GTA: San Andreas Development Behind-the-Scenes – Insider Story

2023-11-22 18:57:51
GTA: San Andreas is considered one of the greatest games in the series in particular and one of the greatest games in general, this masterpiece that exists within the consciousness of every player. The development process for the game took two years and provided huge improvements and new things, while the development process for the Vice City part took one year and did not provide many improvements. We previously shared the details of canceling the development of the action and stealth game Agent, citing what Obbe Vermeij, former technical director of Rockstar North Studios, revealed in his blog, and in this article. We share with you other details regarding the behind-the-scenes development process of GTA: San Andreas and the accompanying previous and favorable decisions for the development process that made it a masterpiece. Determining the cities and maps of GTA: San Andreas was the subject of great controversy. The first thing Vermeij thought of was that simply placing a new area on top of Vice City without fundamental improvements would not work for GTA: San Andreas, as the Vice City part did not provide much creativity over GTA III, so Presenting it in a new way will not be good with the public, which is what Vermeij relied on in the meeting scheduled to discuss the maps and areas of the San Andreas part, which represents a nightmare for him, according to his description. Rockstar wanted to introduce three large cities into the game: Los Santos, San Fierro, and Las Venturas, and the question, according to Vermeij, was how to put these cities together. Three of those who attended the meeting wanted to present the cities in three different maps, like GTA 1, and this would save random memory as you would not have to download the three city skyline models at the same time, and the player would be forced to use a plane or train to move from one city to another. On the other hand, Vermeij very much wanted to present the three cities within the same map, as he considered it necessary to allow movement between the three cities smoothly, if only to find an effective way to accommodate the random memory for all of them. Fortunately, a day later another meeting was held and the fifth member of the decision-making team supported Vermeij’s opinion and convinced them to place the cities within one map. Adding RPG elements was the most important innovation in the San Andreas part. Although Rockstar took the Vice City part as solid ground for developing the San Andreas part, it provided many improvements. Other than the three cities on the same map, one of those improvements was something that bothered the developers a lot, which was the inclusion of character RPG elements. According to Vermeij, the RPG elements created a real problem and he cited the example of if the player ate too much, CJ would become too obese to climb walls or run fast, which made it impossible to complete some missions, and the QA team made an effort to note this Defects. Vermeij goes on to say: If a player is hungry, his stomach makes noises. Players have begun heading to Mount Chiliad to search for the Big Foot monster (one particularly widespread rumor). Many players thought they were hearing Big Foot’s voice, not realizing it was their stomach sounds. Vermeij believes that the decision to include GTA: San Andreas with many improvements and new features was just adding on and making things unnecessarily difficult. Vermeij continues his narration and remembers himself sitting in the meeting where the team decided to add stealth to the game, even though they had already added a lot of features and there was no need for that, and in fact none of them were passionate regarding this idea, but they implemented it in the end. To develop the game in the shortest possible time, Rockstar appointed more developers and summoned the Manhunt development team following completing its development, bringing the number of GTA: San Andreas developers to eighty at the time of its release. The development process was less stressful than Vice City thanks to Rockstar facilitating the development process, bringing in a chef to prepare meals for developers working late. These novels shed light on the difficulties facing decision-makers within the corridors of game manufacturing companies and the challenges that stand as a stumbling block in the way of developing games. They also show us appropriate solutions to provide a comfortable work environment for developers that encourages them to be more creative, and GTA: San Andreas is only one novel among them. Many stories are written in games that will be immortalized in history.
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