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No Fancy Crap

Help us poor people

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No Fancy Crap
I was at IGN and I saw a new article on the interiors, can someone please copy that(Karnevel, sorry if spelled wrong) it looks like a cool article, help appreciated, thanks.

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JR2K
pleaseeee Karnevil :( I seen the pics and now I want the article even more

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Drunken_Cactus
Yes i would love to see it too, please dude :D

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Drowning

can someone please copy that

 

y dont u ?

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$$Nick$$

why do u thik there asking tehre buddy? its cause they cant aford it... neither can i so tahst why they ask ppl that have the insider 2 post whuts in it

(smacks myself in teh face yealing out duuuuuuuuuuh) :yingyang:

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sakke

September 24, 2002 - A million things comprise the making of a videogame. Coders are constantly altering and tightening physics, fixing cameras, tweaking difficulty levels and experimenting with artificial intelligence. It's not like programming on your TRS 80 anymore. The PS2 itself has a triple thick manual that takes weeks to get through.

 

And so, when a massive multifaceted game such as Grand Theft Auto III comes along, you can bet your Floridian print shirt that the good folks at Rockstar North are working overtime seven days a week to make every spec of the game work and well. Will Grand Theft Auto: Vice City supercede its predecessor? As we explore the various parts of Rockstar North's fifth iteration in the series, we must take a hard look at the game's ambient, civilian life.

 

Like Liberty City before it, Vice City is populated by hundreds of "people" going about their lives: They may be walking the streets, but they're actually on their way to do something. They're all programmed, so to speak, like we are in our daily working week, to do something. The roller skaters roller skate, the drivers drive, and the business people look...busy.

 

But what else are they doing? Are they just robots with bikinis? Or agro-gang members that simply react to your presence? And, more importantly, do they react to you, and with what complexity? We spoke with Dan Houser, VP of creative, and Rockstar North's James Worrall who gave us an inside look at the artificial intelligence behind the denizens of Vice City.

 

IGNPS2: Can you tell us some of your favorite new additions to the walking life in Vice City?

 

Dan Houser: We set out with the goal of giving the ambient city life a lot more personality - with more variety in the way pedestrians look, more variety in the behavior, what they say and when they speak and more for the player to interact with. The new police behavior I love - they do more and are more likely to surprise the player. Also some of the 1980s characters hanging out in the map are great to interact with, be it the waspy snobs on the golf course or the degenerate street gangs hanging out in the ghetto.

 

James Worrall: The roller skaters are pretty cool and you'll see cigar girls walking Ocean Drive. My favorite is the improved the gang AI. Now you'll see them hanging out in gangs on street corners and if you stand close by and eavesdrop you can hear some great comments and conversations.

 

IGNPS2: I heard about pizza delivery mission in Vice City. Are there actual pizza parlors?

 

James: Pizza parlors, and more; The Player will find these particularly useful and each is staffed by a loyal McJobber that will serve the Player through thick and thin - even if he has to do so ducked behind the counter whilst bullets ricochet around him!

 

IGNPS2: We know there is a roller skater, what other activities do pedestrians do in Vice City?

 

James: They cruise on leisure boats, take the bus around town, hail taxis, jack cars, and ask if you know anything about toilets....

 

Dan: They also mug people, go to nightclubs, get into fights, crash cars and bikes, run businesses, shop, eat, dance, discuss politics and abuse one another. The usual sort of city life. We have tried to add as much variety to people's behavior as possible while still keeping the AI manageable given the number of different scenarios we can think up in a city. We're trying to combine the look of the character with their behavior...are they aggressive or scared, busy or hanging about...with what they are saying and what their voice sounds like to make the ambient characters in the city feel as varied and alive as possible.

 

IGNPS2: In Grand Theft Auto 3 you had different districts and each district had its own pedestrians. Will there be more in this one? How do the inhabitants differ as you travel around?

 

Dan: Of course. That's the trick in bringing a city to life. A city like Vice City has some very glamorous districts, especially on the ocean and some dodgy districts where more unsavory characters hang out. Gangs have control of sections of the city; shoppers prefer the mall; fat people enjoy the food court. That sort of thing.

 

IGNPS2: What's the weather like in Vice City? How do pedestrians react to weather changes?

 

 

 

The AI in Vice City is more complex this time around. Though this guy is a few bits short...

 

 

 

 

Dan: It's down south, so usually the weather is pretty good - we really wanted to capture the sunny, almost cooked vibe that you see down there, especially after spending so long in murky and dirty Liberty City. Aaron and the whole Rockstar North art team did a brilliant job in giving Vice City a different look to Liberty City- the game world just feels hot and sun bleached. The AI, vibe and personality of the city's inhabitants and visitors have been set to match. People want sun and expect it, but when they don't get it, they are very angry. Vice City is a city full of tourists and of people who moved there to get away from the rest of America.

 

James: When we were over in Miami there was a hurricane lurking off the coast, and whenever it rained the streets became deserted. It amazed us because it always rains in Scotland and quite often we'd find we were the only people on Ocean Drive! So when it rains in Vice City you'll find pedestrians running for cover and the streets becoming quite lonely. Cars drive more slowly to cope with the slippery roads and rain splashes off the 'camera', running to the edges of the screen if you're traveling at speed. But when the sun comes back out again the beaches start to fill with sunbathers and the sun glints off the beautiful turquoise sea. Cars have spectacular flares, the hot blacktop creates a heat haze and while driving down a boulevard the sun flashes through the palm trees.

 

 

 

 

IGNPS2: What sort of interactions do you see between different pedestrians? What might happen if you stand on a corner and watch pedestrians?

 

Dan: It depends where you are in town. You could watch some very nice people pose near the beach or wait to be mugged in some very nasty neighborhoods.

 

James: We've improved the police and gang AI a great deal. Now if you hang around, you might see cops chasing a shoplifter down the street, or security guards hassling gang members in a mall. Pedestrians compliment and/or insult each other. You'll see car-jackings, people queuing at bus stops and hailing taxis.

 

IGNPS2: Carpooling was far from the mind of everyone in Liberty City, are the inhabitants of Vice City a little more environmentally friendly? Do they travel differently?

 

Dan: Well, it's not self-consciously environmentally friendly. In the 1980s, people didn't know what the word ozone layer meant. Of course, not everyone knows about it now, but most right-minded people accept there is a need for better use of resources. In the decade of conspicuous consumption, people are much more keen on showing off. However, what better way to show off than take someone on a ride in your new car.

 

James: Non-player vehicles will often have passengers, whether they are buses, cars, boats or mopeds. Most of the time they'll bail out when the car is jacked, but if the Player's quick, he can often find himself speeding about Vice City's streets with a screaming passenger in the back!

 

IGNPS2: You'd expect the inhabitants of Vice City to be a little more laid back. How does this reflect their dialogue and behavior?

 

Dan: Well, we tried very hard to work out characters for each pedestrian - to give them a little back story, which would reflect in their behavior, language, interests, and look so each character feels as rounded as possible. I'd love to say this made them a little bit more laid back, and certainly, thanks to the great new character models, there are some very over-weight and lazy people in Vice City, but the 1980s were not a very laid back time. There are some very compulsive shoppers and some very neurotic people out there, all of them making trouble for themselves. However, there's so much more variety in every aspect of the ambient characters, from the way they look, move, sound and behave, that the city feels very alive.

 

IGNPS2: Vice City seems more glamorous than Liberty City. Can we expect to see a seedier group of people?

 

Dan: Vice City is glamorous, but a lot of the people there don't have much taste. A love of man-made fibers pervades and unfortunately, too many of the people have not realized that money can't buy you class. The city has some very well off inhabitants, busy protecting themselves from some very poor inhabitants desperate for a piece of the action.

 

 

 

Flirting! Wonder what would happen if we followed them home...

 

 

 

 

James: Grand Theft Auto 3's plot line was based around well-known criminal organizations. There was a gang vs. gang ethic that sometimes favored revenge and saving face, rather than having any good business sense. Vice City is all about money. Cash influences loyalties and friends can be trusted only as far as their next cut of the business.

 

IGNPS2: Are there any trends and fashions I should know about in Vice City?

 

Dan: It's the 1980s, so a look is very important for a man. In general, in a hot town a bikini is always a good look for a woman and a thong type pair of swimming trunks a dreadful but too popular look for a man. Suits were popular in the 80s, but in the heat, people can get very sloppy. We couldn't have made a game set in the 1980s without paying a lot of attention to fashion.

-- Douglass C. Perry

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sakke

September 27, 2002 - Variety is the spice of life, they say. After Rockstar's success last year with Grand Theft Auto III, the NY-based publisher has apparently dug deeper into the GTA engine to create a larger world on both the outside (about two times larger than GTA3) and the inside, with new interior gameplay and cutscenes.

 

Perhaps more poker-faced than ever, Rockstar provides little glimpses of its game and then it says nothing. The strategic back-and-forth teasing is more than some people can take, while for others, it's just part of the ultimate game, which is to eventually explore the entirety of Grand Theft Auto: Vice City as soon as possible. Us? we love it. It's a cruel battle gleaning information from the GTA3 makers, but they simply don't want to give too much away before the time is right. Luckily, today, we have cracked some interesting new barriers by weeding out new information on the team's interior design scheme.

 

Unlike Grand Theft Auto III, Grand Theft Auto: Vice City incorporates gameplay taking place inside buildings. Players can walk into hotels, nightclubs and various other house and structures, in which they engage in all sorts of "fun" activities. But how will interiors add to the Grand Theft Auto experience? In other words, what's the difference between running, walking and shooting inside than outside? The difference is that like a subway, mall, or supermarket, players are bound to experience different kinds of things, different people, and perhaps a new side to the civilian life.

 

A Rockstar representative explained it to IGNPS2 this way: "You can dig deeper into the city. You can pick up something new, or you can hide, or you can explore that building. Just like in the living, breathing city of GTA3, the living and breathing world of Vice City is alive on the inside as well as the outside."

 

 

 

A place for Italian food? Red wine? Or the next murder scene?  

 

 

 

 

Given the vastness of the city of vice, which is estimated at twice the size of Liberty City, players are certain to find that exploring buildings as well as streets creates a new dimension of exploration and action. But with a world as large as GTA: Vice City, opening the door of every single building is not an easy thing, nor, design wise, is it especially an intelligent idea. So, what Rockstar North has done is to design specialized buildings to enter, each with its own design and function.

 

"Not only is it unrealistic [to try to open up every door in every building in the game], it would also get pretty boring if you could go into every building," said Assistant Producer Jeremy Pope. "There is actually a diverse assortment of interiors for the player to explore ranging from small stores to huge interiors, like airport terminals. For example, hardware stores, laundromats, police stations and bars are just a few of the many indoor areas that you can visit."

 

Hm...while hardware stores and laundromats sound intriguing, airports sound far more interesting. Surely, airports lead to helicopters, and helicopters lead to flying, and flying leads to...well, that's a good question, isn't it? Well, to be sure, helicopters lead to newfound fun. Anyway, Two of the most prominent places to enter are The Malibu Club and the Ocean View Hotel, as shown in our exclusive screenshots.

 

"There will be certain people and objects in specific interior locations that can be interacted with," explained a Rockstar representative. "It depends on the interior. But all of them are worth checking and scoping out. Rockstar North picked and selected areas that are definitely worthwhile.

 

The interiors themselves look better than we expected. Take for instance the Oceanview Hotel. The hotel boasts a large, clean shiny interior. The floors are waxed, gleaming and offer excellent reflections of the interior. After walking in the doors, players can look back outside the hotel doors or through the windows and see activity, such as civilians walking by and streetlights changing. Tables are set with fine dining utensils, pictures hang on the walls, plants decorate the corners and moving fans hang from the ceiling.

 

Or you can take a look at the Malibu Club, which boasts entirely different activities and décor. Inside the Malibu Club players encounter Vice City nightlife in action. AI characters dance on the dance floor and it looks as if there is a band on the stage. The interiors here are similar yet different. The lighting is entirely changed from the Oceanview Hotel; darker but also more active, with the moving, multicolored dance lights roaming across the room. There are also split level floors, so you can walk up and down the chill areas, and see the action, or perhaps you can even climb up onto the stage.

 

"Many of the interiors play an important role in the story of the game," explains Pope. "Others are directly integrated into the mission structure. All the interiors have a purpose, a reason to go inside them and an interactive and important role within the game in their own way."

 

Getting ready for a very important meeting inside the Oceanview Hotel.  

 

What's excellent, to be sure, is that there will be missions inside offered inside buildings, in addition to those offered outside. And just as in Liberty City, players can save in more than one place in Vice City. But are they just as drab and spare as in Liberty City? "You may have noticed that Vice City is generally a more superficially glamorous place than Liberty City," explains Pope. "The safe houses are now much more integrated into the game's story and directly proportionate to the success and sensibilities of the player."

 

So are the gameplay interiors part of the team's original vision? Or are the new interiors a direct response to fan requests?

 

"I'd say it's really a bit of both," said Pope. "The Grand Theft Auto world is perpetually evolving, and, as with many of Vice City's features, interiors were something we've always wanted to include. Only now, with the further enhancement of Rockstar North's streaming technology, are we finally able to realize this feature as we initially envisioned. Also, we were well aware of the fan base's desire for more of these areas, so we were determined to make these something special."

 

We'll have more details on the interiors of Grand Theft Auto: Vice City in the near future.

 

Enjoy  

 

 

 

 

Now you have something to read :)

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playa
thx so much man!

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Chunky Lee Chong
wow thats a lot of info THANKS!

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Drowning
Yeh thx sorry i didn't know u had to pay ?!?!?

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DigitalD

GTA: Vice City: The Beauty and the Filth.

 

Anyone? :) It's the September 26th article.

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JR2K
thanks for the article:)

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Apoclypse
f*CK THAT! I AINT READIN THAT!

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C Bear
f*CK THAT! I AINT READIN THAT!

Well, thanks for letting us know. I feel so much more knowledgable now.

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