Why GTA San Andreas Shouldn't Have Worked on PS2 — Transcript
Full transcript
- 0:00Many people consider GTA San Andreas the
- 0:02best game of the entire GTA franchise,
- 0:05and this isn't without reason. If we
- 0:07just look at the insane amount of
- 0:08details this game had while still
- 0:10running on the PS2's limited memory,
- 0:12you'd think that the developers at
- 0:13Rockstar are actual wizards. But to
- 0:16understand how they managed to do it, we
- 0:18have to start at the beginning, November
- 0:202002. A few weeks prior to this date,
- 0:23Rockstar North released GTA Vice City.
- 0:25But instead of enjoying their success
- 0:26from that game, a group of 50 developers
- 0:29gather around an empty whiteboard to
- 0:31already work on their next project.
- 0:32[music] As you guys know, Rockstar is
- 0:34known for releasing bigger and better
- 0:36games every single time. So, they had
- 0:39one simple question, how do we top Vice
- 0:41City? In that game, they had already
- 0:43built Liberty City. So, instead of
- 0:45building another city, they decided to
- 0:47build a state with not just one, not
- 0:49two, but three different areas, all
- 0:52stitched together surrounded by forest
- 0:54and deserts. [music] The brainstorming
- 0:55of ideas kept going on for months. In
- 0:57early 2003, the designers were already
- 1:00creating concepts of the entire map,
- 1:02where again each one would be based on
- 1:04real locations. For example, Los Santos
- 1:07would be based on Los Angeles from the
- 1:09early '90s with references to Hollywood,
- 1:11Inglewood, Watts, Venice Beach, and much
- 1:14more. The total area of the map was
- 1:16going to be roughly 36 to 38 [music]
- 1:18square kilometers. Now, if you compare
- 1:20that to other ones, that's pretty small.
- 1:22But despite that, the developers still
- 1:24managed to trick millions of players
- 1:26into thinking it was massive. And to do
- 1:28that, they used four different tricks.
- 1:30As the developers were designing the new
- 1:32state, they realized they had a big
- 1:35problem. The PS2 only had 32 megabytes
- 1:37of RAM, and their map exceeded that
- 1:39limit by hundreds of megabytes. They
- 1:41knew that the map they had designed
- 1:43would be successful, [music]
- 1:44so deleting it wasn't an option. The map
- 1:46was primarily built using C++, which
- 1:49enables the developers to directly send
- 1:51orders to the PS2's hardware. As you
- 1:53guys know, all the data is received from
- 1:55the disk. So, by using C++ [music] the
- 1:57developers basically tell the PS2 to use
- 2:00its drive to read a small area. Then, if
- 2:02the player decides to turn around, they
- 2:04made sure the game deletes what the
- 2:05player just saw to free up some memory.
- 2:07Then, it orders the PS2 to slightly spin
- 2:10the disk again to read the next chunk of
- 2:12data to load the other angle of the area
- 2:14in front of the player. When the game
- 2:15loads an area, the engine uses the
- 2:17Z-buffer, which is a piece of memory
- 2:19that calculates how far away objects are
- 2:21from the camera. From CJ's perspective,
- 2:23the developers put a circle around him,
- 2:25which was the limit that the engine
- 2:27would load objects to. But, in order to
- 2:29hide that exact limit, they used [music]
- 2:31distance fog, making those objects that
- 2:33are far away dissolve into the
- 2:35background. [music] The next thing that
- 2:37tricked people was the design of roads.
- 2:39If you look at a bird's-eye view of the
- 2:40highways connecting [music] the three
- 2:42cities, you will notice something funny.
- 2:44Almost none of them are straight lines.
- 2:46The [music] roads constantly bend and
- 2:48twist. By doing this, the player has to
- 2:50constantly slow down and turn. So, it
- 2:52takes much longer to get from point A to
- 2:54B compared [music] to a straight road.
- 2:56The third trick they used was making the
- 2:57streets feel claustrophobic. By making
- 2:59short blocks, the [music] player can
- 3:01never see the whole city at once. The
- 3:03next neighborhood is always hidden. Now,
- 3:05the last trick was all about the
- 3:07environment. [music] You start in Los
- 3:09Santos' hazy, sunny environment, then
- 3:11drive into a dense, [music] foggy
- 3:13forest, and finish in a neon oasis of
- 3:15Las Venturas. This is exactly why San
- 3:18Andreas [music] stands out compared to
- 3:19the others. Even though those maps are
- 3:21physically four to five times larger,
- 3:23the realism they contain makes them feel
- 3:25much smaller, and sometimes even boring
- 3:28compared to San [music] Andreas. By this
- 3:30point, it was already 2004, and the
- 3:32clock was ticking. [music] As the studio
- 3:34realized how big the game was going to
- 3:36be, the team grew to 75 developers,
- 3:38[music] while the testing department
- 3:40expanded to almost 100 people. They were
- 3:42slowly entering [music] the most
- 3:43stressful phase of development. The map
- 3:45was built, but it was just empty.
- 3:47[music] This stage was all about giving
- 3:50the world its laws of physics and making
- 3:52it interactive. First off, they coded
- 3:54swimming mechanics, requiring a stamina
- 3:57meter and a lung capacity tracking. They
- 3:59also added tire friction so that a car
- 4:01worked differently on city asphalt than
- 4:03a dirt bike did on desert sand. They
- 4:06also introduced bicycles, which required
- 4:08a brand new physics engine to handle
- 4:10pedaling, bunny hops, and balance. At
- 4:12first glance, those physics don't seem
- 4:14that impressive. But what most people
- 4:16forget is that unlike modern consoles
- 4:18that have a built-in physics engine, the
- 4:20PS2 didn't have that at all. This means
- 4:23the developers had to write the math for
- 4:25gravity, friction, and momentum in C++,
- 4:28which was extremely hard. On top of
- 4:30that, they wanted to add a multiplayer
- 4:32mode where two players could play at the
- 4:34same time on one single console. But
- 4:37remember how we talked about that circle
- 4:39around CJ that streams data from the
- 4:41disc? Well, adding a second player meant
- 4:44the engine now had to calculate two
- 4:46entirely different circles at the same
- 4:48time, which the console obviously could
- 4:50not handle. So, the developers were
- 4:52forced to lock both players onto a
- 4:54single screen with a shared camera. And
- 4:56if player two walked too far away from
- 4:58player one, they would hit an invisible
- 5:00wall and couldn't go any further. Now,
- 5:02if you take a look at most games of this
- 5:04era, you can clearly see that they
- 5:06always pick one thing. They were either
- 5:08a driving game, a stealth game, a
- 5:10swimming game, or a cycling game. But if
- 5:12you think about it and look at San
- 5:14Andreas, you can see that Rockstar
- 5:16managed to cram all of these completely
- 5:18different genres into one single game.
- 5:21Lastly, they wanted the audio to be
- 5:23completely interactive. If CJ walked
- 5:25down the street looking big or wearing a
- 5:28bad outfit, the pedestrians would
- 5:29instantly check CJ's stats and trigger a
- 5:32specific voice line based on those
- 5:34[music] stats. As for the voice lines,
- 5:36Rockstar went out and secured deals with
- 5:38many pop culture icons [music] from the
- 5:39'90s, such as Samuel L. Jackson, who
- 5:42voices the corrupt Officer Tenpenny, and
- 5:44many more. For the music and radio, they
- 5:46brought in Ice T and Dr. Dre alongside
- 5:49many other icons to host the radio
- 5:51stations. While having so much variety
- 5:53in audio is pretty cool, they didn't
- 5:55realize yet that the PS2 DVD disc could
- 5:58only hold about 4.7 GB of data. And
- 6:01since developers were already using a
- 6:03massive chunk of that space with the
- 6:05entire city, they were able to keep over
- 6:0760,000 lines of dialogue and license
- 6:10over 150 hit songs for the radio
- 6:12stations. So, for the first half of
- 6:152004, nobody knew anything other than
- 6:18the title. But in May 2004, Rockstar
- 6:20dropped an exclusive 10-page first look.
- 6:23This was the moment the world found out
- 6:25that San Andreas wasn't just a single
- 6:27[music] city. They learned that they
- 6:28could ride bicycles and that CJ had to
- 6:30eat and could get fat or even muscular
- 6:33alongside with many other exciting
- 6:34features and brand new locations. It
- 6:37blew people's minds just reading [music]
- 6:39about it. But there was still no video
- 6:41footage. Eventually, a few months later
- 6:44on August 20, Rockstar finally released
- 6:46the very first teaser trailer to the
- 6:48public. [music] The trailer showed
- 6:49actual in-game footage, lowriders
- 6:51bouncing on hydraulics, CJ riding a BMX
- 6:54bike, and a glimpse of the countryside
- 6:56and desert. [music] This trailer was
- 6:58being downloaded millions of times. Fans
- 7:00spent weeks parsing the video frame by
- 7:02frame analyzing every single detail.
- 7:05[music] As the release date kept coming
- 7:06closer, Rockstar released two more
- 7:08trailers that focused heavily on the
- 7:10game's atmosphere and radio stations.
- 7:13Fans got to see glimpses of San Fierro's
- 7:15hills and the neon lights of Las
- 7:16Venturas, confirming that the map truly
- 7:19was as big as the magazine articles had
- 7:21[music] shown. But in mid-October 2004,
- 7:24about a week or two before the official
- 7:26release date, a retail copy of the
- 7:28PlayStation 2's version was leaked. Fans
- 7:30[music] were stunned that a standard PS2
- 7:33was rendering a map that included three
- 7:35separate cities and a massive
- 7:37countryside without any [music] loading
- 7:39screens. But surprisingly, rather than
- 7:41hurting sales, the leaked gameplay
- 7:43confirmed to fans that Rockstar had
- 7:45actually delivered on this [music] game,
- 7:46leading to millions of players lining up
- 7:49for the midnight release on October 26th
- 7:51in 2004. [music]
- 7:53Within its very first week, the game
- 7:54sold millions of copies, immediately
- 7:56generating hundreds of millions of
- 7:58dollars. In the UK alone, it moved 1
- 8:00million copies in just [music] 9 days,
- 8:03making it the fastest-selling video game
- 8:05in British history up to that point. The
- 8:07game crossed over 27 and 1/2 million
- 8:10total copies sold worldwide, generating
- 8:12over $1 billion in total revenue.
- 8:14[music]
- 8:15Rockstar built this game within just 2
- 8:17years, and now, 2 decades later, the
- 8:19game is still being played by thousands
- 8:21of people every single day. But, like I
- 8:23said before, Rockstar keeps surprising
- 8:26us with their new games. And if you'd
- 8:27like to see how they developed other
- 8:29games, then you can watch these, too.
- 8:31Now, this was it for today's video. I
- 8:32really want to thank you guys for
- 8:34watching, and I'll see you in the next
- 8:35one.
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