
Grand Theft Auto IV, developed by Rockstar North and published by Rockstar Games
In our last, egregiously truncated Vs. Mode exchange on the PlayStation Portable game Patapon, the Level Up staff, our regular opponent Stephen Totilo and our commenters got into a spirited debate about the nature of the grind in videogames (click here to see for yourself, as it's well worth reading). This week, we're tackling Rockstar North and Rockstar Games' Grand Theft Auto IV, in a back and forth discussion that will also be featured on Totilo's blog Multiplayer. Totilo kicks off the debate by singling out his favorite moment in the game--a long drive with a woman who ought to go, go, go to rehab--before examining whether Rockstar North may have taken a wrong turn with this newer, more stately GTA. For our part, we defend the developer's refusal to be all things to all people with GTA IV and suggest that Rockstar North's planned downloadable content might be the best vehicle for delivering the wilder ride that a number of GTA fans are still looking for. Enjoy.
***
Date: June 2, 2008
To: N'Gai Croal
Fr: Stephen Totilo
Re: The Addict And The Animal
N'Gai,
In my favorite mission of Grand Theft Auto IV, Niko Bellic doesn't kill anyone. He's offered sex, but he doesn't give in.
He's
just a chauffeur, essentially. And he makes decision I don't think I'd
make in a moment in which the game doesn't give me a choice--not like
it does in several moments praised as the best in GTA IV.
It is
indeed the little things that make Grand Theft Auto games so grand. The
sequence I just alluded to is one of the littler details in the game.
It's a mission involving a drug addict named Marnie, a character who
you will only encounter if you bring Niko past City Hall in the game's
version of Manhattan after a certain number of hours played.
And,
spoiler, what she wants so very badly is for Niko Bellic to help her
feed her addiction. She asks for money. She offers herself. And
ultimately she accepts Niko's limited charity: a long car-ride to her
dealer where no shooting occurs, just a small-time drug deal. The whole
time Niko drives her there he tries to talk her out of it. He fails,
but under the player's control, he drives her into temptation anyway.
What
I just described to you both is and isn't the kind of GTA IV you've
likely heard about. Yes, I've described a game about crime in the city.
A game that features a man who can be controlled to do less than
socially acceptable things. But I've also described a game that
contains, below its heights of big crime fantasy, some sidewalk-level
tragedy. There's a junkie girl. And there's this most violent of men,
who has no tool in his arsenal that will help her kick her habit.
You
and I have played dozens of hours of Grand Theft Auto games. We know
them for the mangy untamed beasts that they are. We know that the only
thing more impressive than the amount of polish Rockstar applies to
each new cityscape of urban delinquency is the amount of these games
that remains un-polished. The GTA games are incredible in scale and
detail, deft in their portrayal of freedom's limits, aurally grand and
as entertainingly violent, disruptive and calamitous as any games
before them. Still, each game of the series pokes their players with
rough edges: missions of awkward difficulty, controls that improve but
can still frustrate, characters who don't seem consistent.
I'm left wondering what the developers of GTA should try harder with and what hopes for the series they should abandon.
These
GTA games resist smoothing. They resist efforts to streamline them into
a taut, refined experience. The cell phone that keeps Niko connected to
his friends, the police computer that locates crimes, and all the other
elements of IV that replace the contrivance of old games with greater
realism are overwhelmed by the game-ness GTA can't shake. We're not
playing a movie, not by hour 30 or even hour 15 when a player's choice
or a developer's one extra set of missions sends Niko the game avatar
to do something Niko the character would never do.
GTA is an
inconsistent beast. And, to go back a metaphor, they make me think not
just of an animal that may be both untamed and un-tame-able but of
Marnie, the addict. They make me wonder if there's really any way they
can ever get beyond their fixation with certain familiar ways.
This
new GTA was made to be more sophisticated, more grown up, I think. It
introduces moral choice. It skips rainbow afros and giant sex-toy
weapons for a story that, initially, is a barely violent exploration of
the eyes-just-shut start of the American dream. It's a more mature GTA.
Yet
there's a guy at work here at MTV who is inconsolable over the
exclusion of planes and tanks in GTA IV. He wants to wreak mayhem. He
sees a GTA as the sandbox it was once hyped to be. He wants unhinged
GTA. That GTA is in GTA IV, in any of the spots where rules are broken.
It's not there as a cheat-code tank. But it's there when you ignore the
game's orders and kill the character the narrative was discouraging you
from knocking off. It's there when you ignore dating Kate or bowling
with Little Jacob and piss them off. It's there when, even with just
the reserved wardrobe of GTA IV you find to outfit Niko in a ridiculous
ensemble.
In playing GTA IV I was reminded that GTA is at its
most fun when it's tweaking, when it has the shakes, when it can't
abandon the violence, the transgressions, the subversions of its own
rules. The other style of GTA --the one that bottlenecks its story,
that keeps Niko moving forward and lands him with a bunch of mobsters,
that picks your vehicle for you sometimes, that tries to keep
characters consistent and deliver a moral over the course of 30 hours,
this classy, more respectable, more constrained, more cleaned up,
rehabilitated GTA--doesn't feel like the GTA I've known. Or at least
the one I like telling friends about. That GTA has always been there,
but it's been subdued. With GTA IV, though, it may be on the rise. Is
this the new GTA and one that we want?
I played Grand Theft Auto
IV with the feeling that it's the game on which its creators tried to
exert their tightest grip, making all the more tantalizing the moments
it slipped away. I enjoyed trying to subvert it all the more. To use
both of my metaphors again I felt the developers were trying to harness
it and clean it up in the service of telling an important story, of
being a transcendent cultural work. I feel like they've gone half-way
to something new, to a different GTA than we've known. And I'm
wondering if they should complete that step or if they should hold back.
I'm
rooting for more street-level tragedy and comedy, for something messy,
for something that isn't built to someday be smooth, mended and
gracefully operatic.
What do you think? Do you like the new,
restrained, refined GTA? Or is it time to bring back the 'fros, the
sex-toy weapons and expectation that the story more-so than the
gameplay will mean something big? What do we want our Marnie to be and
what help do we hope they'll give her?
-Stephen
***
Date: June 13, 2008
To: Stephen Totilo
Fr: N'Gai Croal
Re: Liberty City Is a Platform
Stephen,
It's so tempting to ignore you and write about my
favorite moment in Grand Theft Auto IV. But I'm feeling oddly generous
after such a long layoff between Vs. Mode battles, so I'll engage you.
Even if I'm a little surprised at your response to the game. After all,
you're Mr. Innovation Bias. Shouldn't you be wildly applauding the
shock of Rockstar North's new vibe rather than expressing your
conservative longing for past Grand Theft gameplay, masked as a call
for the subversive over the sublime? Eiji Aonuma does the same ol',
same ol' with Phantom Hourglass; you say you're getting bored. Rockstar
North attempts something novel; you say you miss the way things used to
be. The only thing left for you to do is urge them to remake the
previous GTAs using the latest tech, amirite?
Besides, weren't
you the one who advanced the theory that multiplayer was where we would
find the bulk of the sandbox-y pleasures of GTA IV? You want Rockstar
North to roll it for you, when perhaps what they've done is given you
the Philly and the Purple Haze so that you can roll it yourself.
Or
maybe I'm the one who's been too easily satisfied by Rockstar's more
stately, better-controlling opus, while more experienced fans grit
their teeth. Take poster Shimuro on NeoGAF. In the thread titled "Final
Thoughts: Grand Theft Auto IV and OOT apologists," he opens with a
litany of praise for the game before presenting a laundry list of
complaints, including:
The
game was good, no doubt, but it entirely forgot about its roots. Grand
Theft Auto is a sandbox game and that sandbox is pretty damn weak. It
entirely forgets a certain group of people in favor for people who only
care about story. People like me who appreciate both the story and the
vast amount of things to do. There is little f---ing around in GTAIV,
it's mostly all serious business. The problem with GTAIV isn't that
it's "back to basics", because that's false - GTAIII has more content
and things to do than GTAIV. It's just a step back in general, lacking
the creativity, variety that made the past 3d GTA's memorable....
Summary:
Sandbox game this is not. GTAIV, while doing a lot right entirely
forgets its genre roots in the name of "realism" and because certain
things were "out of Niko's character" as publicized by Rockstar Games.
I dearly hope this is not the direction they plan to take the series
in, or I'm going to have to stop playing one of my favorite series and
pick up another open-ended series.
If I didn't already know your GAF handle, I'd swear that Himuro was you!
I
can't share Himuro's perspective, because I wasn't a connoisseur of the
previous games the way he clearly is. But it sounds as though he's
articulating a lot of your concerns. For a relative newcomer like
myself, the streamlined formula sounds just right, and I've recently
learned that one of Rockstar's aims with GTA IV was to make it more
accessible to newcomers. But in doing so, is Rockstar permanently
leaving its most loyal, most die-hard fans behind?
I don't think
it's yet time for you and the other dead-enders to render such a
judgement because, like you, I recently had a limo ride that blew my
mind. Only this limo ride didn't take place in Liberty City. It began
in Napa Valley, CA, following the conclusion of Ziff-Davis' Electronic
Gaming Summit, where Valve director of business development and legal
affairs Jason Holtman and I shared a limousine to San Francisco
International Airport. During the 80 minute ride, we had a wide-ranging
conversation, giving me a good handle on Valve's philosophy--and its
relevance to action-adventure games like GTA IV which are designed for
the integration of post-release downloadable content.
Take Team
Fortress 2 for PC. The first couple of sets of downloads were
additional maps. Then Valve integrated achievements into Steam and
added an achievement path for TF2's Medic, complete with a brand-new
melee weapon for those who complete it. Next up: an achievement path
for the Pyro, three new weapons and one of Valve's hilarious intro
movies, this time for the Sniper.
Most developers of
action-adventure titles extend their games along a single meaningful
axis (i.e. maps, vehicles and game types), along with perhaps a second,
cosmetic axis (i.e. costumes, decals and achievements). Weapons
generally fall under the meaningful category, but they're tricky to
add--especially for competitive multiplayer games--because they can
throw a game's balance out of whack. If, with every update, Valve can
now simultaneously extend TF2 along multiple axes--two meaningful (maps
and weapons) and two cosmetic (cinematics and achievements)--along how
many more axes can Rockstar extend a narrative-rich open world game
like GTA IV? Shall I list some of them?
- single-player missions
- multiplayer missions and game types
- co-op missions and game types
- characters
- interiors
- boroughs (show Shaolin some love, y'all)
- friend paths
- vehicles
- weapons
- clothing stores and clothing
- radio stations
- music
- commercials
- TV shows
- restaurants
- packages
- Web sites
- ring tones
- abilities
- everything else Stephen Totilo believes is missing
I'm
sure I've allowed some aspects of the game that could be extended to go
unmentioned. But I think you can already see the possibilities inherent
in what I've laid out. And that's not even taking into account two
final axes that Rockstar has already experimented with in its
standalone console and handheld games: time and space.
With
Liberty City Stories and Vice City Stories, Rockstar has already shown
that it can tell stories in the same physical location at different
points in time. Why couldn't the DLC packs let us play as Little Jacob
or Dimitri when they first came to Liberty City; or Dwayne and Playboy
X as they were coming up in the streets before Dwayne went to prison;
or as a new character in events set after the events of GTA IV. As for
space, if GTA IV can fit on a single Xbox 360 DVD-9 which holds seven
gigabytes of data, what if subsequent titles like a new Vice City or
San Andreas could be saved to the Xbox 360's hard drive to create a
single Grand Theft America, a persistent world in which adventures can
take place in multiple cities, located in multiple states and set
during multiple time periods?
This is what careful game design,
downloadable content and sizable hard drives allow. If Rockstar North
producer Leslie Benzies is correct in his estimation that Grand Theft
Auto IV cost $100 million to develop,
then the company would be remiss in not exploring some MMO-like
business models. (After all, the last game I know of that took
four-plus years to develop and cost $100 million to make is World of
Warcraft.) So if Rockstar has spent all of this time and money to
establish Liberty City--a sprawling play space that can accommodate
many more gameplay possibilities--it would behoove them to do so, not
only with the two planned DLC packs, but well beyond them, as any MMO
would do. And if this sounds a lot like the Everlasting Gobstopper of
Interactive Entertainment theory that I advanced in our January Vs.
Mode exchange on Burnout Paradise, well, it should.
I want
Rockstar to take the possibility space that is Liberty City and keep
building on it. They can experiment with tone: one expansion pack could
be primarily comic; another tragic; another brutal; another frothy.
They can set one in the 1970s; another in 2020. I said that Rockstar is
showing its maturity by realizing that it doesn't have to be all things
to all gamers, but let me revise that statement: it doesn't have to be
all things to all gamers at all times. It's wiser to take a
slice of what's possible and offer that initially, while gradually,
with every content release, adding more layers on top of a very strong
foundation.
So we've talked about what we'd like to see in the
future, but I'd like to dig more into what's there now. You've said
that Grand Theft Auto IV isn't your favorite GTA--why? What didn't you
like? What have they already done better? And did the multiplayer game
replace the sandbox as you hoped it would?
Cheers,
N'Gai
Next: In which Totilo reveals his favorite GTA and spells out exactly what he likes and doesn't like about GTA IV--and challenges us to do the same.
As for you, Dear Reader, do you feel as though downloadable content is the appropriate place for Rockstar North to both bring back the old and experiment with the new? Or would you agree with Himuro's subsequent declaration on NeoGAF that "If the dlc consists of the things that should have been in the original game, I'm not bothering. I'm not going to give them more of my money, I'm not falling for that trap"? Let us know in the comments below.