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Background and genre
What do you know about GTA?
Watch this documentary, showing the development of the videogame, Grand Theft Auto, making notes on what you see and hear. How has the nature of the game-play changed?
Then read the notes on the development of the franchise. Be prepared to answer questions about what you read
1. How was the first GTA game marketed? 2. GTA 2 was pretty much the same game as GTA 1 how did they market it differently? 3. GTA 3 was released on which console? 4. Why is this significant? 5. GTA Vice City has what in common with CSI? 6. What clues are there that GTA Vice City had a bigger budget? 7. How else did GTA Vice City widen its audience appeal? 8. What controversy was attached to GTA San Andreas? 9. What sort of storylines do the games feature? 10. What sort of characters? 11. How has it changed or developed since it first began? Genre Genre: GTA as RPG RPG = role playing game The player inhabits a character (or characters) within the game As the GTA series has progressed, a sharper sense of characterisation has occurred you can learn back story from the accompanying booklet or the strategy guide When you become the protagonist you choose to play him (always him!) in a certain way but you are bound by the rules of the game-world and the narrative of the game over which you have no control If you chose to be a law abiding citizen you would spend the game running around on foot getting nothing done; to make progress you must break the law e.g. carjacking, stealing money via physical assault by doing this you enter into the role of the protagonist Genre: GTA as free roaming Even taking the previous slide into consideration, the player is granted a large amount of freedom in the game play Traditional action games are structured as a single track series of levels with linear gameplay, but in Grand Theft Auto the player can determine the missions that he wants to undertake, and his relationships with various characters are changed based on these choices. the cities of the games can be roamed freely at any point in the game, and are examples of open world video game environments which offer accessible buildings with minor missions in addition to the main storyline. There are exceptions: missions follow a linear, overarching plot, and some city areas must be unlocked over the course of the game. Genre: GTA as racing/driving game Much of the promotional material for the first GTA stressed the racing element of the game This is a different experience to a traditional racing game inc. ability to swap cars One of the elements of any of the GTA games is to drive unfamiliar and difficult to control cars on unfamiliar streets and racing circuits Genre: GTA as beat em up A long-standing and popular genre within the gaming industry staple element is having a variety of characters to beat up In GTA you can run around and beat any number of people up in a variety of different ways e.g. you can beat up an innocent pedestrian and make them bleed, or bleed a lot! Genre: GTA as hybrid By blending these genres, GTA appeals to a great many people, criss- crossing many demographic boundaries and target audiences Genre: GTA as gangster story Location: fictional places based on real ones; these locations are recognisable as those associated with gangsters
Narrative: a young male character becomes involved in low-level crime, then rises through the hierarchy of the gang until they have it all. They then fall (killed/sent to prison) and lose everything they gained through their criminal career. This provides a moral code.
Genre: gangster films reflect the social issues of their day e.g. immigration, social deprivation, economic hardship and turn the American Dream (working hard and making it big on the basis of your own talent) on its head by operating outside of societys rules the gangster goes from having nothing to everything via his criminal hard work. This is similar to the GTA narrative. Genre: GTA as gangster story Some players will recognise these elements as staples of the gangster genre therefore they will have a firm idea of how they are expected to play, setting aside their own moral codes as they recognise the artificiality of the game text. It is to be played, in the same way an actor plays a role. Its just a game and easy to distinguish from reality. (cf. effects debate)
Game producers use intertextuality to signal this.
Do you need the knowledge of the genre for this to be true?
Genre: GTAs intertextuality Characters: the characters in the game are clear references to stock characters from films in the gangster or crime genre, e.g. the young black thug; the middle-class Irish or Italian gangster; the white trash psychotic wild man.
These films deal with prostitution, pornography and alienation from mainstream society (cf. the American Dream) and there are echoes of these themes in GTA.
Genre: GTAs intertextuality These recognisable stock character types are used for intertextual reasons the baggage they bring with them allows the player to take on the role with a pre-established idea of who they are/will be (so the player does not become a real criminal, but plays a role in which they can set aside their own moral views)
It allows the player to take on a role in which they do things they would not do in the real world.
Is this a signal that it is only a game?
Homework:
Read the profile of Rockstar Games, visit the website and answer the questions.
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