Grand Theft Auto IV - Development

Development

See also: Marketing for Grand Theft Auto IV

Work on Grand Theft Auto IV began in November 2004, almost immediately after the release of Grand Theft Auto: San Andreas. Around 150 game developers worked on Grand Theft Auto IV, led by core members of the Grand Theft Auto III team. The game uses Rockstar's own RAGE game engine, which was previously used in Rockstar Table Tennis, in combination with the Euphoria game animation engine. Instead of pre-written animations, Euphoria uses procedural animation to control the way the player moves, enabling character movements to be more realistic. The Euphoria engine also enables NPCs to react in a realistic way to the player's actions. In one preview, a player knocked an NPC out of a window and the character grabbed onto a ledge to stop himself from falling. The game also uses middleware from Image Metrics to facilitate intricate facial expressions and ease the process of incorporating lip-synching. Foliage in the game is produced through SpeedTree.

Grand Theft Auto IV sees a shift in the series to a more realistic and detailed style and tone, partly a result of the transition to consoles which offered high-definition graphics and the new and improved capabilities of such consoles. Rockstar co-founder Dan Houser said "what we're taking as our watchword on is the idea of what high definition actually means. Not just in terms of graphics, which obviously we are achieving, but in terms of all aspects of the design. You know, trying to make something more realistic, more held together, but still retaining the overall coherence that the other games had." Art director Aaron Garbut said one of the reasons they decided to set the game in New York because "we all knew what an amazing, diverse, vibrant, cinematic city it is. And since we were hoping to push the detail, variety and life, for lack of a better word, to such a degree it seemed that basing the game in a city so synonymous with these things was a great fit." Dan Houser added "because we were working in high definition and we knew we'd need a shitload of research, we wanted to be somewhere where we had a foothold." The developers consciously avoided creating a block for block recreation of New York City, Dan Houser said "what we've always tried to do is make a thing that looks real and has the qualities of a real environment, but is also fun from a game design perspective." The Grand Theft Auto IV rendition of Liberty City is far more detailed and is the largest individual city in the Grand Theft Auto series. Although smaller than San Andreas, Liberty City is comparable to it in terms of scope when "the level of verticality of the city, the number of buildings you can go into, and the level of detail in those buildings" are taken into account. The goal for Liberty City was to have no dead spots or irrelevant spaces, such as the wide open deserts in San Andreas. To achieve a realistic environment, the Rockstar North team, based in Edinburgh, Scotland, made two trips to New York for research, one at the start of the project (which is done with every GTA game) and another smaller one further into development. A full-time research team, based in New York, handled further requests for information ranging from the ethnic minority of a neighbourhood to videos of traffic patterns.

The story of Grand Theft Auto IV was written by Dan Houser and Rupert Humphries. Unlike previous Grand Theft Auto games which have a strong cultural or cinematic influence, " really have any cinematic influences", said Dan Houser, "we were consciously trying to go, well, if videogames are going to develop into the next stage, then the thing isn't to try and do a loving tribute or reference other stuff. It's to reference the actual place itself." Houser also said, "In terms of the character, we wanted something that felt fresh and new and not something that was obviously derived from movie. Maybe could do something ourselves that would live alongside that stuff."

Music supervisor Ivan Pavlovich said " to pick the songs that make New York today what it is, but make sure they won't feel dated by the time the game comes out." The developers contacted over 2,000 people in order to obtain recording and publishing rights. They even hired a private investigator to locate the relatives of late Skatt Bros. member Sean Delaney to license the band's song, "Walk the Night". Citing sources close to the deals, Billboard reported that Rockstar paid as much as $5,000 per composition and another $5,000 per master recording per track. Developers originally considered letting players purchase music by going to an in-game record shop and for Niko to have an MP3 player, but both ideas were cut. DJ Green Lantern produced tracks exclusively for the game's hip-hop radio station The Beat 102.7. Record label owner and record producer Bobby Konders, who hosts the in-game radio station Massive B Soundsystem 96.9, went through the extra effort of flying to Jamaica to get dancehall artists to re-record tracks to make references to the boroughs of Liberty City.

The Corporate Vice-President of Microsoft's Interactive Entertainment Business division, Peter Moore, announced at E3 2006 that the game would appear on Xbox 360, by rolling up his sleeve to reveal a GTA IV temporary tattoo. Rockstar Games initially appeared to be committed to the original 16 October 2007 release date; however, Wedbush Morgan analyst Michael Pachter suggested that Take-Two may choose to delay the release of the game in order to boost its financial results for 2008 and to avoid competing with the release of other highly anticipated titles, such as Halo 3. Rockstar responded by saying that Grand Theft Auto IV was still on track for release in "late October". On 2 August 2007, Take-Two announced that Grand Theft Auto IV would miss its original release date of 16 October 2007 contrary to their previous statements, and would be delayed to their second fiscal quarter (February–April) of 2008. In a later conference call with investors, Take-Two's Strauss Zelnick attributed the delay to "almost strictly technological problems ... not problems, but challenges." It was revealed that technical difficulties with the PlayStation 3 version of the game contributed to the delay, along with storage problems on the Xbox 360. On 24 January 2008, Take-Two announced that Grand Theft Auto IV would be released on 29 April 2008. As the release date approached, Rockstar Games and Take-Two marketed the game heavily through various forms, including television ads, Internet video, billboards, viral marketing, and a redesigned website. A special edition of the game was also released for both the PlayStation 3 and Xbox 360. At a Take-Two shareholder meeting on 18 April 2008, Take-Two CEO Ben Feder announced that GTA IV had already "gone gold" and was "in production and in trucks en route to retailers". The game was eventually released for the PlayStation 3 and Xbox 360 video game consoles in Europe, North America, and Oceania on 29 April 2008, and in Japan on 30 October 2008. A Microsoft Windows version of the game was released in North America on 2 December 2008 and in Europe on 3 December 2008. It was made available on Steam on 4 January 2009. Overall, Grand Theft Auto IV took over 1000 people and more than three and a half years to complete, with a total cost estimated at approximately $100 million, making it one of the most expensive games ever developed (as of 2012 only Star Wars: The Old Republic has been reported to have a higher development cost than that of Grand Theft Auto IV).

Read more about this topic:  Grand Theft Auto IV

Famous quotes containing the word development:

    Good schools are schools for the development of the whole child. They seek to help children develop to their maximum their social powers and their intellectual powers, their emotional capacities, their physical powers.
    James L. Hymes, Jr. (20th century)

    Somehow we have been taught to believe that the experiences of girls and women are not important in the study and understanding of human behavior. If we know men, then we know all of humankind. These prevalent cultural attitudes totally deny the uniqueness of the female experience, limiting the development of girls and women and depriving a needy world of the gifts, talents, and resources our daughters have to offer.
    Jeanne Elium (20th century)

    I can see ... only one safe rule for the historian: that he should recognize in the development of human destinies the play of the contingent and the unforeseen.
    —H.A.L. (Herbert Albert Laurens)