I never played GTA3, but I did play the first GTA (the one with the overhead view), "Vice City" and "San Andreas." I think the appeal of these games are generally the same.
The controversy over the games reflects what makes these games so appealing: shock value. When people listen to "shock jocks" like Howard Stern on the radio, a large part of the appeal is "I wonder what he'll say next?" Even people who hate this kind of "entertainment" still find themselves listening, perhaps getting some subconscious thrill out of having their buttons pushed. In much the same manner, these games keep players guessing "I wonder what I will have to do next," via the "mission" format.
I'm no psychologist, but I saw a documentary once on TV that made me contemplate "shock" as entertainment. The documentary was trying to explain the roots of laughter, speculating (but not concluding) that we laugh at "safe surprises." The "peek-a-boo" game that parents often play with babies was the demonstrated example, the baby giggling repeatedly as the parent revealed themselves.
I suspect that this might be the key to the whole "shock" industry; people are entertained by "safe" surprises, things that push the "edge" without harming us. This might explain pretty much the whole entertainment industry (music, movies, celebrity scandal/gossip mags, etc.), not just games.
The GTA games keeps the players involved by sending them on various "shocking" missions: one mission might involve selling drugs, the next might be assasinating a crime lord, the next might be robbing a bank, the next might be gang warfare, etc. etc. The missions are so varied that they each play out as almost entirely different games, keeping the players prolonged interest, while still maintaining the "shock" narrative ("I wonder what I'll have to do next?"). What's "safe" is what polarizes people on these games (or any other controversial entertainment), because everyone has a different "line" that they don't want to cross.
The production values of these games cannot be an underestimated contributor to the success of these games. They are done VERY well, with excellent programming, graphics, music, and top-tier voice acting. The game engine(s) are very flexible, allowing players nearly endless experimental and exploratory possibilities.....
The GTA games are also subversive parodies of modern culture, goring many sacred political cows (both liberal and conservative). The "talk radio" parodies are particularly entertaining, almost worth the price of the game in and of themselves!
That having been said, they really didn't hold my interest that long; I've never finished any of the games (or even made it to the half-way point). There's only so many times I can hear the "F" word or commit crimes before it loses its shock, and I'm left to driving around town aimlessly (in the game, of course!). Plus, I admit that the games do bother my conscience a bit, even as I initially thrill at playing them. This is just me being a jaded gamer, though, and probably doesn't reflect the experiences of the average GTA player.
I never played GTA3, but I did play the first GTA (the one with the overhead view), "Vice City" and "San Andreas." I think the appeal of these games are generally the same.
The controversy over the games reflects what makes these games so appealing: shock value. When people listen to "shock jocks" like Howard Stern on the radio, a large part of the appeal is "I wonder what he'll say next?" Even people who hate this kind of "entertainment" still find themselves listening, perhaps getting some subconscious thrill out of having their buttons pushed. In much the same manner, these games keep players guessing "I wonder what I will have to do next," via the "mission" format.
I'm no psychologist, but I saw a documentary once on TV that made me contemplate "shock" as entertainment. The documentary was trying to explain the roots of laughter, speculating (but not concluding) that we laugh at "safe surprises." The "peek-a-boo" game that parents often play with babies was the demonstrated example, the baby giggling repeatedly as the parent revealed themselves.
I suspect that this might be the key to the whole "shock" industry; people are entertained by "safe" surprises, things that push the "edge" without harming us. This might explain pretty much the whole entertainment industry (music, movies, celebrity scandal/gossip mags, etc.), not just games.
The GTA games keeps the players involved by sending them on various "shocking" missions: one mission might involve selling drugs, the next might be assasinating a crime lord, the next might be robbing a bank, the next might be gang warfare, etc. etc. The missions are so varied that they each play out as almost entirely different games, keeping the players prolonged interest, while still maintaining the "shock" narrative ("I wonder what I'll have to do next?"). What's "safe" is what polarizes people on these games (or any other controversial entertainment), because everyone has a different "line" that they don't want to cross.
The production values of these games cannot be an underestimated contributor to the success of these games. They are done VERY well, with excellent programming, graphics, music, and top-tier voice acting. The game engine(s) are very flexible, allowing players nearly endless experimental and exploratory possibilities.....
The GTA games are also subversive parodies of modern culture, goring many sacred political cows (both liberal and conservative). The "talk radio" parodies are particularly entertaining, almost worth the price of the game in and of themselves!
That having been said, they really didn't hold my interest that long; I've never finished any of the games (or even made it to the half-way point). There's only so many times I can hear the "F" word or commit crimes before it loses its shock, and I'm left to driving around town aimlessly (in the game, of course!). Plus, I admit that the games do bother my conscience a bit, even as I initially thrill at playing them. This is just me being a jaded gamer, though, and probably doesn't reflect the experiences of the average GTA player.
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