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Grand Theft Auto IV's Aaron Garbut: Part 2 Interview

PlayStation 3 Xbox 360 Interview by Tom Bramwell

22 April, 2008

Page 2 of 2. <- Page 1

Eurogamer: I'm very interested in the process of creating the game's vehicles. It's easy to imagine a number of scenarios, but most people I've spoken to about it seem to assume one of two things: that you adopt a real-world vehicle as your model and subtract and distort until you have a GTA car, or that you decide on a range of characteristics that fit the requirements of a particular area on the game's curve, and prototype something before sliding it in the direction of an existing archetype, like a Porsche or Lambo.

Aaron Garbut: It's a little of both actually. We make some basic decisions early on about the spread of vehicles. This is based on generally what we want from the game - the basic number of sports cars, the general percentage split of luxury cars, four-doors, four-doors, vans, lorries etc. Then the vehicle department start putting images to the percentages. We don't specifically go for one particular car but take elements of many cars and put them together into something new. I think if you know a lot about cars you could break the vehicles in the game down into the real world inspirations. But you would find many for each vehicle and you'd find a lot of our own ideas in there too.

I think if our guys actually designed real cars I'd be driving one. Some of the things they have come up with are beautiful.

'Grand Theft Auto IV's Aaron Garbut: Part 2' Screenshot 3

Eurogamer: As an entertainment series, with humorous and fantastical elements, do you have clearly defined structural, narrative and interactive parameters - a kind of GTA World Bible - or do you employ more of an organic approach informed by your experience of what worked in past titles?

Aaron Garbut: Every part of our process is pretty organic as I was saying earlier. We know what we are doing, we've been doing it for a while. We split up the responsibilities for the various elements between departments and have a fair amount of crossover. With a project of this scale it's increasingly difficult to have an overview of every element so we just have to have people take control of certain aspects and drive this.

A lot of this works because of the iterative process we use. Since things are "blurrier" to begin with - less well-defined - we are able to tighten and cross-reference more and more as elements come into focus. So we end up with something cohesive and working as a whole because the smaller elements that really pull things together happen later once the bigger picture is more defined. The more time we have, the more interconnected and defined the experience becomes as layers of complexity are added.

Eurogamer: How do you go about creating the fictional brands and adverts that you use in the game?

Aaron Garbut: These things come from all over the place. We have a design department that heads this stuff up, organises it, dishes it out to the artists, and works with everyone and anyone to produce it. A lot of it they come up with themselves, a lot comes from the radio ads and shows, every so often an email will be sent out looking for ideas for businesses or slogans which always ends up degenerating into pictures of cats and diarrhoea for some reason. But ideas come from all those places.

'Grand Theft Auto IV's Aaron Garbut: Part 2' Screenshot 4

Eurogamer: One of GTA IV's most written-about additions is the Euphoria physics, and we've seen plenty of examples of how that can be used to capture things like drunkenness, and compliment the game's freeform structure and emergent gameplay with humour. Was including Euphoria a hard decision to take? Did you perhaps feel you were - and was there perhaps any resistance to the idea of - ceding artistic control of certain aspects of physical behaviour to procedural animation?

Aaron Garbut: No, the decision to use Euphoria was pretty straightforward. I don't think we ever felt we had to compromise to achieve what we wanted. It is more a layer that happens on top of other animation whenever we decide we want it to. Basically we are always in control of it. In that respect we aren't losing any artistic control at all and what we gain is huge. We gain another level of interaction with the world and that adds a lot to its believability and solidity.

I think the basic fact is it's almost impossible to create predefined animation that deals with physical interaction with a world in as many possible varieties as we would need. It makes much more sense to let physics do what it does and just make things happen correctly. At its simplest that would have been adding a ragdoll, but Euphoria is so much more than this even at its most basic level.

Eurogamer: Finally, do you have a favourite character in GTA IV, and what is it about he or she that you particularly adore?

Aaron Garbut: For me it has to be Niko. He's just a breath of fresh air in what can be such a dull, cliché-ridden industry. He's got real depth and soul, and just seems so unique. He's likeable and he's got a pretty dark history. He has done some pretty bad things in his past, but he still feels like a good guy.

Grand Theft Auto IV is due out on PS3 and 360 and will be released on 29th April.

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superdelphinus
22/04/08 @ 13:25
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DS version?
Moz
22/04/08 @ 13:27
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^^LOL^^


On a more seriouse note, this is all sounding very cool. Definately look forward to woundering around seeing what all this nre tech achieves, still have this naging feeling though that like other GTA games i'll play it for a few hour appreciate it, then just not get sucked into the actual story - Lets hope i'm wrong (my social life hopes i'm right!)
Edited 1 times, most recently on 22/04/08 @ 14:29
syphaa
22/04/08 @ 13:27
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Nah. TO rubbish :)
bdc
22/04/08 @ 13:35
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I so can't wait.


And that ingameshot with the hud looks phenomenal, it's not a bullshot or anything!
disc
22/04/08 @ 13:56
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Bloody interesting as well.
el_pollo_diablo
22/04/08 @ 14:07
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Please could you tell us when the review embargo will be over and it'll be up on the site?

Thanks very much.
Edited 1 times, most recently on 22/04/08 @ 15:07
Skooch
22/04/08 @ 14:09
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It will be soon el_pollo_diablo - probably the end of this week. Andy by the way, it gets a 10....ssshhhh.
Moz
22/04/08 @ 14:15
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I heard people on other forums saying something about there being different volumes on people on the street depending on if you play the 360 or PS3 version, anyone have any links to respectable sites saying this?
disc
22/04/08 @ 14:15
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Moz: There's also a rumour about the PS3 version having a split-screen mode. From the same source. Rubbish obviously.

The Eurogamer editors have decided to increase the scale to 11 just this once actually.
Edited 1 times, most recently on 22/04/08 @ 15:16
Lexx87
22/04/08 @ 14:16
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I dunno, i'm feeling a 9 coming on
Lexx87
22/04/08 @ 14:16
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Moz, other people on forums are idiots
Moz
22/04/08 @ 14:19
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Moz, other people on forums are idiots

This is the general rule of thumb, always good to see if anyone knows of a legit source of info, if no one does that it's goes from 90% sure of it being bollocks to 99% sure of it being bollocks
Lexx87
22/04/08 @ 14:22
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It's bollocks because if they did that can you imagine the fucking consequences there would be? The backlash would be awesome to watch though, angry gamers would tear down Rockstar studios.
superdelphinus
22/04/08 @ 14:24
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"I heard people on other forums saying something about there being different volumes on people on the street depending on if you play the 360 or PS3 version, anyone have any links to respectable sites saying this?"

i think it's from http://www.autisticgamers.com
Altrezia
22/04/08 @ 14:26
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Good interview EG - and good answers from Mr Art Director.

Ryze
22/04/08 @ 14:30
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As long as the targeting and save systems are sorted - and from what I've seen so far, they are - I'll be happy with it if they've not broken any of the gameplay.
KreyAtiv
22/04/08 @ 14:31
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Nice to see they still have the ramp truck in it. Handy thing to have when the cops are after you. Just slam on the brakes and they go up the ramp ahead of you, or sometimes to the side. Certainly stops them in their tracks. :D
FmCUK
22/04/08 @ 14:38
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Without official word it's obviously likely made up, but what does anyone think/know about this:
(quote from here; videogamer.com/...)

"The "fantasy" vehicles have all been removed. Gone are the tanks, aeroplanes, parachutes, jet packs and bicycles."

edit; fixed link
Edited 3 times, most recently on 22/04/08 @ 16:49
Buztafen
22/04/08 @ 14:50
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linky noey worky okey dokey?
M83J01P97
22/04/08 @ 14:58
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There are no stealable aeroplanes in the game and no bicycles or skateboards, we have known that since day one.
Edited 1 times, most recently on 22/04/08 @ 15:59
Verwandlung
22/04/08 @ 15:00
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The 29th ?That's the day I start working at a new company :) :(
Dabs
22/04/08 @ 15:06
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I dunno, i'm feeling a 9 coming on

Nah, you're joking, it's bound to be a 10.
shamblemonkee
22/04/08 @ 15:09
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I see a recurring trend in the answers the biggest studios give on how they design their games (i.e Blizzard, Bioware, Rockstar). Unsurprisingly because success has given them the cash and leverage to take all the time they need to develop a game they are able to work in an organic manner, letting the creative process take its course.

In contrast it often seems studios struggling for the success that affords this luxury are confined to deadlines and budgets that tie them into the stricter less iterative processes that the GTA guy claims lead to more lifeless worlds.

My query is just how do you make that jump? It seems that in corporate guff at least EA have realised this and is affording studios more time, but what of dev houses under different publishers?

Sorry for any TL:DR sufferers, even though you won't have made it this far :)
Edited 2 times, most recently on 22/04/08 @ 16:18
wobbly_Bob
22/04/08 @ 15:33
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QUOTE
I dunno, i'm feeling a 9 coming on

Nah, you're joking, it's bound to be a 10.


Knowing Eurogamer it will probably be something like 6/10 ;-)
TagemandBagem
22/04/08 @ 15:43
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So what's the difference between a 4 door and a 4 door?
mikew1985
22/04/08 @ 16:04
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@ TagemandBagem

I thought the same. Good read though enjoyed both parts, nice work.
Really wish I could stop reading almost everything about this game :(
Fortunately I have managed to avoid any spoilers except that major one about a comedian posted on EG frontpage!
Slipstream
22/04/08 @ 16:05
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We are a lot more organic, this is a conscious choice and it does lead to more difficulties along the way, it's harder on the team and it's trickier to keep track of but it leads to better games. It works because the core team know each other well and have worked together for a long time, we trust each other and know what to expect.

Key to success!
I like the idea of R* looking at things from a more 'organic' point of view, and the fact that they mesh well as a team, I suppose the trials and tribulations R* are constantly noted for, have really brought them together.

Wonderful Article, I look forward to playing GTAIV.
jonsaan
22/04/08 @ 16:05
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Good interview but how about asking if all the shitty stuff has been fixed?

Targeting and Mission Save/restart structure for example.

Maybe it's been covered in other articles. I only read these because it said spoiler free:)
Edited 1 times, most recently on 22/04/08 @ 17:05
mikew1985
22/04/08 @ 16:10
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@ jonsaan

Judging by all the reports so far these issues are Fixed by all accounts or at least immeasurably improved, won't go into details as you want to remain spoiler free ;)

I envy you knowing nothing, everything will be new!
chrisdeeming
22/04/08 @ 16:34
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jonsaan:

I read a preview (either here or GamesRadar) that said that the new targeting/cover system is an improvement but still nowhere near perfect.

I also read something about autosaving before missions, and retrying missions via a text or call on the mobile telephone but I cannot remember where this was from.
Edited 1 times, most recently on 22/04/08 @ 17:34
J.C
22/04/08 @ 16:52
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I cant wait to see the super smooth frame rate lol!
NKSR
22/04/08 @ 19:01
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come on im not reading that shit, fs give us the review already. its out in couple days..
TagemandBagem
22/04/08 @ 19:14
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I don't have much confidence for the shooting gameplay but if the driving hasn't been dramtically improved I might give this one a miss. Also, the helicopter gunship is just a blackhawk now? pffft!
seasidebaz
22/04/08 @ 19:29
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i remember reading as well that the cover system is still a bit b0rk3d too... will pass judgement on full game though :)

these articles are very good, though.

oh, and the eg score will be 9/10. the game isn't perfect, so doesn't deserve a 10. save the 10 for the followups that mr gta mentioned in the interview :)
WinterSnowblind
22/04/08 @ 20:30
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I think with every game they've promised the aiming system will be a lot better, and it always turns out to be horrible. Hopefully they've managed to get it right, but I wouldn't count on it. I doubt it will really ruin the game, but it's surprising that the games always get such high scores, even with so many glaring flaws. I hope the reviews actually take these things into account for once instead of just having a six page "It's GTA IV man! 10/10".

It's also a little sad, considering Saints Row nailed the aiming system right away, the shooting was perfect.
Mashum
23/04/08 @ 00:12
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Nice article, thanks.
Slipstream
23/04/08 @ 01:36
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lol as for the targeting system, I think for precision targetting you have to gently hold the Left Trigger, that may take sometime for me, but I am sure I can nail it! As for lock on, well, time will tell ;)
Rodney
23/04/08 @ 03:31
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I just found out today the contract on my current job finishes on friday so, as of monday, I am unemployed.

I couldnt have timed unemployment any better.
mikew1985
23/04/08 @ 07:48
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@ WinterSnowblind

"It's also a little sad, considering Saints Row nailed the aiming system right away, the shooting was perfect."

Pfff, better than GTA? Yes. Perfect? Definitely not!
asphaltcowboy
23/04/08 @ 08:18
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No, that's reserved for Crackdown! That's a perfect targeting system!
reality_cheque
23/04/08 @ 09:15
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I'm on a poncey development course on the 29th, with early start and early finish - Mr Postie better be at mine by 8am so I can get some play in :D
Altrezia
23/04/08 @ 09:16
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Ack. I hated the aiming in Saints Row. I liked the game, but that bit really got my goat, as it were.

I prefered GTA's method of lock on and shoot tbh!
Slipstream
23/04/08 @ 10:54
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No, that's reserved for Crackdown! That's a perfect targeting system!

Yeah you're right, they actually nailed the lock-on system pretty good as it really works with the free form style of the game, like you could be jumping around like some psyco and the Lock on would't not fail you, even if you wanted to fire in mid-air. *points at his 5 kills whilst in mid-air achievement!*
sirtacos
23/04/08 @ 11:01
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BATTLETOADS

That's my way of saying I am looking forward to this particular video game.
Edited 1 times, most recently on 24/04/08 @ 14:28
Matfink
23/04/08 @ 13:41
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"It works because the core team know each other well and have worked together for a long time, we trust each other and know what to expect."

I hope the team are getting paid shedloads then, cos GTA's success seems to depend on them...
YourMessageHere
23/04/08 @ 16:40
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If you all bought the PC version any problem with targeting would go away.

Except, wait...
Greebo
24/04/08 @ 16:02
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Okay, so my order at Play.com has been 'Processing' all day.

Now it's not in 'Outstanding Orders' or 'Order History'. Is this normal for Play.com, or have they wiped my order???
Altrezia
24/04/08 @ 20:26
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Play's systems are down today - back tomorrow.
Greebo
24/04/08 @ 21:35
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ahh, ok - Thanks!
Prox
25/04/08 @ 08:57
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EG in your review please investigate any differences between the PS3 & 360 versions. I know it'll be good, I know I'll be buying it. Just want advice on which version (all other things equal).

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