“We’ve always wanted to build these immersive, complex living worlds to hold our stories, regardless of whether it’s for a single player or multiple,” he says. “We had created complex systems for weather, traffic, population, and more, to give people as much freedom as we possibly could to create unique experiences.
“And creating online versions of these worlds has shown us how to deepen and extend those experiences in new ways. By letting players share the space together, and through activities like heists, we help people create stories of their own, and over time they become more connected to the world.”
Grand Theft Auto Online has been around since 2013, on Xbox 360 and PS3, and the original release seems almost simplistic compared to what exists today. When it first launched there wasn’t all that much to do, but now there are countless distractions, from running guns to robbing banks.
I ask Nelson how the game people are playing now compares to the studio’s original vision.
Denne historien er fra Holiday Special 2019-utgaven av PC Gamer US Edition.
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Denne historien er fra Holiday Special 2019-utgaven av PC Gamer US Edition.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
Allerede abonnent? Logg på
YELLOW CARD
Flawed deckbuilder DUNGEONS AND DEGENERATE GAMBLERS rarely plays a winning hand
GODS AND MONSTERS
AGE OF MYTHOLOGY: RETOLD modernizes a classic RTS with care
SPACED OUT
After a strong first impression, WARHAMMER 40K: SPACE MARINE 2 runs out of steam
SLIDES RULE
Redeeming a hated puzzle mechanic with SLIDER
DINER HARD
Rewriting the rules of horror in ALAN WAKE
"Kay Vess, galactic tomb raider"
Feeling like Lara Croft in STAR WARS OUTLAWS
LETHAL COMPANY
A return to some explosive post-launch patches.
MARVEL: ULTIMATE ALLIANCE
Enter the multiverse of modness.
TRACK GPT
Al's teaching sim racers to improve-what about other games?
FINDING IMMORTALITY
Twenty-five years on, PLANESCAPE: TORMENT is still one of the most talked-about RPGs of all time. This is the story of how it was created as a 'stay-busy' project by a small team at Black Isle Studios