Thread: Ex-Rockstar North dev spills on Agent, abandoned zombie game and more

Vyse

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The world has been given a tiny glimpse into the uber-secretive world of Rockstar North thanks to a fascinating new blog from former technical director Obbe Vermeij, who, in just a few short weeks, has shed light on the company's cancelled spy game Agent, discussed a zombie game abandoned by the company after it was deemed to be too depressing, and more.

Vermeij served as technical director at Rockstar North from 1995 (when the studio was still known as DMA Design) to 2009, meaning his time at the company spanned the creation of Grand Theft Auto has a series right through to Grand Theft Auto IV.

Since launching his blog earlier this month, Vermeij has been sharing anecdotes about a number of Rockstar's games, touching on everything from the company's streaming tech for Grand Theft Auto III - which struggled enough that the art team was forced to shove a building in the middle of a long stretch of Portland road to ensure players wouldn't run out of building before they could load in - to early efforts at implementing multiplayer in GTA III.

In the latter case, the team experimented with a "basic deathmatch" that would let players drag each other out of cars and kill each other to earn points, that "worked but [was] glitchy" and was eventually abandoned as the team "were running out of time".

Perhaps the most interesting anecdotes shared so far, however, relate to the games that might have been; one of these includes Rockstar's notorious Agent, a spy game set during the Cold War in the late 70s that was formally announced as a PlayStation 3 exclusive in 2009 and then, after years of silence, simply fizzled out into obscurity, its web pages and trademarks abandoned.

According to Vermeij's new account, Agent started life as a demo - featuring a "hang glider and a car turning into a submarine or something" - built by Rockstar North to encourage other studios in the company to use the GTA Engine. That demo would eventually evolve into full production, at the encouragement of Rockstar president Leslie Benzies, with half of Rockstar North working on Agent (internally known as "Jimmy", because what else would a Scottish studio call a James Bond inspired game?) while the other half developed GTA IV's DLC and GTA V.

According to Vermeij, Agent would be a more linear experience compared to GTA, and would take place across a number of classic spy movie locations, including a French Mediterranean city, a Swiss ski resort, Cairo, and finally culminating in a "big shootout with lasers in space". Rockstar is said to have worked on Agent "for over a year" - a downhill skiing chase scene with guns was developed, for instance - but "the game wasn't progressing as well as we'd hoped."

With Grand Theft Auto V - a project "the whole company would have to get behind" - looming, the Agent team "tried to cut the game down in an attempt the get the bulk of it done before the inevitable call from NY would come" but it "became clear that Jimmy was going to be too much of a distraction for us and we ditched it." Vermeij recalls Agent was "handed over to another company within Rockstar but never got completed".

And so farewell Agent. But that's not the only intriguing might-have-been shared in Vermeij's blog so far. He also spends a little time reminiscing on a zombie project known as Z, which, using the code created for GTA San Andreas, would take place on a "windswept foggy Scottish island". Here, players would find themselves under constant attack from the undead, needing to find vehicles and fuel to get around. Development on the idea progressed for around "several months", according to Vermeij, but, ultimately, "the idea seemed depressing and quickly ran out of steam." And so the idea was dropped to focus on GTA IV.

Vermeij's blog is a illuminating read, and an intriguing anecdotal dip back through the ordinarily shadowy history of one of the most successful - and most secretive - developers in games industry. Needless to say, it's well worth perusing.
 
Another interesting tidbit from Obbe Vermeij's Blogger:
There briefly was another gta offshoot being developed by the original gta team. The game was internally known as gta2.5. It was 2.5 for two reasons:

It came after gta 2.

The perspective was 2.5 dimensional. This is what developers call isometric. It is basically the 'Sim City' perspective. It is more 3d than the old top down but not quite full 3d.

gta2.5 was set in Miami. I've never seen it run as it died when the Dundee office was closed.
 
On GTA San Andreas' development:

Gta1 had 3 cities and we wanted to do the same. There was one particular meeting that I still have nightmares about. In R*N we would usually make the big game decisions with 5 people. We had a meeting where 3 people wanted the cities to be on different maps. This would save memory as the models for the skylines of the cities wouldn't need to be in memory at the same time. Gta1 had 3 cities on different maps. The player would take planes/buses/trains to travel between maps.

I wanted the cities to be on the same map as it is important to be able to drive between cities. Even if this meant we'd have to find some memory elsewhere. The 5th guy wasn't there that day. I wasn't able to convince the others. It was super frustrating as it seemed we were about to make a massive mistake.

The following day we had another meeting. The 5th guy agreed with me and was much more persuasive than me. He talked them round and the cities ended up on the same map. Disaster averted.

(I am often spectacularly wrong. For a while I wanted gta3 to be topdown. I implemented the topdown camera and argued for it to be the default)

Usually when Leslie Benzies had a strong opinion on something, that would be just what we did. He seemed to have the best judgement.
 
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On the development of Manhunt, he mentioned how a couple programmers came up with the idea of the enemies communicating with and taking commands from their generals using walkie-talkies to react strategically as you played through a level, instead of it all being scripted and watered down for the release. He said it was always a dark, M-rated game, and was originally first-person but the first-person perspective didn't work very well for stealth gameplay.

He also said Rockstar tried to brainstorm a different title for the game instead of "Manhunt", because they thought the word manhunt sounded like you were dating men, but they couldn't come up with a better title. That was funny.

But he just recently deleted most of his blog posts. At first it was just the one on Agent and the zombie game that was deleted already when I came across the article that linked to it, but this sucks to see more were deleted. I've always been curious about behind-the-scenes for GTA games. It doesn't help Rockstar are tight-lipped.

Today (22 Nov 2023) I got an email from R*North.

Apparently some of the OG's there are upset by my blog. I genuinely didn't think anyone would mind me talking about 20 year old games but I was wrong. Something about ruining the Rockstar mystique or something.

Anyway,

This blog isn't important enough to me to piss off my former colleagues in Edinburgh so I'm winding it down.

I'll maybe just leave a few articles with anecdotes that don't affect anyone but me.

I would love for Rockstar to open up about development of the trilogy themselves, but it doesn't look like that's going to happen anytime soon.

Maybe I'll try again in a decade or two.

Till then, Obbe.

You can still read most of the deleted stuff here: