grand theft auto: digital city learning concepts of digital humanities while running from the cops and shooting pedestrians Warm welcome My love for this violent, complex game started in 2002, when I bought my first Playstation 2. In my childhood, I had my share of experience with video games; Pokemon on my Nintendo Game Boy; NBA 2K on my Sega Dreamcast; even old PC puzzle games like Myst, The Incredible Toon Machine and Redneck Rampage. Visually, I grew up privileged with the opportunity to play these games. Experiencing the visual stimulation of flying a spaceship or exploring foreign lands made me embrace the visual elements on the screen as I played these games. Back then, I had no concept of how designers put the levels together. I simply played the game. Aside from the fascination with the visual representation, what was equally stimulating for me was the constant interactivity with the game. I wasn’t just looking at the inside of a lost, ancient world; I was walking around IN that world. I was there. I was experiencing the game from both a visual and tactical perspective, and it fascinated the shit out of me. grand theft auto III Before I united with the Grand Theft Auto series, I had never truly experienced a freedom-based video game, also known in the gaming world as a “Sandbox” game. Most of the games I played were very linear and forced you to follow a storyline. Instead of exploring these digital worlds under my own free will, I had to follow the path that the level designers intended to completely absorb the game play. Then, I met Grand Theft Auto III. There were no distinct boundaries; I could choose whether to follow the storyline (and the linearity associated with it) or explore their tasteful depiction of New York City, called Liberty City. The 3-Dimensional design of the city, from skyscrapers to traffic to trees and pedestrians, made the city feel alive. This was a huge breakthrough for the gaming world. This new found freedom to explore a large, digital city was, of course, coupled with the thematic violence found in the game. Sure, it was fun to steal cars, run from the cops and blow up pedestrians, but it wasn’t the violence that sparked my interest the most. It was how I was controlling my character every step of the way. I wasn’t blowing up innocent pixilated individuals, my character was; I was simply controlling his actions. I could get away with digital murder. Telling a story Aside from the freedom to wreak havoc in Liberty City, Grand Theft Auto III also utilized a key literary element to drive the full experience of playing the game: storytelling. Once you got tired of committing random acts of violence, you would travel to a distinct location to trigger “missions,” which would require you to commit violence in a controlled, meaningful way. This would progress the story, and offer meaning to the game. What made this style of gaming refreshing for me, though, was that it let me choose when I wanted to progress through the story and when I wanted to dick around in the city. The story was imbedded in completing the missions; as I played them, I wasn’t just being told a story, I was living the story. The events of the storyline were based on my successful completion of these tasks, and when I finally completed the final mission, the experience was complete. Sure, there were several animated cut-scenes that kept me connected to the storyline, but it was as if I was acting in a movie, and playing the main protagonist. It was a very unique experience for me, and even inspired me to pursue some acting in high school. I really enjoyed the feeling of being someone else, especially when I could actively live through the story. Many games before had that same feeling of interactivity, but never this immersive. grand theft auto: vice city That same year, Grand Theft Auto: Vice City was released. Like GTAIII, Vice City offered the player an open-world, an engaging storyline and plenty of vehicles to steal, but this new game added some significant elements to my fascination of these digital worlds. Vice City introduced a true main character to replace the no-name mute you controlled through GTAIII. His name was Tommy Vercetti, and he was a foulmouthed psychopath who was voiced by Ray Liotta and rocked a teal Hawaiian shirt and 80’s Adidas. For me, Tommy added to my already thorough absorption in the story. Having a distinct main character completed the story, and allowed me to completely mask myself while committing horrific acts of violence and cruelty to my digital enemies. Though Tommy fit the role as the game’s main protagonist, possibly the main character in the game (and, arguably, in all GTA games) was the city. Vice City, a Miami replica set in the far-off year of 1986, exposed me to a world I could only dream of seeing first-hand. The story was set two years before I was born, but I felt a momentous rush when I first experienced the neon lights, palm trees, glistening water and vast beaches. That change in setting, both in time and place, made this game a new experience for me after spending so much time in the world of GTAIII. As I grew out of adolescence and into the teenage world, I began to further embrace this outlet of digital phenomena I experienced in Grand Theft Auto III and Vice City. I started to play other sandbox games, in different worlds, with different stories and different characters. Immersing myself in these digital worlds made me want to delve deeper and deeper into their existence. Who made them? How were they created? What was the process? My curiosity fueled my research, and I began to learn about the world of digital writing and visual design. I like to think that had a lot to do with me becoming a Professional Writer. grand theft auto: san andreas When GTA: San Andreas came out, I experienced two more unique addons to my GTA arsenal. The first of which was a significantly larger map. San Andreas was a fictional state region that included digital geographical depictions of Los Angeles, San Francisco, Las Vegas, northern California and the desert. This offered many more areas to explore, and many more storylines to follow. It truly satisfied my taste for more digital world to explore. It’s been five years since the games release, and I still haven’t explored the whole map. The other unique experience for me in this new episode of GTA was the differences I experienced with the main protagonist, Carl Johnson. CJ, as he is called in the game, is an African-American gangster from the streets of Los Santos (Los Angeles), who is thrust back into the culture surrounding the hood and his “homies.” At first, I was a little skeptical about playing as CJ, since I had no real connection with the initial character of CJ himself; but I realized that his race or background didn’t matter at all. As with the previous two games, I simply played the game. I could customize CJ in many ways (hair, tattoos, clothes, cars, etc.), and when I played the game, I felt an interesting sense of identity, even though I was playing through the game as CJ. GTA: San Andreas helped me realize that I could create an identity in the digital and online world. When I stole a car I liked, I would take it to a garage, paint it a specific shade of blue (which in my mind, represented my own personal symbolism in the game) and customize it to my liking. It was as if I was living in the world of San Andreas, even though I was sitting in my room with a PS2 controller in my hand. grand theft auto Iv After a four year wait, Grand Theft Auto was back on the Xbox 360, which I specifically bought for its release. The 360 offered a more detailed visual representation of a re-designed Liberty City, which made everything seem even more realistic, especially with my High-Definition Samsung TV. When GTAIV finally came around, I locked myself in my room and devoted my life to the game. What really set GTAIV apart from the previous stories, apart from creating another definitive world separate from the others, was the complexity of the storyline. The story centered on Balkan immigrant Niko Bellic, and showcased his struggle in Liberty City, which now included specific parodies of New York landmarks like the Statue of Happiness and the GetaLife Building. Liberty City had a different vibe to it; like it was the real New York City. It added to the sense of realism I felt every time I played the game. A few months later, Rockstar released an additional episode to the story of GTAIV called “The Lost and The Damned,” which focused on biker Johnny Klebitz, a recurring character in GTAIV’s story, and his biker gang “The Lost.”. The episode was available as “Downloadable Content,” and could be purchased while using Xbox Live. This was one major focus for the world of gaming, especially with the release of next-gen consoles like the Xbox 360 and the Playstation 3. There was a huge market for allowing gamers access to each other nation-wide and world-wide, and GTA was involved. Though I’ve never had Xbox Live myself, as it requires a high-speed connection, I’ve played on the network plenty of times with friends. The idea that I could be stealing cars in the same digital environment as a gamer in Russia truly fascinated me. What also fascinated me, with the release of TLAD, was how the story was told from a different perspective. Sure, the story had a completely different focal point in this new episode, but you clearly see how the different stories of happenings in Liberty City intertwined to create a distinguished theme, something that ios often overlooked with violent games like GTA. I could see through the pixilated violence and mayhem, into the raw, emotional tale of a city strikingly similar to New York City. hyping it up Because of the digital brilliance these games brought upon me, I couldn’t wait to see what the next episode in the GTA line would bring. To make my poor, teenage mind even more anxious for the game’s release, advertising and hype was everywhere in the months leading up to the next GTA. Commercials filled the airwaves with carefully-constructed game trailers, hinting at the new features included in the game. These digital trailers would serve the same purpose for the game as Hollywood movie trailers would for a movie: get people to buy the game. On magazine covers, billboards and web pages, millions of dollars are spent promoting the game, which helps make Grand Theft Auto one of the most successful game franchises in the world. However, Rockstar Games, developer of the GTA series, utilizes the internet for the bulk of their promotional needs. By using their own web space to host content about the game, they not only feed the public’s curiosity surrounding the game itself, but also gain a significant audience to fill visit their sites. This whole process fascinated me, and really helped me realize how the online world can be so vast and mainstream. This large, cult-like following spends a good amount of time on message boards like www.gtaforums.com and www.gtagaming.com. Here, people who share my passion for Grand Theft Auto can discuss essentially every aspect of the culture. The extent to which these users communicate about missions, secrets, vehicles, characters and upcoming games is thoroughly endless. It’s as if they have more interest in the digital worlds of Grand Theft Auto than in the actual real world; the weird thing is: I completely understand. Listen while you steal While you’re driving around in the worlds of GTA, odds are you’ll be listening to one of the many songs playing on one of the many radio stations playing in one of the many stolen vehicles. Rockstar helps drill these (mostly) quality songs into our minds as we play the game, which help nullify the sometimes long trips around the city. Each radio station has a distinctive musical theme, such as pop, hip-hop or rock. The game developers pay to use the songs in the game, and the player gets to listen to them as they nonchalantly run over pedestrians in a stolen Hummer (or Patriot, as they call it in the games). For Vice City and San Andreas, all the music comes from that particular time period, to continually add to the atmosphere. The use of music in GTA introduced me to new artists and styles of music that I may not have heard without the game. Over the years, I credit Grand Theft Auto with giving me that unique access to new genres of music, and fueling my desire to build my musical library with mp3’s from the game’s soundtrack. virtual reality As far as understanding the digital humanities, I would think that an entire world creating using concepts of visual design, artificial intelligence and interactive environments in order to create the illusion of a digital world would be a great place to learn. Sure, the gratuitous violence and highspeed chases are adrenaline-filled and satisfying, but the real stimulation, for me, comes from the world itself. In each of these games, the world was created using computers and digital design. In establishing a digital identity, I think my earliest experience came with acting as a character in the world of Grand Theft Auto. It was not I who was beating hookers and blowing up helicopters, it was the character in the game’s story. Perhaps I was not creating an identity in the literal sense of the word, but I was establishing myself in an environment that was completely digitized, in the story and in free roam. Either that or I’m simply trying to justify the many, many hours I’ve spent racing around in a blue and white Ruiner with a three-star wanted level and LCPD cruisers hot on my tail. Well, at least I was doing it digitally.
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