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Why GTA San Andreas Shouldn't Have Worked on PS2 — Transcript

by MKTS · 1,658 words · 248 segments · language en · Watch on YouTube

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  1. 0:00Many people consider GTA San Andreas the
  2. 0:02best game of the entire GTA franchise,
  3. 0:05and this isn't without reason. If we
  4. 0:07just look at the insane amount of
  5. 0:08details this game had while still
  6. 0:10running on the PS2's limited memory,
  7. 0:12you'd think that the developers at
  8. 0:13Rockstar are actual wizards. But to
  9. 0:16understand how they managed to do it, we
  10. 0:18have to start at the beginning, November
  11. 0:202002. A few weeks prior to this date,
  12. 0:23Rockstar North released GTA Vice City.
  13. 0:25But instead of enjoying their success
  14. 0:26from that game, a group of 50 developers
  15. 0:29gather around an empty whiteboard to
  16. 0:31already work on their next project.
  17. 0:32[music] As you guys know, Rockstar is
  18. 0:34known for releasing bigger and better
  19. 0:36games every single time. So, they had
  20. 0:39one simple question, how do we top Vice
  21. 0:41City? In that game, they had already
  22. 0:43built Liberty City. So, instead of
  23. 0:45building another city, they decided to
  24. 0:47build a state with not just one, not
  25. 0:49two, but three different areas, all
  26. 0:52stitched together surrounded by forest
  27. 0:54and deserts. [music] The brainstorming
  28. 0:55of ideas kept going on for months. In
  29. 0:57early 2003, the designers were already
  30. 1:00creating concepts of the entire map,
  31. 1:02where again each one would be based on
  32. 1:04real locations. For example, Los Santos
  33. 1:07would be based on Los Angeles from the
  34. 1:09early '90s with references to Hollywood,
  35. 1:11Inglewood, Watts, Venice Beach, and much
  36. 1:14more. The total area of the map was
  37. 1:16going to be roughly 36 to 38 [music]
  38. 1:18square kilometers. Now, if you compare
  39. 1:20that to other ones, that's pretty small.
  40. 1:22But despite that, the developers still
  41. 1:24managed to trick millions of players
  42. 1:26into thinking it was massive. And to do
  43. 1:28that, they used four different tricks.
  44. 1:30As the developers were designing the new
  45. 1:32state, they realized they had a big
  46. 1:35problem. The PS2 only had 32 megabytes
  47. 1:37of RAM, and their map exceeded that
  48. 1:39limit by hundreds of megabytes. They
  49. 1:41knew that the map they had designed
  50. 1:43would be successful, [music]
  51. 1:44so deleting it wasn't an option. The map
  52. 1:46was primarily built using C++, which
  53. 1:49enables the developers to directly send
  54. 1:51orders to the PS2's hardware. As you
  55. 1:53guys know, all the data is received from
  56. 1:55the disk. So, by using C++ [music] the
  57. 1:57developers basically tell the PS2 to use
  58. 2:00its drive to read a small area. Then, if
  59. 2:02the player decides to turn around, they
  60. 2:04made sure the game deletes what the
  61. 2:05player just saw to free up some memory.
  62. 2:07Then, it orders the PS2 to slightly spin
  63. 2:10the disk again to read the next chunk of
  64. 2:12data to load the other angle of the area
  65. 2:14in front of the player. When the game
  66. 2:15loads an area, the engine uses the
  67. 2:17Z-buffer, which is a piece of memory
  68. 2:19that calculates how far away objects are
  69. 2:21from the camera. From CJ's perspective,
  70. 2:23the developers put a circle around him,
  71. 2:25which was the limit that the engine
  72. 2:27would load objects to. But, in order to
  73. 2:29hide that exact limit, they used [music]
  74. 2:31distance fog, making those objects that
  75. 2:33are far away dissolve into the
  76. 2:35background. [music] The next thing that
  77. 2:37tricked people was the design of roads.
  78. 2:39If you look at a bird's-eye view of the
  79. 2:40highways connecting [music] the three
  80. 2:42cities, you will notice something funny.
  81. 2:44Almost none of them are straight lines.
  82. 2:46The [music] roads constantly bend and
  83. 2:48twist. By doing this, the player has to
  84. 2:50constantly slow down and turn. So, it
  85. 2:52takes much longer to get from point A to
  86. 2:54B compared [music] to a straight road.
  87. 2:56The third trick they used was making the
  88. 2:57streets feel claustrophobic. By making
  89. 2:59short blocks, the [music] player can
  90. 3:01never see the whole city at once. The
  91. 3:03next neighborhood is always hidden. Now,
  92. 3:05the last trick was all about the
  93. 3:07environment. [music] You start in Los
  94. 3:09Santos' hazy, sunny environment, then
  95. 3:11drive into a dense, [music] foggy
  96. 3:13forest, and finish in a neon oasis of
  97. 3:15Las Venturas. This is exactly why San
  98. 3:18Andreas [music] stands out compared to
  99. 3:19the others. Even though those maps are
  100. 3:21physically four to five times larger,
  101. 3:23the realism they contain makes them feel
  102. 3:25much smaller, and sometimes even boring
  103. 3:28compared to San [music] Andreas. By this
  104. 3:30point, it was already 2004, and the
  105. 3:32clock was ticking. [music] As the studio
  106. 3:34realized how big the game was going to
  107. 3:36be, the team grew to 75 developers,
  108. 3:38[music] while the testing department
  109. 3:40expanded to almost 100 people. They were
  110. 3:42slowly entering [music] the most
  111. 3:43stressful phase of development. The map
  112. 3:45was built, but it was just empty.
  113. 3:47[music] This stage was all about giving
  114. 3:50the world its laws of physics and making
  115. 3:52it interactive. First off, they coded
  116. 3:54swimming mechanics, requiring a stamina
  117. 3:57meter and a lung capacity tracking. They
  118. 3:59also added tire friction so that a car
  119. 4:01worked differently on city asphalt than
  120. 4:03a dirt bike did on desert sand. They
  121. 4:06also introduced bicycles, which required
  122. 4:08a brand new physics engine to handle
  123. 4:10pedaling, bunny hops, and balance. At
  124. 4:12first glance, those physics don't seem
  125. 4:14that impressive. But what most people
  126. 4:16forget is that unlike modern consoles
  127. 4:18that have a built-in physics engine, the
  128. 4:20PS2 didn't have that at all. This means
  129. 4:23the developers had to write the math for
  130. 4:25gravity, friction, and momentum in C++,
  131. 4:28which was extremely hard. On top of
  132. 4:30that, they wanted to add a multiplayer
  133. 4:32mode where two players could play at the
  134. 4:34same time on one single console. But
  135. 4:37remember how we talked about that circle
  136. 4:39around CJ that streams data from the
  137. 4:41disc? Well, adding a second player meant
  138. 4:44the engine now had to calculate two
  139. 4:46entirely different circles at the same
  140. 4:48time, which the console obviously could
  141. 4:50not handle. So, the developers were
  142. 4:52forced to lock both players onto a
  143. 4:54single screen with a shared camera. And
  144. 4:56if player two walked too far away from
  145. 4:58player one, they would hit an invisible
  146. 5:00wall and couldn't go any further. Now,
  147. 5:02if you take a look at most games of this
  148. 5:04era, you can clearly see that they
  149. 5:06always pick one thing. They were either
  150. 5:08a driving game, a stealth game, a
  151. 5:10swimming game, or a cycling game. But if
  152. 5:12you think about it and look at San
  153. 5:14Andreas, you can see that Rockstar
  154. 5:16managed to cram all of these completely
  155. 5:18different genres into one single game.
  156. 5:21Lastly, they wanted the audio to be
  157. 5:23completely interactive. If CJ walked
  158. 5:25down the street looking big or wearing a
  159. 5:28bad outfit, the pedestrians would
  160. 5:29instantly check CJ's stats and trigger a
  161. 5:32specific voice line based on those
  162. 5:34[music] stats. As for the voice lines,
  163. 5:36Rockstar went out and secured deals with
  164. 5:38many pop culture icons [music] from the
  165. 5:39'90s, such as Samuel L. Jackson, who
  166. 5:42voices the corrupt Officer Tenpenny, and
  167. 5:44many more. For the music and radio, they
  168. 5:46brought in Ice T and Dr. Dre alongside
  169. 5:49many other icons to host the radio
  170. 5:51stations. While having so much variety
  171. 5:53in audio is pretty cool, they didn't
  172. 5:55realize yet that the PS2 DVD disc could
  173. 5:58only hold about 4.7 GB of data. And
  174. 6:01since developers were already using a
  175. 6:03massive chunk of that space with the
  176. 6:05entire city, they were able to keep over
  177. 6:0760,000 lines of dialogue and license
  178. 6:10over 150 hit songs for the radio
  179. 6:12stations. So, for the first half of
  180. 6:152004, nobody knew anything other than
  181. 6:18the title. But in May 2004, Rockstar
  182. 6:20dropped an exclusive 10-page first look.
  183. 6:23This was the moment the world found out
  184. 6:25that San Andreas wasn't just a single
  185. 6:27[music] city. They learned that they
  186. 6:28could ride bicycles and that CJ had to
  187. 6:30eat and could get fat or even muscular
  188. 6:33alongside with many other exciting
  189. 6:34features and brand new locations. It
  190. 6:37blew people's minds just reading [music]
  191. 6:39about it. But there was still no video
  192. 6:41footage. Eventually, a few months later
  193. 6:44on August 20, Rockstar finally released
  194. 6:46the very first teaser trailer to the
  195. 6:48public. [music] The trailer showed
  196. 6:49actual in-game footage, lowriders
  197. 6:51bouncing on hydraulics, CJ riding a BMX
  198. 6:54bike, and a glimpse of the countryside
  199. 6:56and desert. [music] This trailer was
  200. 6:58being downloaded millions of times. Fans
  201. 7:00spent weeks parsing the video frame by
  202. 7:02frame analyzing every single detail.
  203. 7:05[music] As the release date kept coming
  204. 7:06closer, Rockstar released two more
  205. 7:08trailers that focused heavily on the
  206. 7:10game's atmosphere and radio stations.
  207. 7:13Fans got to see glimpses of San Fierro's
  208. 7:15hills and the neon lights of Las
  209. 7:16Venturas, confirming that the map truly
  210. 7:19was as big as the magazine articles had
  211. 7:21[music] shown. But in mid-October 2004,
  212. 7:24about a week or two before the official
  213. 7:26release date, a retail copy of the
  214. 7:28PlayStation 2's version was leaked. Fans
  215. 7:30[music] were stunned that a standard PS2
  216. 7:33was rendering a map that included three
  217. 7:35separate cities and a massive
  218. 7:37countryside without any [music] loading
  219. 7:39screens. But surprisingly, rather than
  220. 7:41hurting sales, the leaked gameplay
  221. 7:43confirmed to fans that Rockstar had
  222. 7:45actually delivered on this [music] game,
  223. 7:46leading to millions of players lining up
  224. 7:49for the midnight release on October 26th
  225. 7:51in 2004. [music]
  226. 7:53Within its very first week, the game
  227. 7:54sold millions of copies, immediately
  228. 7:56generating hundreds of millions of
  229. 7:58dollars. In the UK alone, it moved 1
  230. 8:00million copies in just [music] 9 days,
  231. 8:03making it the fastest-selling video game
  232. 8:05in British history up to that point. The
  233. 8:07game crossed over 27 and 1/2 million
  234. 8:10total copies sold worldwide, generating
  235. 8:12over $1 billion in total revenue.
  236. 8:14[music]
  237. 8:15Rockstar built this game within just 2
  238. 8:17years, and now, 2 decades later, the
  239. 8:19game is still being played by thousands
  240. 8:21of people every single day. But, like I
  241. 8:23said before, Rockstar keeps surprising
  242. 8:26us with their new games. And if you'd
  243. 8:27like to see how they developed other
  244. 8:29games, then you can watch these, too.
  245. 8:31Now, this was it for today's video. I
  246. 8:32really want to thank you guys for
  247. 8:34watching, and I'll see you in the next
  248. 8:35one.

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