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The end result was missions that had a better sense of flow and removed the interactive chaff inherent in most video games. Tired of flying? Pop over to the character set up as a sniper. Tired of shooting down the bad guys as they stream into a room? Switch to the character piloting the helicopter. They realized that by allowing players to switch between the three characters during a mission, they not only ceded more control over to the player, they breathed new life into what could become monotonous gameplay elements. The end result was missions that had a better sense of flow and removed the interactive chaff inherent in most video games "So it really began as a sort of story device, to have these three stories that crossed over a lot more."īut as the developers explored the concept of a single story fashioned by three interwoven plots, Houser said they realized that the plot device could become a major component of how the game played as well. "Even though they were fairly small, we felt there was a lot of potential in doing that and pushing that further," Houser said. The decision to create this braided plot, Houser said, was in part inspired by the way in which some of the follow-up episodes for Grand Theft Auto 4 so neatly crossed over with the game's main plot. Initially, Houser said, the three-protagonist plot was just a new way to tell a story.
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In our time playing through some of the game's major missions, we discovered that character hot-swapping not only allows a player to examine a moment from multiple angles, but also allows a player to fine-tune their experience.īut it wasn't always that way. While players can switch whenever they want between the three characters, who go about their lives when not being controlled, the game's central story does require spending time in each man's shoes. In Grand Theft Auto 5, players will take on the roles of a retired bank robber, his former partner in crime and a young repo man. In so doing, Houser believes the game delivers a new way to tell stories, creating something that is uniquely a video game narrative. Three characters who would equally share the spotlight of the last Grand Theft Auto of this console generation. So the team set a goal for itself: To create a game with not one protagonist, but three. "We really wanted to push ourselves and keep the audience guessing and do something they weren't going to expect." "We'd made, suddenly, a lot of these high-definition types of games with single heroes and we wanted to do something different for this game," Houser told Polygon. But the game's impetus wasn't.įresh off its work on Grand Theft Auto 4's post-release episodes and the completion of Red Dead Redemption, the team felt the need to try something different, said Rockstar's Dan Houser. That the game's unusual plot device might inspire metaphysical discussion is perhaps a happy accident. More interesting is that in creating their new game, one starring three equally central protagonists, the developers feel they've stumbled upon a paradigm shift in video game narrative. To those familiar with Rockstar and the studio's ability to deliver interesting narratives swimming in massive, compelling, completely open settings, it may come as a surprise to learn that Grand Theft Auto 5 started not so much with a story, as it did a literary technique.