web.archive.org/web/20131218071252/http://www.thesixthaxis.com/2013/12/17/gta-vs-trevor-talks-to-tsa-an-exclusive-interview-with-steven-ogg/ |archive-date=18 December 2013 |url-status=live}}</ref> The game features [[Music of Grand Theft Auto V|an original score]] composed by a team of producers collaborating over several years.<ref name="GTA V Soundscape">{{cite web |url=http://www.polygon.com/2013/10/3/4795292/the-accidental-excellence-of-gta-5s-soundscape |title=The accidental excellence of GTA 5's soundscape |work=[[Polygon (website)|Polygon]] |publisher=[[Vox Media]] |date=3 October 2013 |first=Alexa Ray |last=Corriea |access-date=6 October 2013 |archive-url=https://web.archive.org/web/20131003135058/http://www.polygon.com/2013/10/3/4795292/the-accidental-excellence-of-gta-5s-soundscape |archive-date=3 October 2013 |url-status=live}}</ref> Licensed music provided by an in-game radio is also used.<ref name="Pav THR Interview">{{cite magazine |url=http://www.hollywoodreporter.com/news/rockstar-music-head-grand-theft-649258 |title=Rockstar Music Head on 'Grand Theft Auto V': We've Topped What's Come Before (Audio) |magazine=[[The Hollywood Reporter]] |date=26 October 2013 |first=Colin |last=Stutz |access-date=19 December 2013 |archive-url=https://web.archive.org/web/20131027101421/http://www.hollywoodreporter.com/news/rockstar-music-head-grand-theft-649258 |archive-date=27 October 2013 |url-status=live}}</ref> The team licensed more than 241 tracks shared between fifteen radio stations, with an additional two stations providing [[talk radio]].{{efn|The Microsoft Windows, PlayStation 4 and Xbox One versions add another 162 tracks to the in-game radio.<ref name="pitchfork">{{cite news |url=http://pitchfork.com/news/57496-grand-theft-auto-v-reveals-expanded-radio-station-tracklists-for-game-relaunch/ |title=Grand Theft Auto V Reveals Expanded Radio Station Tracklists for Game Relaunch |work=[[Pitchfork Media|Pitchfork.com]] |date=17 November 2014 |access-date=18 November 2014 |url-status=live |archive-url=https://web.archive.org/web/20141118012826/http://pitchfork.com/news/57496-grand-theft-auto-v-reveals-expanded-radio-station-tracklists-for-game-relaunch/ |archive-date=18 November 2014}}</ref>}} Some of the tracks were written specifically for the game, such as rapper and producer [[Flying Lotus]]' original work composed for the FlyLo FM radio station he hosts.<ref name="GTA V Soundtrack"/>