GTA 6 leaks and growing up with game developer parents have me wishing for more transparency in the industry

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Seeing all the leaked images of GTA 6 makes me nostalgic. I used to play old developing versions of Wheelman in the Midway offices at my dad’s office when I was a kid. It was what I expected the most during the summer holidays. These builds had blocky textures, extended info across the border, an unfinished UI, and a now disabled cheat list that lets you spawn in rocket launchers and become an immortal version of Vin Diesel. I could speed through the streets dodging low-poly bystanders next to untextured buildings without worrying about the police knocking me down. It was fascinating to see and experience all of these pieces coming together before the polish they would receive before launch.

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GTA 6 was an unofficial and highly illegal leak of incalculable magnitude, but more transparent and open studios (officially) would certainly be welcome. And maybe that would help people understand what’s going on in their favorite games and what it takes to create them in the first place.

The response to last weekend’s leaks has been mind-boggling – people have taken to social media in droves to complain that GTA 6 looks unfinished, janky and unpolished, failing to live up to expectations they had nothing on. what to base. I don’t know what the mood is here – the first week is creating the visuals and environments, then the gameplay comes after?

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It’s a deeply misunderstood misunderstanding of how games are made, and no doubt accounts for lazy developer-weary conversations and “missing” features. Games are a mess pre-launch, with new features breaking ten other things, as graphics slowly start to appear alongside everything else. There are placeholders, missing textures, and old patterns from previous games lumped together in a grand development of Frankenstein that eventually – miraculously – takes shape. It’s a wonder any game has come out, let alone any good.

I’m lucky I grew up seeing how one of my greatest hobbies works – most people don’t understand this, and sadly, it shows. I was experiencing these games my dad was working on while they were still tinkering and loved watching him dive into the toolbox and pull out annoying gray blocks that you could interact with in the game that would become more late things like phone booths or newsstands. It was an imaginative sandbox.

One day you were crossing a road that hadn’t yet sorted the collisions, falling under Barcelona as Vin Diesel crumbled into the void. One look upwards and the hideous underbelly of the city reveals itself. The next build you play, this road leads to a whole new environment. The skill of the developers and the way these teams pull off projects of this magnitude is incredibly impressive. And that was a game like Wheelman, now imagine the technical majesty and skill to make something like GTA 6 possible.

Right now he is underrated. Many of us assume that games are those easy things where you drag and drop a few files and everything just clicks into place. There’s no respect for the amount of work that goes into it, the magic of getting everything ready for launch. So when leaks like the GTA 6 leaks happen, people jump to ill-informed conclusions. It’s not up to the developers to educate them better, but seeing more footage in development would definitely help with understanding. CG trailers for games in pre-production stages and vague cutscenes are there to sell us the game when it’s rolling, but I wish we could see behind the scenes to get a closer look at the cogs that turn behind our most anticipated releases.

EA is leading the charge with the Dead Space and Skate remake, hosting development streams and sharing pre-alpha footage. It’s nowhere near the final launch build, but seeing the foundations allows us to get even more familiar with a game. Part of that comes with cheats and bugs, or modding tools – playing around with Sly Cooper’s camera to see that the water reflections are just an inverted ceiling placed below or flying out of bounds with noclip in Half-Life 2 to see an en-Half Breen coupe hosting a podcast in a vacuum makes me feel even more intimately connected to it all.

There’s definitely an air of entitlement that’s been brought to light even more with the GTA 6 leaks, with the mindset of game developers being hamsters on a wheel churning out ‘easy’ products in an instant, and I can’t can’t help feeling it. would at least help if things were more transparent. The secret and despair to keep everything secrecy simply makes game development more obscure and less accessible.

Indies and mods are doing a lot to help with that right now, but they’re not mainstream, so they’re falling by the wayside. Even EA’s open development efforts aren’t a game-changer. But he kept intact this childhood fascination, which I adore. I love listening to Skyblivion development streams where they show off environment design, assembling Oblivion’s landscapes in Skyrim’s engine, or scrolling through TikTok to see indie devs putting together little snippets of behind-the-scenes footage for show what is happening in their project before the launch. Too much triple A happens after the fact.

Transparency is a big ask, especially with expensive blockbusters that take years to develop, catering to audiences that continue to vomit outrage, but it could be the first step to opening up an understanding of game development. to a wider audience.

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