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File: GtaVC.png (1.34 MB, 1077x902)
1.34 MB PNG
excuse my trooncase but how was this seen as a huge openworld at the time
>>
>>12718706
It wasn't, literally everyone bitched about how small VC was, might be as to why they made SA SO BIG.
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>>12718717
Post one example from the year of release, otherwise false claim.
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>>12718719
Nta
I remember people complaining it was too small and needed another island. It does feel pretty tiny compared to even gta3.
>>
>>12718719
how can I "post" it when it was literally banter between my classmates?
>>
>>12718706
But it is quite huge. Try and get all the hidden packages by yourself, no guide, let's see how long it takes you. If it's this tiny map you're claiming it is it shouldn't take you more than a couple hours
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>>12718742
Couple hours? I only get 1 hour after work and dinner
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>>12718750
>Complains about the size of a map
>Can't play games for more than an hour
>>
It was most people's second openworld game. Mind you this was still a few years removed from the "massive" hyrule field in OoT.
>>
>>12718706
Road layout, not a lot of long stretches and a bunch of roads that aren't directly connected. Especially the last island. Downtown, the hood and the airport aren't really connected by the main road. Going from one to the other you either have to wind through side streets or drive out of your way to get a straight shot. Then there's verticallity to it where you have roads that cross but don't actually interesect. There's a lot of little tricks to make the map seem bigger than it is.
>>
File: 1785332588616.png (2.66 MB, 1629x1210)
2.66 MB PNG
>>12718838
Rockstar we're clever to realise that the road layout needed to be intentionally circumlocutory. The only real flaw in pic rel is that Staunton Island has a bridge to nowhere (with no barriers so if you bump your car into traffic you could drown in the water kek), but otherwise it makes Liberty City feel bigger than it is.
I played Driver on PS1 before the PS2 (and therefore GTA3) came out and back then I thought it was a bit odd that you essentially just hold down X most of the time due to the long, straight roads. That's probably what driving in America is actually like irl, but it's a videogame. Rockstar must have reached a similar conclusion.
>>
>>12718719
GameFAQs and IGN forums
>>
>>12718706
You weren't flying miles away from the map like in your pic, those are pretty big streets compared to your characters.
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>>12718774
I could but I don't want to anger mother.
>>
>>12718932
Issue with those is a lot of stuff pre 07 or so I forget the year is just gone. Not all of it but a lot of it.
>>
The atmosphere and music was good, but I'd take 3/LCS any day of the week over Vice City. At least VCS gave you more to do and let you fucking swim.
>>
File: vice city entire map.jpg (3.71 MB, 4047x2175)
3.71 MB JPG
>>12718706
That's a sims 3 mod, therefore NOT RETRO

This is the actual vice city map.
>>
>>12719026
I remember a letter to the official PS2 magazine here complaining aloud that the airport "used up" a lot of the map in 3/VC. Then SA had I think five places to land a plane kek.
>>
>>12718742
In truth, yes VC has the easiest to find packages of any GTA title, there are 3 I can think of that throw you for a loop like the one at the bootlegging houses. But if you fly a helicopter around the map systematically you will find like 90% of the packages. With a guide you could get all of them in under an hour pretty easily, no longer than an hour and a half if you make some safety saves. Without a guide I can't say for sure, might try that sometime just to see how long it takes but if that's the only thing I'm doing maybe 3 hours.
>>
>>12719150
Three hours for a seasoned gta player that already has a mental ranking of how easy is to find the packages for each game, yeah if you've played the games dozens of times the map will feel smaller each time because you know it by heart. Still, three whole hours on an helicopter is a really long time.
>>
>>12718870
how much of ps2 era GTA map design just comes from the Midtown Madness/Midnight Club devs that rockstar absorbed
>>
>>12718719
I remember disliking VC compared to GTA3 partly because 3 had 3 islands while VC only had 2. I would always go, "do the middle islands count as an island? Not really."
>>
>>12719026
This faggot just recently made this same thread using that same Sims pic. Guess even VC has a dedicated schizo shitposter now...
>>
>>12718717
San Andreas is absolutely tiny thoughbeit
>>
>>12719428
You can explore the desert for days
>>
>>12719598
I've been through the desert on a horse with no name
>>
File: 18lwdz0ipxc11.jpg (1.7 MB, 2592x4608)
1.7 MB JPG
>>12718706
I don't remember thinking it was huge. The series wasn't about open-world exploration or whatever. It was literally be a criminal in a city sandbox. I prefer VC to GTA III and later games desu.
>>
>>12719202
I personally have never done a full run, I normally just do like 10-20 then move on to a mission or something. The only one I ever done in one go are the tags in SA during the tagging mission.
>>
>>12719428
Compared to what?
>>
>>12720147
My pp of course
>>
>>12720162
Ah yeah, fair enough. Mind if I see it?
>>
>>12718725
they coulda added a few small islands you can only get to by boat. i forgot how small it was lol
>>
File: 1785338234555634.jpg (2.21 MB, 4047x2175)
2.21 MB JPG
>>12719026
What would you put here?
>>
Its a collectathon
>>
>>12719214
Not much, PS2 GTAs were developed by DMA Design (aka Rockstar North), Angel Studios (aka Rockstar San Diego) had nothing to do with those games.
>>
>>12720224
Sorry, I'm saving it for a special girl.
>>
>>12720337
A volcano.
>>
>>12720371
Good answer son. I'm proud of you.
>>
>>12718706
What the hell is a trooncase?
>>
>>12719045
I never minded the airports but st Francis was kind of useless and rushed like most of shoreside vale. There were at least a couple reasons to go to and mess around the Vice City airport. San Andreas was a different thing altogether since you not only had several aircraft you could steal from the airports but traveling by plane made more sense with the map being so large and the airports also allowed you to fast travel between airports. They didn't only use them to make the world feel more like real life. How easy it was to save at the garage in San fiero, cruise right over to the airport, steal a jet, fly to Las venturas, jump out and parachute down to the casino. Having multiple airports was better too because now you actually have a place to go that makes sense where as before if you were just messing around it was like boarding a bus and realizing where you got picked up is the only stop.
>>
>>12720580
When you act aloof and don't capitalise the first letter and don't use a full stop
>>
>>12719026
Is GTA Trilogy fixed up? This thread making me want to do a play through.
>>
>>12720337
the everglades
alternatively: a looming giant hurricane that is about to hit the city
>>
>>12720147
RDR 2 map
>>
>>12720926
that would be a Smart Decision
>>
>>12719026
>starfish island
>looks like a scallop
>>
>>12720027
GTA2s map fucks me up everytime I play it. Its verticalityand winding and intricate roads and paths are too much for my monkey brain. A pause map would have worked wonders.
>>
>>12720926
>>12720956
The reason that the game has a limited map when it starts is because of a hurricane. This is canon
>>
>>12718725
>>12718932
>samefagging
>>
>>12718870
the straight roads thing was a disk space trick that R* did to save memory. The camera following the player triggers what assets get loaded, so more curved roads = more assets that the game has to load onto the disk since the camera would catch more.
R* had a lot of coding tricks on straight roads to slow the player's car down to keep pop-in from getting too bad, along with only spawning a certain number of cars on the road, etc. Not to mention a lot of arbitrary areas where a street suddenly ends before you can pick up too much speed.

They did the same in San Andreas by implementing the countryside, less assets to manage and everything spawned on the disk can get cleared before CJ enters a new city
>>
>>12718706
you had to be there. as a kid, all these old gta games felt huge.
>>
>>12721501
>The reason that the game has a limited map when it starts is because of a hurricane
I dont remember that, thats funny
>>
>>12719026
Where is the mafia guy in the water?
>>
>>12718719
Nigger, people were always complaining about the size of VC, mainly saying "there should have been another island, the game feels small without a 3rd island". Most people actually thought GTA 3 had a larger map because of this, even though it's 10% smaller.

It's just shitty map design. Only 2 islands while half of one island is a beach. Not enough road and urban density, primarily caused by the elongated shape of the islands. This all made people feel like it's a much smaller map than it is.
>>
>>12718706
Old GTA games were sandbox, not open world.
>>
>>12722727
It was developed in the space of 10 months.
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>>12720337
A datacenter.
>>
Does it need to be big though? Would it be a better game if the map had twice as many blocks but the same missions and main locations?
In GTA3 the map was just all similar gray square blocks
In Vice City each small area was unique and memorable
GTA SA is huge but roads and streets fly by unrecognized
Of all GTA games this is the map I memorized the best and could still instantly navigate 20 years later
>>
>>12722729
What youtuber did you get that titillating tidbit from?
>>
>>12722729
True
>>
>>12722727
>even though it's 10% smaller.
Man I don't know about that, depends on how you measure it. Either way the point is moot when as you stated 3 is far denser. Having a quarter of you map being empty space is shit.
>>
Shoreside Vale is such a shitty non-existent island that I don't think anybody spent time there besides missions and going to the airport for a dodo.
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>>12718870
>all those rock formations in the sea that they copy pasted but didn't rotate
lol
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>>12724108
I'm 36 years old, I was there.
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>>12724154
I really like the area, I thought it was a shame theres so little to do there.
>>
>>12720907
Play vice city next gen edition. Get patch 1.2 and 1.3
>>
>>12718706
It wasn't?
I don't remember people at the time being so much impressed by the size of the world in these games but the detail and the fact it was all in three dee.
>>
>>12721494
I had it back on cd and came with the map.

It was a pretty cool feeling to be fleeing, pause look at the map and plan your getaway to a spray shop (or whatever it was that the game used)
>>
File: 1759358822310390.png (882 KB, 1124x1124)
882 KB PNG
What would you have added if you were the project lead and given another 6 months?
>Gator Keys and its associated cut mission chain
>The radio asset missions + VCN radio
>Swimming
>Vehicle customization
>Mercedez romance
>>
>>12728702
Flesh out the 2nd half of the story more, a couple more businesses with missions to go with them, playable golf, maybe add another area to the map. As is I thinks it's solid and doing too much more would make it convoluted. Biggest problem is they faced a time crunch so they kind of just rolled through the later part of the game.
>>
>>12718719
I was on gamefaqs when vice city first released and the overall sentiment was negative at first. It took a couple months before people came around on it
>>
>>12728702
make printworks acquisition a mandatory mission to better explain the whole asset mechanic and spend rest of the time polishing the map



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