The coming out of Grand Theft Auto 5 in the spring has already garnered a story in the Times. I am starting to feel a little excited by the prospect, feeling a little taste for the old ultra-violence.
It is going to have three playable characters, and a lot of people, particularly women, are upset that not one of them will be a woman. I must admit that a sexy woman might jazz up the formula, especially if she draws some cat calls and butt-slaps from other characters.
I am a little surprised that the game has won over more than a few odd women. It really is a boys' game, and I hope it stays that way. It sounds like they are going to maintain the same level of machismo, but to be honest, I really need to see this amped up to make the new game very meaningful for me. I need more heat to maintain my interest level, not being much of a gamer in the first place.
_ _ _
Q. What do you want people to get out of the games that you make?
A. Obviously, we want them to be entertained. We want them to be stimulated, questioned, amused, all of the other higher and lower things one gets from entertainment.
Books tell you something, movies show you something, games let you do something. Open-world games have an enormous strength, creatively. As well as letting you do something — run around, fly a helicopter, be the hero, be the antihero, whatever — they also let you be in the world, passively. So we’ve taken some of the things the director used to control within the movie and handed it to you as the consumer of the medium.
We have a vision for what we think interactive entertainment can become, and each time we get closer to realizing those ambitions.
Q. What is that vision?
A. It’s the stuff we’re trying to realize with this game. It’s a world brought to life, in which you are able to exist and explore and have the benefits of some kind of narrative pull-through, a world that exists and doesn’t exist at the same time. We’ve made something that sort of is Los Angeles and sort of isn’t. And that’s deliberate, that it isn’t an exact replication of it. We wanted this post-crash [of the economy in 2007/2008] feeling, because it works thematically in this game about bank robbers. And that seems like it’s going to endure through the next year.
[...]
Q. There are people who still aren’t delighted by the treatment of women in your games.
A. Of course. But is their argument that in a game about gangsters and thugs and street life, there are prostitutes and strippers — that that is inappropriate? I don’t think we revel in the mistreatment of women at all. I just think in the world we’re representing, in Grand Theft Auto, that it’s appropriate.
-- Chris Sullentrop at The New York Times
It is going to have three playable characters, and a lot of people, particularly women, are upset that not one of them will be a woman. I must admit that a sexy woman might jazz up the formula, especially if she draws some cat calls and butt-slaps from other characters.
I am a little surprised that the game has won over more than a few odd women. It really is a boys' game, and I hope it stays that way. It sounds like they are going to maintain the same level of machismo, but to be honest, I really need to see this amped up to make the new game very meaningful for me. I need more heat to maintain my interest level, not being much of a gamer in the first place.
_ _ _
Q. What do you want people to get out of the games that you make?
A. Obviously, we want them to be entertained. We want them to be stimulated, questioned, amused, all of the other higher and lower things one gets from entertainment.
Books tell you something, movies show you something, games let you do something. Open-world games have an enormous strength, creatively. As well as letting you do something — run around, fly a helicopter, be the hero, be the antihero, whatever — they also let you be in the world, passively. So we’ve taken some of the things the director used to control within the movie and handed it to you as the consumer of the medium.
We have a vision for what we think interactive entertainment can become, and each time we get closer to realizing those ambitions.
Q. What is that vision?
A. It’s the stuff we’re trying to realize with this game. It’s a world brought to life, in which you are able to exist and explore and have the benefits of some kind of narrative pull-through, a world that exists and doesn’t exist at the same time. We’ve made something that sort of is Los Angeles and sort of isn’t. And that’s deliberate, that it isn’t an exact replication of it. We wanted this post-crash [of the economy in 2007/2008] feeling, because it works thematically in this game about bank robbers. And that seems like it’s going to endure through the next year.
[...]
Q. There are people who still aren’t delighted by the treatment of women in your games.
A. Of course. But is their argument that in a game about gangsters and thugs and street life, there are prostitutes and strippers — that that is inappropriate? I don’t think we revel in the mistreatment of women at all. I just think in the world we’re representing, in Grand Theft Auto, that it’s appropriate.
-- Chris Sullentrop at The New York Times
no subject
Date: 2012-11-14 06:00 pm (UTC)From:ONTD (http://ohnotheydidnt.livejournal.com/73479221.html)