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The Concept Creators' Lounge


Pooyan Cyrus
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Akaviri
48 minutes ago, H-G said:

IMHO there shouldn't be much RPG elements in a game like GTA. Feeding and exercising CJ in SA always felt like a chore to me.

 

I think it should be like VC, where you can simply change between pre-defined outfits for your character, you can optionally eat food to restore health (but only when it's below max capacity) and that's all about customization\RPG elements. I know it'd be a huge step backwards compared to SA or V, especially for a fan-made GTA VI concept, but still...

 

I think customization is essential but there is a place to draw the line. I like having a selection based on the style of the protagonist and not a bunch of generic clothing items. There's a style to follow for each character. Tommy had plenty of outfit options but they were all made to fit him. CJ had a huge selection but there was a lot of filler and silly items. Niko had about the bare minimum to choose from; I was disappointed when I finally unlocked Alderney to find there were no new clothing spots to explore. Still, I had a lot of fun seeing what combinations were possible with his limited wardrobe. Johnny deserved a few alternative outfits (at least his original one!) and Luis was a good example of quality preset outfits.

 

Starvation is a bit dramatic. This ain't the Sims. What's next, I gotta pull over during a mission to take a piss? There's a place for immersive activities, and they are important. We need something chill to do between slaughtering people in missions.

It's what made San Andreas quite special. Driving/flight school was brutal, but the juice was worth the squeeze and they were memorable triumphs. Even before San Andreas, remember doing the firefighter missions to become fireproof? Ambulance missions to increase your max health? That was huge fun. As long as the rewards are reasonable and it's not a grind-fest.

 

The idea of skills is paramount with multiple protagonists. I was not really a fan of the 'special abilities' in GTA V. Passive effects work way better. For example, Johnny Klebitz was an absolute beast on a motorcycle, but ran with a limp. Niko is best in hand-to-hand combat, but flies off the motorcycle if he hits a speed bump. Luis can fly helicopters because he earned his certificate, but he has a small Johnson. Balance.

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wise_man
Posted (edited)
On 5/10/2022 at 2:06 AM, Jezus Holy Christ said:

I was wondering, how much RPG-esque elements is too much for GTA? Like, we've had heavy character customization before (San Andreas). I find GTA 2 to be the game with the most RPG influence, for its "Respect" system and its ending, but they abandoned most of that game's ideas. Other than those two there's some very basic surface-level character progression systems in work here and there but that's about it.

What's fair game to you within the GTA realm?

 

  Reveal hidden contents

Is it too much if the game lets you cooperate with the police (not in a V "you're cia's puppet now" way), or you can get an early underwhelming pacifist ending (which isn't canon but is possible anyways)?

 

Rather complicated to answer. For me, whenever there's an RPG element in a GTA game, Rockstar always make them work in simpler mechanism. Unlike Ubisoft's recent RPGs or The Witcher 3, the RPG stuffs in GTA are not bunch of complicated features; they're easy enough to comperhend by average players quickly. You don't need to waste time to understand how San Andreas' fat/muscle system work. It's a simple element influenced by eating, going to gym, or running. 

 

As for customization, I'd say something like GTA IV as near perfect. It's limited but there's still some freedom of combination. I will still welcome the ideas of adding tatto or changing haircut too. The game can put as many customization options as possible, but all the options should always be consistent with the protagonist. Trevor is a badass guy for some, but why would he wear dress?

Edited by wise_man
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sabitsuki

I'm probably in the minority to say that I kinda want a GTA-style game with Mass Effect-esque RPG elements. Pretty much Cyberpunk 2077 done right but in a period or contemporary urban setting. Sorta like creating your own season of The Wire.

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Phil McCrevis
On 5/7/2022 at 8:40 AM, H-G said:

Forgot to mention, Graven did another artwork with a different subtitle alongside the previous one:

 

Z2t6lqx.jpg

Sorry if I missed this caused I've been busy with school but why do you have the title as Manhunt 3 with GTA characters. I would love to play Yakuza story set around Liberty City but not sure how Manhunt would work. As a type of exploitations revenge story? Or something else?

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Jezus Holy Christ
Posted (edited)

I don't think that highly of customization. It makes sense for it to be limited and consistent with the character we're playing as, that's fair. I don't think a blank slate character would work all that well with GTA so there's that. No complicated skill trees and skill points and wtv. For all I care, Cyberpunk had all of these things and I still felt forced to follow a certain path for most of the game. That's not to say I didn't like its story, but if you don't like that narrow path you're allowed to walk in, you might end up not liking the entire game.

 

The RPG appeal for me is more about outcomes and story progression. It doesn't have to be presented through complicated graphs and stat numbers and whatnot though. It can exist and work in practice. Creating or customizing a character isn't the only way to have more freedom of expression in the game and not being at the game's mercy. There are other ways I think the game can go about that:

 

Respect. I feel like a broken record bringing it up again but the possibilities that core mechanic presented were amazing. In GTA 2 we were ultimately forced to play like Claude would, brute forcing our way to money and turning our back on everybody, but what if they built on that mechanic in later games and let you get different outcomes based on which gang/organization you were cool with?

It makes very unique playthroughs possible. Did you double-cross everybody in true Claude fashion? The final portion of the game will be f*cking apocalyptic and you'll have to deal with everybody on your own. Did you trust the wrong gang/person too much? Get dunked on, the final portion/mission in the game is a Vice City-style betrayal, survive if you can. Did you get close to a certain gang? Let's team up with the gang and play through a blast of a grand finale spanning 5-6 missions where you take out every other gang. Did you do some favors for the cops? You have the option to frame your friends and walk away from your criminal actions free. This last one can make for an interesting post-game too, where remaining gang members pop up every now and then with plots to capture or kill you.

See what I'm getting at? This isn't V anymore, where you play like a dickhead the whole game and still have a good ending option handed to you in the end. The game won't play any more complicated on the surface, but it won't hold your hand during key decisions or worse, make them for you. You may not even have a progress bar or indicator, and the respect system can be embedded deep into the game, with you thinking you're just doing a regular playthrough.

Figure it out for yourself. The more you replay the campaign the more you find out how different things could've gone.

 

More playable characters, combined with a party-like system. Don't let "party" scare you tho, I don't want a GTA where the main characters are in a constant sleepover together lol. We start with one playable character, The Protagonist. Nothing complicated about that right? You play through the first mission (or the first few missions) as them. But that character that accompanies you in, say, 3rd or 4th mission who you can't pass the mission without? Boom, there's your second playable character. Think of having the option to play as Lamar early on in V, or Cesar in San Andreas. This can keep happening to the point you have a dozen playable characters, and therefore more perspectives on the story: You have a hitman, a driver, a mafioso, a drug dealer, a cop, a Truth type hippie, members of different gangs, the list goes on. Naturally, the regular and commonly used members of the party will naturally get stronger and more skilled as you progress. You can go through any part of the game as any of them. A mission can have multiple different starting points based on the character you start it as, and it can unfold in different ways depending on who you pick for the "party".

Here's a scenario of how that will play out: A heist is in the plans. Let's say at the time that's being planned, you're not playing as the protagonist (either by chance or you just chose not to). You're playing as the "driver" type playable character and actually receive a call from the protagonist to join the party. The game made the call while you weren't playing as the protagonist, but you have the lesser power of deciding whether the driver joins or not. Your playthrough breaks into several different branches here, you can:

- Join the party and play the mission as the driver.

- Join the party and play as one of the other party members.

- Reject the invite but switch to the protagonist and play the heist.

- Reject the invite, keep playing as the driver, miss out on the heist completely, but get a unique mission for the driver that you can play instead while the heist is happening.

On the off-chance you decide to go with the last option, that unique mission reveals a key piece of information the other characters don't know. Will you share it with them (this can be a dialogue option if you call them)? Will you keep it and give this character an edge over them (possibly leading to later infighting)?. And about the heist you skipped... You hear about the heist on the radio or on your next encounter with the rest of the involved playable characters. One of them might die during the heist.

Will it possibly result in you playing as characters with conflicting interests? Probably. But something interesting happens here: You fight for the outcome you want, not by picking A or B at the end of the game, but by every decision you make right from the start.

I can go on for days about all the crazy sh*t this will let us do. Imagine you have a playable cop character who starts off in a low rank. At first you use him to point the police to distractions during key moments or stuff like that, but suddenly during one mission you get the chance to betray the party as him, busting them and causing them to fail the mission, earning him some stripes in the process. Now you'll have to regroup and repeat but you also have a higher ranking cop at your disposal. This is oversimplified ofc but I think you get the idea.

Needless to say, there's no heavy character customization involved here but you can get the playthrough you like by playing as characters that align more with your play style or preference at each moment. This means you wouldn't have to dick around in the desert as Trevor if you don't like to. There's no one forced path at most points of the story. The story goes on, but you get to pick what part of it you want to be, and you can possibly slow it down, speed it up or even alter its path with your decisions.

 

 

Damn. This was much briefer in my head.

In short, this is an open world, why not have an "open" story? You can still follow a very safe path like a good kid, or you can abuse these mechanics to cause chaos on a new level. If you liked wreaking havoc with a rocket launcher while freeroaming, you might like aiming your rocket launcher at the story and making the game world a paranoia-infested hell where everybody's going for everybody's neck and you just pour more gas on the fire. If you're the type that stopped at the traffic lights for some reason, you still have the option to play it like the previous titles.

As heavy and expansive this all sounds, it can in the end boil down to having maybe 5 main different endings each with 2 or 3 subsets, and a few false/bonus/early endings, but letting the player finish the game feeling like they truly earned the ending they got. Make the journey matter.

Edited by Jezus Holy Christ
I think I edited this 500 times ok this is the last time
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Posted (edited)
On 5/11/2022 at 1:33 PM, Phil McCrevis said:

Sorry if I missed this caused I've been busy with school but why do you have the title as Manhunt 3 with GTA characters. I would love to play Yakuza story set around Liberty City but not sure how Manhunt would work. As a type of exploitations revenge story? Or something else?

Since the first two Manhunt games are set within the exact same universe as GTA3, VC, SA, Advance, LCS and VCS and my fanfic was already largely expanding upon the GTA lore from day one, I decided to blend together a mix of both franchises when I realized that the tons of cool Katana swordfighting scenes I'm going to write will kinda allude to Manhunt anyway. 😉

 

The story aims to closely explore and flesh-out the entire Kasen family as deeply and as accurately to their original character concepts and stories as possible, with the underrated Yakuza tough guy Kazuki Kasen as the main protagonist.

 

But then that's not all, since the story progresses with time and vice versa, we get to see a massive insight on the entire 3D-era GTA universe, especially Liberty City's history where we see it in NINE completely different time periods (1964, 1967, 1992, 1994, 1996, 1998, 2000, 2001 and even very early 2002!). We also get to see a f*ckton of true R*-style fake brands (e.g: Fae Q. Jewellers), MH1 antagonist Lionel Starkweather in his prime and releasing dumb retarded movies, continuations and conclusions of a truckload of characters from the 3D-era GTA games etc...

 

Take a look around pages #77 and #78 for more, here's an appetizer if you wish to jump in as well.

Edited by H-G
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Phil McCrevis
On 5/11/2022 at 5:42 PM, H-G said:

Since the first two Manhunt games are set within the exact same universe as GTA3, VC, SA, Advance, LCS and VCS and my fanfic was already largely expanding upon the GTA lore from day one, I decided to blend together a mix of both franchises when I realized that the tons of cool Katana swordfighting scenes I'm going to write will kinda allude to Manhunt anyway. 😉

 

The story aims to closely explore and flesh-out the entire Kasen family as deeply and as accurately to their original character concepts and stories as possible, with the underrated Yakuza tough guy Kazuki Kasen as the main protagonist.

 

But then that's not all, since the story progresses with time and vice versa, we get to see a massive insight on the entire 3D-era GTA universe, especially Liberty City's history where we see it in NINE completely different time periods (1964, 1967, 1992, 1994, 1996, 1998, 2000, 2001 and even very early 2002!). We also get to see a f*ckton of true R*-style fake brands (e.g: Fae Q. Jewellers), MH1 antagonist Lionel Starkweather in his prime and releasing dumb retarded movies, continuations and conclusions of a truckload of characters from the 3D-era GTA games etc...

 

Take a look around pages #77 and #78 for more, here's an appetizer if you wish to jump in as well.

Kind of reminds me a lot of the Yakuza games with the different time periods and seeing leader characters in their prime before (or really after) we see them as old. But if you are blending different influences then why not just call it The Japanese Connection snd not tie it in name to one particular series out of the two?

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Posted (edited)
2 hours ago, Phil McCrevis said:

Kind of reminds me a lot of the Yakuza games with the different time periods and seeing leader characters in their prime before (or really after) we see them as old. But if you are blending different influences then why not just call it The Japanese Connection snd not tie it in name to one particular series out of the two?

Well, even from a writer's perspective, it's an extremely violent fanfic. I intentionally designed it that way after seeing how R* mellowed out on the depictions of satire and violence in their games ever since the social media era began. I didn't hold back a single punch while writing the story and went to the highest possible lengths allowed, I think it even surpasses both MH1 and MH2 combined when it comes to blood and gore.

 

Kinda "early"-ish on during the development of the fanfic, when the Katana action started to resemble Manhunt a lot with the basic pitching of the swordfighting scenes involving chopping off whole heads and limbs (and the fact that R* will never even think about a third Manhunt game due to the fear of the angry "woke" mob anyway), I decided to join the dots together and thus it ended up being called Manhunt 3: The Japanese Connection.

 

Not to mention the real-life Yakuza themselves are a pretty violent, deranged and relentless criminal organization. According to one of their traditions called "yubitsume", if a low-level mobster happens to offend one of his\her higher-up mobsters (e.g: insulting them or failing to do a given task), then he\she must sacrifice the little finger of their either hand as a sorry note to their boss. The finger is cut short by one knuckle joint each time the ritual is performed, and maybe it eventually leads to the whole finger being chopped off if the mobster ends up making a mistake three times.

 

That alone screams "Manhunt 3" from just typing\reading this, and you can certainly bet something like that will be in this fanfic too.

Edited by H-G
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Datalvarezguy
37 minutes ago, H-G said:

Well, even from a writer's perspective, it's an extremely violent fanfic. I intentionally designed it that way after seeing how R* mellowed out on the depictions of satire and violence in their games ever since the social media era began. I didn't hold back a single punch while writing the story and went to the highest possible lengths allowed, I think it even surpasses both MH1 and MH2 combined when it comes to blood and gore.

 

Kinda "early"-ish on during the development of the fanfic, when the Katana action started to resemble Manhunt a lot with the basic pitching of the swordfighting scenes involving chopping off whole heads and limbs (and the fact that R* will never even think about a third Manhunt game due to the fear of the angry "woke" mob anyway), I decided to join the dots together and thus it ended up being called Manhunt 3: The Japanese Connection.

 

Not to mention the real-life Yakuza themselves are a pretty violent, deranged and relentless criminal organization. According to one of their traditions called "yubitsume", if a low-level mobster happens to offend one of his\her higher-up mobsters (e.g: insulting them or failing to do a given task), then he\she must sacrifice the little finger of their either hand as a sorry note to their boss. The finger is cut short by one knuckle joint each time the ritual is performed, and maybe it eventually leads to the whole finger being chopped off if the mobster ends up making a mistake three times.

 

That alone screams "Manhunt 3" from just typing\reading this, and you can certainly bet something like that will be in this fanfic too.

You get me a brutal Yakuza storyline and you hook me for life, my man. Excited for some harder punches than Yakuza 0 my man, want that Kitano-Houser-Nagoshi combo up in here.

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1 minute ago, Datalvarezguy said:

You get me a brutal Yakuza storyline and you hook me for life, my man. Excited for some harder punches than Yakuza 0 my man, want that Kitano-Houser-Nagoshi combo up in here.

A Kitano-Houser-Nagoshi-HG combo up in here to be precise. :kekw:

 

Also, your blissful response got me itching to take a hands-on approach on this thing (now you see that feedback like this is what keeps me going). But either way, you can expect something big real soon! 😉

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sabitsuki

Recently made mixes for some of the stations in my Carcer City concept. Will post them all on the thread when they're done. Meanwhile, enjoy the tunes.

 

 

 

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HOW'S ANNIE?
Posted (edited)

Ao guys I teased this almost half a year ago. Between writers block, work commitments and a whole host of other things I kept putting this off.

 

On 1/4/2022 at 9:53 PM, HOW'S ANNIE? said:

Whilst not a traditional concept thread, how would you guys feel about a script for a GTA TV Pilot?

 

Liberty City, 2007. A city where some men's dreams come true, and others men's dreams come to die. Joe Corolla; a Pavano Capo whose position in the family has hit a glass cieling, fights to keep his business from being destroyed by a bloodthirsty Triad family. Oscar Gomez; a drug dealer from the heights is torn between his convictions to protect his younger brother from the influences that befell him, and remaining loyal to his lifelong friend and boss Willy Valerio. As the body count continues to pile up the fate of these two men become slowly intertwined in a tale that will rock Liberty City to its core, setting the stage for the events of GTA IV.

 

BUT, having returned to it a couple of weeks ago I've run into a story issue with getting the Oscar, Willy and Alonso story to work.

 

What little we know of them from TBoGT and the LCPD database does lay groundwork for an interesting story (why TBoGT never used these guys instead of Armando and Henrique I will never know). However, I feel like what's already established with these characters limits me too severely in where I can take the plot, and how high I can raise the stakes. We know all three are still low level dealers a year later, we know all three are still alive and that they're all still part of the same crew.

 

I've considered changing the protagonist to either Jermaine Andrews or Teddy Benevidez; as I wanted to stick to the street thug theme and (ideally) keeping the IV tradition of "Grand Theft Auto" being on their LCPD database entry. Granted they're both still alive in IV, they have a bit more wriggle room to develop an interesting story around new supporting cast. Otherwise I did have a brand new character I'd already developed to be Joe's North Holland contact, I just never invisioned him as protagonist material.

Edited by HOW'S ANNIE?
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VanHostell97

On My GTA Concept set in New Orleans. i made up a Radio Station in 1994 i added Memphis Rap and Horrorcore.  

Due to New Orleans dark history and crime and voodoo and Ghosts and Vampires and Supernatural and Dark Magic,

The City in my concept based on NOLA its called New Beauvais.

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sabitsuki
Posted (edited)

Not concept-related, but I've been thinking about how disappointing the Definitive Edition was in retrospect with the new Vice City Remix concept by Ivan being posted and fan-made Unreal renders for hypothetical remakes like this being made recently.

 

 

Take 2/Rockstar could have easily opted for a Mafia or Final Fantasy-style remake for each of the games in the trilogy as standalone titles (and even the Stories games if they sold well), albeit with an exponentially larger budget than Hangar 13 did, which gives them room to overhaul the gameplay. Sure the voice actors, the writing/dialogue and perhaps parts of the map and gameplay would be different, being slightly more realistic and upscaled for the new Rage engine, but the soundtrack, the atmosphere, the mayhem and the vibe of all three games are still as what the fans remember them as, if not stronger. It would definitely not have hit the deadline of each game's 20th anniversary, but the payoff would have been just spectacular and would have elevated their reputation far beyond where they currently are now.

 

GTA 3, the game that started it all. With its thick city smog, underground music and London-esque rainy landscape would have looked really good on current-gen hardware. It would have helped to accentuate the post-911, almost Manhunt-ish vibe that the game had and with the increased realism, areas like Saint Marks after Sayonara Salvatore wouldn't be an instant death sentence, but there would exist a constant state of anxiety and uneasiness in the area, where the Leones could be scripted to 'send you a message' in a more covert way, such as mobsters quietly threatening Claude on the street or ambushing him in an alleyway. Story choices could also be introduced in this version, such as whether or not Kenji recognizes you during his hit and a bunch of follow-up, choice-based missions to save Maria after Ransom.

 

GTA Vice City, I personally feel, would have benefitted most from the current engine, due to the 80s neon Miami Vice aesthetic that it has. Just based on the video above, I can picture a scene of the player controlling Tommy in this remake, watching the man himself strut along a busy Ocean Beach at night with colored lights reflecting off the cracked roads and the lights of passing cars going by, Hawaiian shirt blowing in the wind, passing by a line forming outside a nightclub with Infernuses, Admirals and Cheetahs parked on the side of the road, with only the distant sounds of ambient chatter, the rustling of the palm trees and the faint reverb of "Two Tribes" playing from the outside of the club, to accompany that walk.

 

GTA San Andreas, being the biggest game of the three, would naturally take the longest development time, though this would definitely give them ample time to refine the early-90s aesthetic of the game, pitting it closer to the PS2 version as opposed to the more plain and generic PC version. Bright oranges that evocate films like Boyz N The Hood and Falling Down in Los Santos, the underground, almost Liberty City-esque blue tint of San Fierro and the intense New Austin-esque yellows and purples of Las Venturas and Bone County. The countryside is redesigned, with Red County being much more Mediterranean and coastal like the outskirts of Los Santos in V before transitioning to the beautiful coastlines and redwood forests of Northern San Andreas and San Fierro.

 

More ambient scenes could take place across the three cities, ranging from events such as the LSPD raiding a crackhouse and mass arresting an entire set of Vagos near Jefferson, complete with cursing and silent strobe lights flashing red and blue. Watching Ballas cars slowly cruising, eyeing CJ menacingly and inspecting Families turf with the bass of "How I Could Just Kill A Man" going off from inside the vehicle. Bonfires on Santa Maria Beach with people gathering and sitting in a circle, Radio X or K-DST playing in the background. Members of the Sindaccos/Leones beating up cheaters and unruly patrons outside a casino or club in Venturas. UFO sightings in Bone County, complete with wows and cheers from nearby sighters as strobes of light appear in the purple night sky. Hippies, punks and goths gathering on the cliffside of Missionary Hill, chilling, smoking, making out and looking out at the foggy, light-strobed Gant Bridge at night. Triads and Da Nang Boys collecting protection money from the locals and engaging in vicious cleaver and kitchen knife brawls in Chinatown. Clubbers dressed in late-80s, early 90s rave wear gathering outside a warehouse in the Easter Basin docks, nodding, dancing or taking X to "This Is Acid" booming out from the inside and finally random liquor store stickups not unlike those seen in 90s hood/crime movies happening randomly across the state, either being perpetrated by gangbangers like in Menace II Society or by a duo of crazed, methed out Bonnie & Clyde-types. Just imagine how immersive all that could have been had they, particularly the suits, cared about the legacy of these games. 

 

Yeah, I'm just really sad and pissed that it all had to unfold that way, but I can't help but wonder if, in some parallel universe, Rockstar still had love for their older games and gladly took the extra steps needed to pay tribute to the games that defined a generation, rather than just outsource and dish out half-assed upscaled ports and sue their fans in the ensuing backlash.

Edited by sabitsuki
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wise_man

Has there's been any GTA V-prequel concept before? I'm talking about Michael and Trevor story prior the Prologue. Their first meeting in 1993, the robberies they committed across the midwest, and the early incarnation of Lester's heist crew. It's one of the interesting areas that I'm keen to explore in the future.

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sabitsuki
2 hours ago, wise_man said:

Has there's been any GTA V-prequel concept before? I'm talking about Michael and Trevor story prior the Prologue. Their first meeting in 1993, the robberies they committed across the midwest, and the early incarnation of Lester's heist crew. It's one of the interesting areas that I'm keen to explore in the future.

Small town concepts could be interesting tbh. There's been a few of them before but nothing particularly eyecatching so I'd say go for it if you're interested.

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The Coconut Kid
3 hours ago, wise_man said:

Has there's been any GTA V-prequel concept before? I'm talking about Michael and Trevor story prior the Prologue. Their first meeting in 1993, the robberies they committed across the midwest, and the early incarnation of Lester's heist crew. It's one of the interesting areas that I'm keen to explore in the future.

 

@Claude4Catalina and I have had a chat about something like this before.

 

We looked at Michael's criminal career spanning 1988 to 2004 throughout the Midwest and small town USA.

 

There is so much potential. Drop him a message and have a chat about it. It might help having a few people on board to bring it to life.

 

I can also remember @Naughtius Maximus having an interest in a GTA V prequel around Brad. We discussed it a long time ago on the first page of this thread. Might be worth looking over their posts to see what the plans were.

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sabitsuki
Posted (edited)

WXfwCCF.png

 

Drew guns for my upcoming concept since I just finished my final semester at uni. Just pistols so far but I've done a bit of the compact automatics as well. There's gonna be a huge roster of guns, and that's not including the DLCs and multiplayer-exclusive guns. Expect the gun system here to be a cross between Far Cry 6, Max Payne 3 and RDR2. Meanwhile try and guess the real life weapons!

 

Here's a pop punk station as well that's exclusive to the multiplayer component of this concept.

 

 

Watch this space for any updates for the weapons.

Edited by sabitsuki
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Datalvarezguy
18 minutes ago, sabitsuki said:

6ypDb3M.png

 

Drew guns for my upcoming concept since I just finished my final semester at uni. Just pistols so far but I've done a bit of the compact automatics as well. There's gonna be a huge roster of guns, and that's not including the DLCs and multiplayer-exclusive guns. Expect the gun system here to be a cross between Far Cry 3, Max Payne 3 and RDR2. Meanwhile try and guess the real life weapons!

 

Here's a pop punk station as well that's exclusive to the multiplayer component of this concept.

 

 

Watch this space for any updates for the weapons.

I recognize some of these ones, they're *good*.

(Hell some of these I may have already used for my own concept by pure chance, but that's the thing with big pistols)

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The Coconut Kid
On 6/8/2022 at 6:35 PM, sabitsuki said:

Drew guns for my upcoming concept since I just finished my final semester at uni. Just pistols so far but I've done a bit of the compact automatics as well. There's gonna be a huge roster of guns, and that's not including the DLCs and multiplayer-exclusive guns. Expect the gun system here to be a cross between Far Cry 3, Max Payne 3 and RDR2. Meanwhile try and guess the real life weapons!

 

Congratulations on completing your final semester of university! I'm coming towards the end of my own degree this year and it's been absolute murder at times. Well done for making it to the end. You have a bright future. :^:

 

Question to you about our soundtracks. I'm finding Mixcloud is excellent for getting around copyright, but it is very frustrating that they don't seem to save timestamps and tracklists. I'd love to check them out more, but it's impossible to sit through a whole mix to find out what's there.

 

I'm also interested to know if Mixcloud has any kind of GTA creative community there at all. It's been disheartening to upload to Youtube and have every station taken down for copyright. It seems some channels have been able to get away with posting full stations - I'd love to know their tricks because I would love to promote my own concepts to that wider audience.

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sabitsuki
Posted (edited)
19 hours ago, The Coconut Kid said:

I'm also interested to know if Mixcloud has any kind of GTA creative community there at all. It's been disheartening to upload to Youtube and have every station taken down for copyright. It seems some channels have been able to get away with posting full stations - I'd love to know their tricks because I would love to promote my own concepts to that wider audience.

Well there's plenty of fan made radio stations there, with people like @Lock n' Stock and Jay Litmus posting mixes that have been relatively popular there by Mixcloud standards, but as a whole I wouldn't really say there's much of a community there, unfortunately. Lock hasn't updated his account in months.

 

It's honestly pretty difficult to gain any kind of traction on Mixcloud if you haven't already got a following on Youtube. Your best bet would have to be starting off with a bunch of fan made stations from past GTAs first before doing any concept related stuff if a following is what you want. I've noticed it's mostly the Vice City, San Andreas and IV stations that get the most views in general so I'd say go for that.

 

19 hours ago, The Coconut Kid said:

Question to you about our soundtracks. I'm finding Mixcloud is excellent for getting around copyright, but it is very frustrating that they don't seem to save timestamps and tracklists. I'd love to check them out more, but it's impossible to sit through a whole mix to find out what's there.

Well to be frank I don't know anything about that. I just press play and vibe with it.

 

I've tried the timestamp thing on Mixcloud before for a fanmade version of VBR but it was finnicky and you couldn't have two identical artists in a mix. In the end I was just like "f*ck it" and just didn't bother with that sh*t.

 

Alternatively you can put all the timestamps in the description but there's a word limit for that so unless you have like 10 songs per station you're pretty much f*cked.

 

Your best bet is probably putting the timestamps on the concept thread itself, then linking the concept to the mix on mixcloud.

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Lock n' Stock
9 hours ago, sabitsuki said:

Well there's plenty of fan made radio stations there, with people like @Lock n' Stock and Jay Litmus posting mixes that have been relatively popular there by Mixcloud standards, but as a whole I wouldn't really say there's much of a community there, unfortunately. Lock hasn't updated his account in months.

 

It's honestly pretty difficult to gain any kind of traction on Mixcloud if you haven't already got a following on Youtube. Your best bet would have to be starting off with a bunch of fan made stations from past GTAs first before doing any concept related stuff if a following is what you want. I've noticed it's mostly the Vice City, San Andreas and IV stations that get the most views in general so I'd say go for that.

 

Well honestly I don't know anything about that. I just press play and vibe with it.

 

I've tried the timestamp thing on Mixcloud before for a fanmade version of VBR but it was finnicky and you couldn't have two identical artists in a mix. In the end I was just like "f*ck it" and just didn't bother with that sh*t.

 

Alternatively you can put all the timestamps in the description but there's a word limit for that so unless you have like 10 songs per station you're pretty much f*cked.

 

Your best bet is probably putting the timestamps on the concept thread itself, then linking the concept to the mix on mixcloud.

I pretty much agree with this advice. Uploading them YouTube is best to get some traction, but you have to deal with their garbage copyright system. Uploading them to Mixcloud is useful when it comes to avoiding that, but far less people will hear your stuff. I just upload there as an alternative so people can listen to my playlists with no muted tracks.

 

And while I've not made a playlist in a year, I've not given up permanently, I've just been occupied with more important matters in my life. However, Rockstar's absolutely appalling treatment of the GTA franchise lately have also killed my passion for making them.

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sabitsuki
1 hour ago, Lock n' Stock said:

And while I've not made a playlist in a year, I've not given up permanently, I've just been occupied with more important matters in my life. However, Rockstar's absolutely appalling treatment of the GTA franchise lately have also killed my passion for making them.

Shame though. I've honestly enjoyed listening to them. I usually keep the music part of the games seperate from the games themselves which is a major reason why I still enjoy listening to much of the online stations like Still Slipping, Kult and even Motomami.

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universetwisters

Can I pick y’all’s brains on a topic even though it isn’t related to concepts but probably something y’all have to deal with as concept writers regardless?

 

Im about to port the shovelware map from “New Kids Nitro Racer” to VC or SA with some upgrades and stuff to make it up to par with the typical GTA map mod. Nothing too fancy, no story or anything (unless y’all got ideas for stuff beyond football hooliganism) just get the map ported so people can play around in some suburban Western European setting. Further down the line, I know I’m gonna have to add branding to shops and sh*t and that brings me to my issue: introducing GTA brands into a work.

 

I know y’all take your concepts serious and as such, don’t wanna do jokey silly plots and characters, etc. but when the time comes to introduce brands from the GTAverse to your concept, either within the plot or just for worldbuilding, do y’all find it jarring to bring something as childish or brands-with-names-nobody-logical-would-use as “Schyster” or “Pisswasser”? Or can y’all look past the obvious double entendre and vulgar wordplay and incorporate it into your concepts? Maybe I’m just incredibly autistic and the only one who finds it upsetting, but I know nothing would take me out of a serious story quicker than something like “she died of cancer, I need to go to TWAT and email her kids to let them know”. It’s funny the first few times ingame but unless you’re willing to make new brands or ignore those current brands, you’re just kinda stuck with them it feels like

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VanHostell97

I thinking about making a concept set in state based on Colorado. After i do the concepts of New Beauvais and Derringer City.

i thinking about set in the past, what will be a good name for fictional city based on Denver.

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Datalvarezguy
4 hours ago, universetwisters said:

Can I pick y’all’s brains on a topic even though it isn’t related to concepts but probably something y’all have to deal with as concept writers regardless?

 

Im about to port the shovelware map from “New Kids Nitro Racer” to VC or SA with some upgrades and stuff to make it up to par with the typical GTA map mod. Nothing too fancy, no story or anything (unless y’all got ideas for stuff beyond football hooliganism) just get the map ported so people can play around in some suburban Western European setting. Further down the line, I know I’m gonna have to add branding to shops and sh*t and that brings me to my issue: introducing GTA brands into a work.

 

I know y’all take your concepts serious and as such, don’t wanna do jokey silly plots and characters, etc. but when the time comes to introduce brands from the GTAverse to your concept, either within the plot or just for worldbuilding, do y’all find it jarring to bring something as childish or brands-with-names-nobody-logical-would-use as “Schyster” or “Pisswasser”? Or can y’all look past the obvious double entendre and vulgar wordplay and incorporate it into your concepts? Maybe I’m just incredibly autistic and the only one who finds it upsetting, but I know nothing would take me out of a serious story quicker than something like “she died of cancer, I need to go to TWAT and email her kids to let them know”. It’s funny the first few times ingame but unless you’re willing to make new brands or ignore those current brands, you’re just kinda stuck with them it feels like

Oh yeah we had this convo in private before, I 'member. I've since talked it over with some other writers, and I've gotten new opinions. One of them, he said it gave the universe some needed levity. It's a crazy f*cking world out there, People are *Whack* in all sorts of ways. Red Triangle has them left and right, and they use them to play with them. Hold on, let me see if I can find the quote from book 2.

 

  

On 8/20/2019 at 9:50 AM, slimeball supreme said:

“I was doing some research, right? Just some browsing, whatever. And one thing leads to another, I’m looking at companies and sh*t. Right?”

 

“...Right.”

 

“You ever go down one a’ them browsing holes? And, like, you click one link. And you keep going down. And down. And down.”

 

“Sure.”

 

“It's funny. Because I was looking at eCola, right?”

 

“Right.”

 

Slap. Ball hit ball, Kaz rotated around the table. “The guy who made it or whatever. He was a confederate, got addicted to morphine, makes the stuff because he wants a substitute. Or something. His surname starts with E. And I don’t remember it, y’know. Like, Emsworth or Everleigh or some sh*t. So that’s what the name stands for. E-Cola. Get it?”

 

“Sure. What’s to get?”

 

What's to get is, he invented it in, like, 1886. A year prior, they discover this little thing called Bacterium coli. Some German guy. Ten years later, they’re calling it e-coli. Heh.”

 

“...Huh?”

 

“You don’t get it? E.coli? eCola?”

 

“Oh…” Thought a second. “Oh! Ha. sh*t, that’s something.”

 

“Yeah, f*ckin’ funny. Too late to change the name and they're marketing this product, like it’s supposed to be healthy. And it’s one letter off from a disease.”

 

“f*ckin’ hate the stuff anyway.”

sh*t like this, even with all the stupid names, kinda gives it is own identity. At this point, the silly names are kind of engrained into GTA's itself, mostly so it doesn't take itself mega serious all the way all the time. But as a writer, if we want to ground it, there's techniques. It's not as rare as you think IRL, I worked at a market most of my life and for years now, 68/69 shirts have been there, and there's shops called "Sofass" and sh*t like that. GTA brands, new and old, can be adapted. Its just a matter of which one.

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The story will be set in 2019 and focus on three protagonists: Steve Barnes (a biker affiliated with a nomadic chapter of the Lost MC), Matt Takahashi (a deep undercover secret agent for the IAA), and Carlos Ramirez (a Salvadoran courier who is betrayed by his employer and is now stranded in Capital City) and eventually their stories intertwine with one another as they unite against a common enemy, a corrupt powerful and politically well-connected CEO.

Steve Barnes is one of the survivors of a nomadic chapter of Lost MC, firstly moved out from Alderney in 2009 and then in 2013 stayed in Blaine County until a certain circumstances he had to flee from the west coast and decided to lay low in 2014 but still has some contacts with former and current bikers from his former chapters. 5 years later, he would be notified that he is being wanted by many Angels Of Death chapters, especially from Los Santos, Liberty City and Victoria, there is no apparent reason about being wanted but there must be something shifty about it.

Next up, there’s Carlos Ramirez, he used to be a criminal back in his motherland, but due certain circumstances he had to move out to the United States to have more opportunities than in El Salvador. He started working as a courier for Post OP for almost 2 years delivering boxes and letters all over Capital City, but when he would be delivering a package on the coast to people in a yacht, he would be caught up by the coastal guard since the package was full of cocaine, while the people from that boat flees, they removed their disguises to show their real identities, they are narcs from a cartel, realizing he was setted up and threatened to be deported to Central America.

And the one who will control the fate of everything, Matt Takahashi is a former salaryman from Japan and now an undercover IAA agent. Months ago, he was assigned to infiltrate Lawson Enterprises as an accountant, watching over the money but in truth helping be on the lookout for illegal deals. Inside the company, he will have to dig out shady things about the cases of Carlos Ramirez deportation and Steve Barnes’ being tracked by a multinational biker gang.

 

An excerpt of my concept project that i work with @Big Fat Paulie

Edited by Zenit
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VanHostell97

I making a GTA Concept set in Houston Texas, the year will be modern day. The Story will be about the Vagos Gang Member sent to Texas, to have a new set called Southwestern Vagos, Gangs are controlling there called Los Innocentz, and Marabunta Grande. And Martin Madrazo, will be in it.

The city is called Revolver City, based on Houston with Influences From Austin Texas, the concept is called Grand Theft Auto: Revolver City.

 

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Got myself into doing audiovisual pieces for my radio stations of Capital City, here the 90's to 2000's station

 

 

 

 

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sabitsuki
14 minutes ago, Zenit said:

Got myself into doing audiovisual pieces for my radio stations of Capital City, here the 90's to 2000's station

 

 

 

 

awesome stuff man, really happy that you tried your hand in this

Edited by sabitsuki
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