
It was days and weeks and months of messing around in the city, telling ourselves stories, reacting to the living world in chaotic ways, and setting challenges to each other.” Thing is: we weren’t doing any story missions or side missions.

And when GTA III came out, we would play that all the time. “I had a group of three friends and we would spend a lot of time together playing games. Sceptical? Here’s Deathloop director Dinga Bakaba explaining the influence of Grand Theft Auto 3, and how it ultimately rewrote the rulebook to video game development:
#GTA 3 10 YEAR ANNIVERSARY SAVE GAME SERIES#
Even games as far removed from the GTA series as Minecraft and Deathloop bear the hallmarks of this innovation. It’s difficult to overstate how big a deal this was at the time and its almost impossible to comprehend how profound an impact it had on the video game industry. Image: Grant Theft Auto 3 / Rockstar Games Grand Theft Auto 3 gave players the ability to throw off their red Mario cap, forget about Peach, and walk out of the castle we’d all been led to believe was the entire world. What I mean by this is rather than you being Super Mario on his quest to save Princess Peach, Mario is you. This was critical to how most players experienced and interacted with the game, often choosing to ignore main questlines in favour of player-led storytelling. But the way the game world felt alive and responsive was unlike anything that had come before it. Sure, there had been computer roleplaying games like Bethesda’s The Elder Scrolls: Daggerfall that dwarfed Grand Theft Auto 3‘s Liberty City in terms of size.

While controversy undoubtedly played large a role in GTA’s ascent to the pinnacle of successful video game series, its true legacy lies in the ambition of its open world. Image: Grand Theft Auto: The Trilogy / Rockstar Games Open-world freedom and player-led narrative That is largely understood and accounted for in today’s media, but it was Grand Theft Auto 3 that blew the lid off that whole discussion. Similarly, the ability to commit acts of violence and criminality is an inherent possibility in a video game that’s main aim is to create the illusion of complete freedom. Cheating just happens to be an inherent possibility in the reality of board games. Just because you can cheat at chess by stealing pieces off the board, doesn’t mean that the creator of chess intended cheating to be a part of the game. In hindsight though, this was just an early example of the player agency afforded by ‘sandbox’ game development principles. And this is exactly how the media initially portrayed Grand Theft Auto 3 and the team behind its creation.
