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Thread 11968737

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Anonymous No.11968737 >>11968741 >>11968752 >>11968775 >>11968795 >>11968796 >>11968849 >>11968885 >>11968908 >>11969038 >>11970473
Not sure if this is the right place to post this, but fuck it. I worked on the original GTA trilogy as a mission designer (Although they credited us as "Level Designers" because it was easier to categorize) I'm keeping private because I don't want the cunts at rockstar to get pissy at me, they already fucked over obbe.
Anonymous No.11968741 >>11968760 >>11968763
>>11968737 (OP)
What missions did you make? Did you ever get into it with a manager because a mission you made or wanted to make?
Anonymous No.11968752 >>11968760
>>11968737 (OP)
>I worked on the original GTA trilogy as a mission designer
then why post a game you didn't work on you faggot
Anonymous No.11968760 >>11969750
>>11968741
Only the best missions :)
We didn't get much pushback from Leslie, it was only when the Houser brothers got involved that things turned nasty. We had a lot of freedom with mission design for the most part.
>>11968752
I am not a homosexual
Anonymous No.11968763 >>11969865
>>11968741
Sam in general used to give everyone at DMA shit for the slightest things, I don't think Dan ever visited us apart from brief phone calls with the management
Anonymous No.11968769
Most of the dialogue in the original games (and Manhunt) was written by the lads at DMA and Leslie
Anonymous No.11968775 >>11968780
>>11968737 (OP)
whats the best mission in the game then retard
Anonymous No.11968780 >>11968792
>>11968775
The Casino Heist, that was the first mission that we got working properly
Anonymous No.11968792
>>11968780
San Andreas was a very fun game to work on because we had so much support from the programmers, during the VC development we had next to nothing when it came to coding. They were busy working on the PC version of 3 and some test stuff for another game that I never worked on
Anonymous No.11968795 >>11968810
>>11968737 (OP)
What caused the team to deviate from the open-ended mission design in GTA 3? The mission design philosophy clearly changed in Vice City and San Andreas toward a more linear direction. Also, what the fuck were you guys thinking with the asset missions in VC? Was it a time crunch issue?
Anonymous No.11968796 >>11968810
>>11968737 (OP)
Did you sexually harassed the females in the workplace?
Anonymous No.11968810
>>11968795
The asset missions weren't done by me, I would name the guy who did them but I'll spare him from the scrutiny he deserves. I never really noticed the mission structure change until a couple of years ago, it might be because we had more time with the missions from 3
>>11968796
Sam probably did
Anonymous No.11968849 >>11968916 >>11969009 >>11969049
>>11968737 (OP)
Ok I have a question exactly for you. Why are so many missions stupidly hard and/or long? This has always pissed me off about VC, I thought this would get toned down for SA but nope.
I mean, they can be interesting, but those 3+ part missions get ridiculous. You have to start them over and over and the best option is to load your save every time, because no one wants to lose their guns. Did the devs actually realize this? Virtually no missions have checkpoints.
In the first release of SA, at least 2 missions were barely beatable, to the point they got changed in the following releases. I mean the one where you have to score 4000 in a DDR minigame, and Supply Chains. How is this even acceptable? They did playtest the game… right? The DDR one is mandatory too, and it comes pretty early in the game.
Anonymous No.11968885 >>11968916
>>11968737 (OP)
san andreas is one of the best games ever, well done anon
Anonymous No.11968908 >>11968916
>>11968737 (OP)
Were any of you aware of the Hot Coffee mod during development?
Anonymous No.11968916 >>11968923 >>11968925
>>11968849
It was an attempt to make the game more challenging, in hindsight I would of rather had more interesting missions then "challenging" missions
>>11968885
Thank you
>>11968908
We added it in the middle of development, we didn't know that anyone resurrected until the states started to whine about it
Anonymous No.11968923
>>11968916
>Resurrected it
When I'm pissed I can't type for shit
Anonymous No.11968925 >>11968935 >>11968954 >>11968963 >>11968974 >>11969049
>>11968916
Seriously though, why didn't you introduce something like "retry mission" button? And did anyone really want a harder game? VC already could filter many. Games around that time were generally getting easier, not harder
Anonymous No.11968935 >>11968987
>>11968925
I'm really not sure. I remember requesting a checkpoint system as far back as 3. The programmers were fine adding it, I guess it was considered a low priority feature
Anonymous No.11968954 >>11968987
>>11968925
Didn't VC have a skip ride feature? I think we added that as a quick fix due to the lack of programmers
Anonymous No.11968963 >>11968987 >>11969004
>>11968925
>did anyone really want a harder game?
Yes.
Anonymous No.11968974 >>11969004 >>11969007
>>11968925
Gamers back then weren't pussies, and believe it or not, there was still an understanding that ANY game should come with a good level of challenge.

Nowadays that is reserved for games who's entire identity is being challenging, and hilariously, even those games usually give you 50 crutches that you have to willingly ignore for the game to be any sort of challenging (I'm talking about Souls)
Anonymous No.11968987 >>11969004 >>11969323
>>11968954
It did, at least for some missions, but only from a hospital. So basically either lose all guns and get to the mission start, or just load. Not terribly useful late game since asset missions and mansion missions are right next to save points anyway
>>11968935
Ok. "Low priority", wow. I nearly lost it beating VC on PS2 "fairly". Only played SA using save states as "checkpoints", I'm not doing this again if the game is harder. The map is bigger too, driving to some missions takes too long
>>11968963
Did players request it? Do you know if they played on PS2 or PC?
Anonymous No.11969004 >>11969048 >>11969323
>>11968963
Not really, we were just trying to make missions more interesting. Difficulty wasn't something we took into account for the most part
>>11968987
We had a lot of features that we wanted to add, I don't really understand why some features were shoved aside.
>>11968974
I agree completely
Anonymous No.11969007 >>11969013
>>11968974
Oh please fuck off. There's good and bad difficulty. What VC has:
>start mission
>long easy first part to waste your time
>get 4 star wanted level
>all hell breaks loose
>pray you know exact route and don't get rammed to death
>lose and and repeat the whole process again
Miss me with this "tough old games" crap.
Anonymous No.11969009 >>11969025
>>11968849
>4000 in a DDR minigame
That's not that hard, I usually get 6000-7000 in that minigame.
Anonymous No.11969013 >>11969021
>>11969007
>Get 4 star wanted level
>Go to nearby pay n spray and remove it
Easy.
Anonymous No.11969021 >>11969331
>>11969013
Get to pay n spray first, genius. You will generally have FBI blocking the road. You'll have to restart the mission several times before you even know where to go. Oh and just in case, I had instances where I needed like a 10 second ride to Pay n Spray, and it was nearly impossible still. Cops ram your car that hard.
Anonymous No.11969025
>>11969009
Which version of the game? You mean the minigame with the Hollywood Swinging song where you streal the van afterwards?
Anonymous No.11969026 >>11969031
Regarding the "Definitive" edition, pretty much everyone who worked on the original games hates it. It killed a lot of the passion we had for them
Anonymous No.11969031 >>11969040
>>11969026
Why did it turn out that way? I understand business is business, but honestly I expected better from a dev as big as Rockstar. Feels like a cheap outsourced project.
Anonymous No.11969038 >>11969070
>>11968737 (OP)
>I worked on the original GTA trilogy as a mission designer (Although they credited us as "Level Designers"

According to the games credits as shown on mobygames, there isn't a single mission/map/level designer that worked on all 3 first games.

Billy Thomson worked on 1,2 and 5
Paul Farley only worked on 1
Stephen Banks only worked on 1 and 2

Next time you want to shitpost I suggest doing 30 seconds of research first
Anonymous No.11969040 >>11969058
>>11969031
Rockstar doesn't care about the games that made them. I really wish they did something similar to what Valve did with the HL1 and 2 anniversaries. I thought a dev reunion would happen, but then Obbe got threats from the cunts at rockstar
Anonymous No.11969048 >>11969070
>>11969004
Anyway I don't want to sound all negative. I really appreciate the designs for a few missions in the trilogy, especially how they allow for drastically different solutions. I felt it fit the openness of GTA very well. Also, I liked the ones that felt like real heists / assassinations. Somehow one that always comes to mind is a phone mission in VC where you kill a man in the airport.
Anonymous No.11969049
>>11968849
>>11968925
This is why almost no one completed the game and just kept screwing around with cheats or wrecking havoc around the city

At least Mafia gives you decent amount of checkpoints but that's a more linear story based game
Anonymous No.11969058 >>11969070
>>11969040
Well that sucks. Like really. I thought so much passion went into making VC/SA. Virtually every established video game company celebrates its heritage today. And then Definitive Edition comes out and it's like they seriously didn't give a fuck about how it played
Anonymous No.11969070 >>11969096
>>11969038
3, VC and SA, Maybe use your eyes next time
>>11969048
Those phone missions were always really fun to make, we had a bunch of them for SA that were cut very early on
>>11969058
To be honest, even at the time they didn't give a fuck about us. Hence why the housers got credit for the writing, even though Leslie and DMA wrote most of it.
Anonymous No.11969096 >>11969119 >>11969127
>>11969070
Perhaps it's no wonder Lazlow and Leslie left the studio. I wonder if any of the original DMA guys are still there except for Sam
Anonymous No.11969119
>>11969096
I can't really think of anyone else from those days apart from Aaron who still works there
Anonymous No.11969127
>>11969096
Sam had a lot of passion for the series, but he created a lot of problems. Dan is a business first, quality second type of guy
Anonymous No.11969323
>>11968987
Very few directly ask for games to be more challenging, but it's a requirement to keep engagement. Also to that point it removes a lot of the "survival instinct" when you know you can just immediately try again, failure should have consequences, similar to when dying or being arrested you lose you weapons, if you didn't then it just makes it a slight inconvenience instead of an actual punishment.
Now that said the bullshit deaths and failures due to things outside of your control are frustrating and shitty and VC has plenty of these as well such as Lance, supercops, and basically every turret mission.
>>11969004
>Not really, we were just trying to make missions more interesting. Difficulty wasn't something we took into account for the most part
I find this hard to believe, but also does explain some of the missions where it sounds like a cool idea but is just boring in practice, SAM comes to mind as one. As said above challenge is almost a requirement to keep people engaged but it's a careful balance of too much challenge and you just discourage people, too little and you bore them to death. Just the right amount would allow skilled players to pass it without too much fuss while making less skilled players adapt and overcome, they need to see a light at the end of the tunnel. GTA in this regard minus VC is pretty good about this due to its massive sandbox and freedom of how to complete most objectives. Vice City always felt like there was very little wiggle room to use different options to me however.
Anonymous No.11969331
>>11969021
>cant figure out where to go
Unironically a skill issue Vice City has the single easiest to navigate map in any GTA game. It's literally 2 roads that go up and down with a few others connecting them, everything is along these 2 roads. If you can not figure that shit out I don't know how you manage to navigate yourself to the toilet.
Anonymous No.11969750
>>11968760
Did you work on the "FOLLOW THE DAMN TRAIN CJ" mission ?
If so, 14yr old me would like to say a hearty "Fuck You" to you, Sir.
Anonymous No.11969865
>>11968763
So Sam's the Harvey Weinstein and Dan was Robert Weinstein?
Anonymous No.11970473
>>11968737 (OP)
Who was fuckin who in the office. Who got in fights and arguments? Who was an asshole boss etc
Give us the messiest shit.