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{{expand|This article may eventually be merged with [[Gameplay]], but I would like to see it branch into a different direction than that article.}}
{{expand|This article may eventually be merged with [[Gameplay]], but I would like to see it branch into a different direction than that article.}}
'''Realism''' refers to a range of concepts which apply to the [[Grand Theft Auto]] series and most other games, particularly in the "sandbox" genre.


'''Realism''' refers to the similarity between the environment and [[gameplay]] of [[Grand Theft Auto]] games and real life. Realism has been an important aspect of the series since [[Grand Theft Auto III]], and began to receive more prominent focus in [[Grand Theft Auto IV]].
In short, some fans prefer games to be more realistic or believable, whilst others prefer crazy fun games where they can do whatever they like.


GTA games are by nature very realistic, with GTA III being the first game to even imagine such a level of realism. Due to the open-world sandbox-style gameplay of the series, the player is able to do anything that they wish, and the games take place in realistic cities, with [[pedestrians]] that actually appear to have lives in the city. Each game has also added additional features which make the games realistic.


Subsequent games in the [[GTA III era]], particularly [[GTA San Andreas]], added more over-the-top gameplay, which was very unrealistic.
This can be broken up into a number of different concepts, each with their own attractions and drawbacks:


GTA IV gave a more prominent focus to realism, by removing unrealistic features of previous games, adding a number of realism-based features, and making the environment, gameplay and story as realistic as possible without impeding gameplay. That being said, some realistic features that ''did'' impede gameplay, such as the requirement to eat food, have been removed.
*'''General Realism''' refers to the game's appearance and automation appearing to be close to real life, as opposed to an unrealistic game or cartoon.
:This would include basic things such as graphics quality and level of detail (foliage, road markings, manhole covers, advertising), but also advanced AI such as traffic obeying the rules of the road and pedestrians behaving naturally as real humans would. Realism often requires a large amount of computing power for high-definition textures and complicated AI algorithms.
*'''Authenticity''' refers to the pseudo-accurate reproduction of the setting, context and content of the game feeling authentic and similar to real life (but not a direct copy).
:This includes everything from the style of architecture to the gang tension experienced in the real-life city the game is based on. Combining accuracy with parody humour (from adverts to characters to company names) is a difficult balance, but this is generally very highly praised in the GTA series. Accuracy is attained through detailed research, careful planning and meticulous execution.
* '''Believability''' refers to the events, features and actions in the game being credible, convincing and hypothetically possible in real life.
:At the extreme end of the scale, users demanding believability may expect a requirement to eat, sleep, obey traffic signs and hold down a job for money. Users demanding crazy fun at the expense of believability may prefer to be able to fly, be invincible, break into military bases and generally do whatever they want to do for fun. Believability is a deliberate trade-off decided by the development team, a balancing act between crazy fun and simulating real life.


Many fans of the GTA series consider GTA San Andreas, or another GTA III era game to be their favourite GTA game and many actively dislike GTA IV, asserting that the over-the-top gameplay of these past games was what made them fun. These people believe that [[Rockstar]]'s attempt to improve realism was simply removal of features, making the game far less fun, and a step bakwards for the series. A recent Grand Theft Wiki poll, however, seems to suggest that the majority of players prefer the realistic gameplay of GTA IV. These players assert that it was always the realism that was great about GTA games, and that GTA San Andreas was in fact a step backwards for the series.
 
==Realism in GTA Games==
===Pre GTA III===
[[File:Dismounts-GTA1.png|thumb|left|333px|The player and an NPC driver dismounted from their motorbikes in GTA 1.]]
Realism is not very prominent in Pre-GTA III games, however, it still exists in some aspects. In Pre-GTA III Era games, the player will be thrown forward from their motorcycle if they collide with vehicles past a certain speed. This feature offsets the motorcycles' superior maneuverability and nimble nature, and discourage recklessness. Players will lose health when thrown. 
 
===GTA III Era===
[[File:InvoluntaryEjection-GTAVC-motorbike.jpg|thumb|right|333px|[[Involuntary Ejection]] from a [[Freeway]] in [[Grand Theft Auto: Vice City]], an example of GTA III Era realism.]]
With [[Grand Theft Auto III]] introducing [[Three-Dimensional|3D]] gameplay, this provided huge opportunities for realism of all types, and this level of detail is what set GTA games apart from the other games available at the time. With realistic radio stations, billboards, pedestrians, traffic and a varied city, the game was immersive and engaging on many different levels. GTA III set the standards for the rest of the industry, but by today's standards, GTA III would be regarded as chunky, cartoony and not as detailed as many modern games.
 
[[Grand Theft Auto: San Andreas]] was much larger and more detailed than previous games, but conversely added a plethora of less-believable missions and features. These notably included breaking into the [[Area 69]] military base to steal a [[jetpack]].
 
===GTA IV Era===
[[File:Involuntary ejection (GTA4) (car).jpg|thumb|left|444px|[[Involuntary Ejection]] through the windshield of an [[Oracle]] in [[Grand Theft Auto IV]], an example of GTA IV Era realism.]]
[[Grand Theft Auto IV]] gave a more prominent focus to realism, by removing less-believable features of previous games, adding a number of more-realistic features, and making the environment, gameplay and story as realistic and accurate as possible.
 
However, a large proportion of players condemned GTA IV as being too realistic and taking the fun out of the previous games. The grey and gritty environment of [[Liberty City in GTA IV Era|Liberty City]] also was a sharp contrast to the bright 80s world in [[Vice City in GTA III Era|Vice City]] and the rustic desert of [[San Andreas in GTA III Era|San Andreas]], whilst several fun aspects of the game were removed, such as being chased by the military and driving tanks around. Many players considered this a removal of 'fun' from the previous games and some completely dislike GTA IV as a result. However, other gamers prefer the realistic environment.
 
 
==Conclusion==
The preference towards realism or fun varies wildly between players - but the ability to play the game in many different ways is the primary benefit of the sandbox genre.
 
Some players treat the game as a complete simulation of a life they wish they could lead - perhaps as a police officer living in New York City, because their real life is different or not as exciting. They may even go as far as to eat, sleep, drive to work and make it as realistic as possible.
 
Others treat the game as a challenge and try to achieve as much as possible within the contraints of the game. This could include competing difficult tasks/missions whilst facing the wrath of the in-game law enforcement or gangters, eating to regain health, trying not to die, completing all [[stunt jumps]] without cheating or even 100% [[completion]] of the game. This group of gamers often enjoy [[multiplayer]], as other humans offer a much more competitive match.
 
Others treat the city as their playground, and like to do whatever they want, often regardless of what the developer planned. This could include street races, bank robberies, breaking into military bases to steal tanks and flying jump jets around city streets. Players in this category will often [[Cheats|cheat]] or use [[modifications]]/[[Trainer|trainers]] to achieve the fun they want, and pay less regard to the expectations or limitations the developer placed on gameplay. This is generally regarded as the 'fun' playing style, but it's characterised by the player playing by their own rules, and it's this style that the open world sandbox is best suited for.
 
The real world ''can'' be very exciting - but most gamers play to escape from the routine of their day job, to do things they can't do in real life, or in aspiration of doing some of these things in future. If a game was a reproduction of their real life, that would not be as fun as being able to live a second life in-game, whether the game is very realistic or completely crazy.
 
That said, realism, accuracy and believability are not the only important features of a game. Gamers by their very nature are able to ''suspend disbelief'' to enjoy playing a game despite it being unrealistic or even downright ridiculous. No game is a completely realistic simulation of life, but fun is had by enjoying the experienced and playing within the rules. Different people should be able to play the game in different ways - even so far as to enable them to ignore the storyline and make the game their own.


[[Category:Grand Theft Auto]]
[[Category:Grand Theft Auto]]

Latest revision as of 21:17, 23 August 2012

Realism refers to a range of concepts which apply to the Grand Theft Auto series and most other games, particularly in the "sandbox" genre.

In short, some fans prefer games to be more realistic or believable, whilst others prefer crazy fun games where they can do whatever they like.


This can be broken up into a number of different concepts, each with their own attractions and drawbacks:

  • General Realism refers to the game's appearance and automation appearing to be close to real life, as opposed to an unrealistic game or cartoon.
This would include basic things such as graphics quality and level of detail (foliage, road markings, manhole covers, advertising), but also advanced AI such as traffic obeying the rules of the road and pedestrians behaving naturally as real humans would. Realism often requires a large amount of computing power for high-definition textures and complicated AI algorithms.
  • Authenticity refers to the pseudo-accurate reproduction of the setting, context and content of the game feeling authentic and similar to real life (but not a direct copy).
This includes everything from the style of architecture to the gang tension experienced in the real-life city the game is based on. Combining accuracy with parody humour (from adverts to characters to company names) is a difficult balance, but this is generally very highly praised in the GTA series. Accuracy is attained through detailed research, careful planning and meticulous execution.
  • Believability refers to the events, features and actions in the game being credible, convincing and hypothetically possible in real life.
At the extreme end of the scale, users demanding believability may expect a requirement to eat, sleep, obey traffic signs and hold down a job for money. Users demanding crazy fun at the expense of believability may prefer to be able to fly, be invincible, break into military bases and generally do whatever they want to do for fun. Believability is a deliberate trade-off decided by the development team, a balancing act between crazy fun and simulating real life.


Realism in GTA Games

Pre GTA III

The player and an NPC driver dismounted from their motorbikes in GTA 1.

Realism is not very prominent in Pre-GTA III games, however, it still exists in some aspects. In Pre-GTA III Era games, the player will be thrown forward from their motorcycle if they collide with vehicles past a certain speed. This feature offsets the motorcycles' superior maneuverability and nimble nature, and discourage recklessness. Players will lose health when thrown.

GTA III Era

Involuntary Ejection from a Freeway in Grand Theft Auto: Vice City, an example of GTA III Era realism.

With Grand Theft Auto III introducing 3D gameplay, this provided huge opportunities for realism of all types, and this level of detail is what set GTA games apart from the other games available at the time. With realistic radio stations, billboards, pedestrians, traffic and a varied city, the game was immersive and engaging on many different levels. GTA III set the standards for the rest of the industry, but by today's standards, GTA III would be regarded as chunky, cartoony and not as detailed as many modern games.

Grand Theft Auto: San Andreas was much larger and more detailed than previous games, but conversely added a plethora of less-believable missions and features. These notably included breaking into the Area 69 military base to steal a jetpack.

GTA IV Era

Involuntary Ejection through the windshield of an Oracle in Grand Theft Auto IV, an example of GTA IV Era realism.

Grand Theft Auto IV gave a more prominent focus to realism, by removing less-believable features of previous games, adding a number of more-realistic features, and making the environment, gameplay and story as realistic and accurate as possible.

However, a large proportion of players condemned GTA IV as being too realistic and taking the fun out of the previous games. The grey and gritty environment of Liberty City also was a sharp contrast to the bright 80s world in Vice City and the rustic desert of San Andreas, whilst several fun aspects of the game were removed, such as being chased by the military and driving tanks around. Many players considered this a removal of 'fun' from the previous games and some completely dislike GTA IV as a result. However, other gamers prefer the realistic environment.


Conclusion

The preference towards realism or fun varies wildly between players - but the ability to play the game in many different ways is the primary benefit of the sandbox genre.

Some players treat the game as a complete simulation of a life they wish they could lead - perhaps as a police officer living in New York City, because their real life is different or not as exciting. They may even go as far as to eat, sleep, drive to work and make it as realistic as possible.

Others treat the game as a challenge and try to achieve as much as possible within the contraints of the game. This could include competing difficult tasks/missions whilst facing the wrath of the in-game law enforcement or gangters, eating to regain health, trying not to die, completing all stunt jumps without cheating or even 100% completion of the game. This group of gamers often enjoy multiplayer, as other humans offer a much more competitive match.

Others treat the city as their playground, and like to do whatever they want, often regardless of what the developer planned. This could include street races, bank robberies, breaking into military bases to steal tanks and flying jump jets around city streets. Players in this category will often cheat or use modifications/trainers to achieve the fun they want, and pay less regard to the expectations or limitations the developer placed on gameplay. This is generally regarded as the 'fun' playing style, but it's characterised by the player playing by their own rules, and it's this style that the open world sandbox is best suited for.

The real world can be very exciting - but most gamers play to escape from the routine of their day job, to do things they can't do in real life, or in aspiration of doing some of these things in future. If a game was a reproduction of their real life, that would not be as fun as being able to live a second life in-game, whether the game is very realistic or completely crazy.

That said, realism, accuracy and believability are not the only important features of a game. Gamers by their very nature are able to suspend disbelief to enjoy playing a game despite it being unrealistic or even downright ridiculous. No game is a completely realistic simulation of life, but fun is had by enjoying the experienced and playing within the rules. Different people should be able to play the game in different ways - even so far as to enable them to ignore the storyline and make the game their own.