Money: Difference between revisions

Line 21: Line 21:
== GTA: Vice City ==
== GTA: Vice City ==


By [[Grand Theft Auto: Vice City|GTA: Vice City]], instant monetary awards for street crimes are largely eliminated (saved the destruction of helicopters, which was later removed in GTA: San Andreas), leaving missions, sub-missions and dropped pedestrian cash (in addition to the destruction of parking meters in Downtown Vice City) as the only visible sources of income. As a joke, you can earn $50 "Good citizen" bonus by beating criminals chased by police (but without use of any weapons). The average amount of money awarded to the player and cost of items were also divided by 10 (i.e. the use of [[Pay 'N' Spray]] costs $100 in GTA: Vice City, compared to $1,000 in GTA III). The game also reduces the number of missions where large sums of money was needed; only one such mission remains, "[[Keep Your Friends Close]]".
By [[Grand Theft Auto: Vice City|GTA: Vice City]], instant monetary awards for street crimes are largely eliminated (saved the destruction of helicopters, which was later removed in GTA: San Andreas), leaving missions, sub-missions and dropped pedestrian cash (in addition to the destruction of parking meters in Downtown Vice City) as the only visible sources of income. The average amount of money awarded to the player and cost of items were also divided by 10 (i.e. the use of [[Pay 'N' Spray]] costs $100 in GTA: Vice City, compared to $1,000 in GTA III). The game also reduces the number of missions where large sums of money was needed; only one such mission remains, "[[Keep Your Friends Close]]".


Maintaining the relevance of money in GTA, the player is offered the possibility of purchasing properties and businesses at varying costs. Upon completion of missions or sub-missions for one of said businesses, the business will begin amassing a certain amount of money each day, which the player may pick up at their own leisure.
Maintaining the relevance of money in GTA, the player is offered the possibility of purchasing properties and businesses at varying costs. Upon completion of missions or sub-missions for one of said businesses, the business will begin amassing a certain amount of money each day, which the player may pick up at their own leisure. As a joke, you can earn $50 "Good citizen" bonus by beating criminals chased by police (but without use of any weapons).


== GTA: San Andreas ==
== GTA: San Andreas ==

Revision as of 14:07, 6 March 2009

Money is an integral element in the Grand Theft Auto series, with its importance varying game by game. It is primarily represented by a counter on the player's HUD as the amount of money in hand. Missions are often emphasized as a reliable source of income, but the player may resort to other means of obtaining money in the game.

In early GTA games, money is emphasized as the key to unlocking new areas in the game, but it may also be used in various other activities. The formula was dramatically modified after Grand Theft Auto III, when money was only important for specific missions as the completion of missions unlocks new area instead; the former was removed entirely after Grand Theft Auto: San Andreas. Since GTA III, the purchase of items and services becomes the primary use of money.

As the vast majority of settings in the series takes place in the United States, the currency unit of money is the dollar. The London add-on packs for GTA1 are exceptions; as the games are set in the United Kingdom, the pound symbol substitutes the dollar symbol.

GTA1 and GTA2

For progression into new cities or areas and storyline in the first GTA and GTA2, money must be earned to the point a certain amount is fulfilled, often in millions.

Money in the two games are relatively easy to obtain. Acts of crimes, murder and traffic violations often award players with scores, giving the player small quantities of cash. Missions, however, grant players larger amounts of money, in addition to score multipliers that increases the aforementioned monetary award from street crimes by one fold for each mission. This formula, assuming the player continues to successfully complete missions, will result in the player obtaining progressively larger amounts of money until a certain amount is reached and the player may progress to the next city or area.

The use of money for other purposes was explored in GTA2. With the ability to save games, the player must have a certain amount of money in hand to enter save points (comically represented by a "Jesus Saves" evangelical place of worship which demands donations in order for the player to "save" his "soul"). The game also offers several drive-in shops where the player may remove his wanted level, upgrade their vehicle with equipment, or install bombs, all at a cost.

GTA III

By GTA III, the money system was completely refashioned. While certain street crimes still award players with small amounts of money, the score multiplier is removed, and pedestrians, expect emergency personnel, drop cash onto the street upon death. Missions still provide substantial amounts of money, but sub-missions, which debuted in GTA III, serve as an additional source of income, awarding the player with increasingly more money as the sub-missions progress.

Money in GTA III is assigned a secondary role in game progression for specific missions only, when the player is required to pay 8-Ball large sums of money to construct a bomb in "Bomb Da Base", and when the player must pay a large ransom to secure Maria Latore's freedom, who is kidnapped by Catalina and the Colombian Cartel, in "The Exchange". Outside missions, money remains important in the purchase of weapons, respraying of vehicles and the installation of car bombs. Sessions with prostitutes, another addition in the game, also incur a cost to the player, depending on how long the player requires her services.

GTA: Vice City

By GTA: Vice City, instant monetary awards for street crimes are largely eliminated (saved the destruction of helicopters, which was later removed in GTA: San Andreas), leaving missions, sub-missions and dropped pedestrian cash (in addition to the destruction of parking meters in Downtown Vice City) as the only visible sources of income. The average amount of money awarded to the player and cost of items were also divided by 10 (i.e. the use of Pay 'N' Spray costs $100 in GTA: Vice City, compared to $1,000 in GTA III). The game also reduces the number of missions where large sums of money was needed; only one such mission remains, "Keep Your Friends Close".

Maintaining the relevance of money in GTA, the player is offered the possibility of purchasing properties and businesses at varying costs. Upon completion of missions or sub-missions for one of said businesses, the business will begin amassing a certain amount of money each day, which the player may pick up at their own leisure. As a joke, you can earn $50 "Good citizen" bonus by beating criminals chased by police (but without use of any weapons).

GTA: San Andreas

While the money system is largely unchanged from the last installment, GTA: San Andreas expanded on the number of options to earn money and spent it, by introducing a variety of new sub-missions, establishments where players may purchase food or clothes, vehicle customization and gambling. Monetary pickups in gang turf are present, and, like GTA: Vice City, properties may still be purchased and produce income of their own.

GTA IV

The core of the money system is unchanged in GTA IV. However, profitable sub-missions, which were sources of income since GTA III, are reduced to Brucie Kibbutz's Exotic Exports, The Fixer's Assassinations, and Stevie's Car Thefts. The game also allows the player to open cash registers for small amount of cash (robbing the business), and blowing up a Securicar armored truck (scattering money on the street for the player to pick up).

As in GTA: San Andreas, the importance of money for the purchase of food and clothing is reintroduced. Outings with friends or girlfriends also require substantial amounts of money when going for a drink, eating or bowling. Players are also given the option of simply giving money away to street musicians (for health) and tramps.