On October 1, 2013, GTA Online was released on PS3 and Xbox 360 as a free add-on to the fifth part of the series. But a similar project was conceived by Rockstar back in the early 2000s. Initially, multiplayer could have appeared in GTA 3. And we are not talking about simple shootouts between players, but about a full-fledged gangster RPG with skill upgrades. This is evidenced by the design documents of the early parts of Grand Theft Auto, which recently appeared online. We analyzed them and are ready to tell you what online GTA would have turned out like if it had been released in 2001.
Origin of the design document leak
We are talking about five design documents for games such as Grand Theft Auto: San Andreas, GTA Advance, Grand Theft Auto: Vice City Stories and GTA Online. They were bought by a forum user under the nickname johndoe2 from former Rockstar employees. After that, the guy sold them to anyone who wanted them for tens of thousands of dollars. It is alleged that the leak was organized intentionally so that the person could no longer make money this way. The document itself contains approved design concepts that describe the key mechanics of the game. Many of the points mentioned in our article will be implemented in subsequent games in the Grand Theft Auto series. But it should be taken into account that all this was conceived back in 2001, when the third part was released.
What was the online mode of GTA 3
GTA Online (2001), which is the subject of our article, was supposed to be an add-on to the third part of the series. At the same time, its capabilities were much superior to what we saw in the original game. It was planned to add a full-fledged role-playing model, a dynamically changing game world, random tasks and much more to the familiar mechanics. At the moment, it is unknown when they planned to release the online mode, simultaneously with the offline GTA 3 or some time later. GTA Online (2001) was developed by the Canadian studio Barking Dog, which developed the original Counter-Strike. In 2002, it was bought out by Rockstar. It was this team that would later release the school bully simulator Bully and the third part of the Max Payne series.
Key features of GTA Online in 2001
The online mode of GTA 3 was supposed to retain all the mechanics that we saw in the single-player game. However, the multiplayer project had its own features. The most interesting of them are:
Character editor and leveling. The player could
customize the appearance of his character, choose clothes and
accessories for him. In addition to your own preferences, you
had to take into account the specifics of the tasks, for
example, wearing a formal jacket to meet with mafia
representatives or an inconspicuous suit during robberies.
Moreover, as you progress, you could develop your character's
skills. We will tell you more about them below in the text.
Choosing a faction. If in the single-player mode of GTA
3 you can only move along a linear plot, then in multiplayer
you were allowed to join one of the available groups. Each
faction has its own key features and disadvantages. For
example, Italian mafiosi sold stolen cars more easily and
profitably, but quickly attracted the attention of law
enforcement officers, and triads got access to especially
powerful weapons, but demanded participation in internal
showdowns.
Reputation system. The struggle was to be waged not only
between factions, but also within each of them. Players could
earn reputation points and move higher in the local hierarchy.
But the number of prestigious positions is limited, and the
title of lieutenant or capo had to be defended from
competitors. As your status increased, new tasks and access to
the gang's resources opened up. In addition to your reputation
in your faction, you had to monitor the opinion of other
criminal structures about you. It is better not to spoil
relations with them.
Playing for the police. If desired, you could side with
the servants of the law. In this case, all bandit players
became your targets. They had to be caught and arrested, but at
the same time, adhere to the internal code and not exceed their
authority. Otherwise, you would be fired from the authorities.
Over time, cops gained access to the opportunity to take bribes
and other corruption schemes.
Random mission generator. It was assumed that some tasks
would be created automatically. Access to them was carried out
through phones and pagers. Moreover, the specifics of such
assignments were adjusted to the successes or failures of your
faction and largely depended on the actions of competitors.
Creating your own missions. If a player achieved a high
rank, he could independently organize robberies and take less
experienced representatives of his faction on assignments.
Newcomers could be armed, given the necessaryequipment and
provide cover.
Additional closed locations. Some tasks and meetings
with representatives of your faction took place in separate
small rooms, which are separated from the rest of the game.
Apparently, they were created specifically for the online mode.
For example, we know about the level in the sewers, where you
had to run after robbing a bank.
Communication system between players. Voice and text
messages were used to exchange information. Moreover, it was
supposed to integrate popular messengers at that time in the
spirit of ICQ and AOL Instant Messenger. In this case, it was
possible to communicate without even entering the game itself.
And if during a tense fight it turns out to be problematic to
transmit long text messages, you could limit yourself to a set
of pre-recorded phrases.
Special bandit radio. A unique station was supposed to
work in the online mode. In addition to user tracks, it would
play news about the factions. Of course, they directly depended
on the actions of specific players. And this radio also
announced rumors, based on which you could plan a new robbery.
Characteristics and skills system
If the single GTA 3 did without pumping, then in the online mode a complex system of characteristics development was assumed. Full list:
Strength. First of all, it affected the ability to drag
heavy objects. This skill will be extremely useful when you
need to quickly get a safe out of the bank. In addition, strong
players could break some obstacles in their path.
Agility. Determines the hero's running speed, ability to
climb over fences, climb ledges and walls.
Dexterity. It is needed to complete some mini-games,
such as lockpicking, as well as to fine-tune weapons.
Perception. Helped detect hidden objects and possible
ambushes by the police or other factions.
Charisma. Allowed you to get discounts in stores and
negotiate with random witnesses so that they would not tell the
police anything.
Intelligence. Affected the hacking of electronic locks
or bypassing the security system. Characters who had this skill
pumped up coped with such tasks much faster. In addition, the
speed of pumping depended on intelligence.
These characteristics affected the effectiveness of your hero during fights and shootouts.
Melee Attack. Dependent on strength and mobility. It
determined the strength of each blow with a fist or melee
weapon.
Range Attack. Calculated based on the values of
perception and dexterity. A pumped parameter allows you to
shoot more accurately.
Something similar was found in GTA: San Andreas, which was released three years after the third part. The characteristics developed up to a value of 100 units, but in some circumstances this limit could be exceeded twice. Periodically, the game arranged a check by rolling a virtual dice. It determined whether the character would be able to perform a certain action or not. The system is a bit reminiscent of what we saw in Baldur's Gate 3.
The increase in characteristics occurred at the end of the in-game day, which is equal to approximately three hours of real time. To do this, it is enough to use the corresponding skill once a day. Subsequent uses of abilities will not affect the pumping. It is also worth considering that the higher the skill value, the slower its further development. And characters with high intelligence develop faster than heroes who have relied on physical strength. In addition to the characteristics, the game was supposed to have skills:
Driving. Initially, all players knew how to drive a car.
And the controllability of vehicles and the speed of their
reaction to your actions, from turning the steering wheel to
acceleration and braking, depended on the pumping of this
skill. Moreover, it was necessary to pump up individual
categories of transport — cars and trucks, motorcycles and
boats. All this later migrated to GTA: San Andreas.
Appraisal. Allowed you to determine the real value of
items, such as precious stones or metals;
Bribary. With its help, you could bribe witnesses and
the police. In case of failure of the skill check, the required
amount increased. In some missions, the number of possible
bribes of law enforcement officers is strictly limited.
Disguise (Disguise). The ability to temporarily change
the character's appearance so that NPCs would not recognize
him. Most likely, this was useful during stealth missions.
UklDodge. A skill that allows you to avoid being hit by
a fist or a cold weapon.
Bugging. Necessary to install bugs with microphones. The
higher the skill, the more useful information you can find out.
Chemistry. The ability to create poisons and explosives.
This requires not only the appropriate skill value, but also
ingredients. Failure can lead to an explosion. A similar system
will later be implemented in Bully.
Pharmacology. The ability to make medicines. Perhaps the
creation of other useful items for the player was envisaged.
Demolition. Responsible for placing bombs and setting
timers for detonators.
Climbing. Allowed you to climb up the walls of
buildings. As the skill improved, you would be able to climb
higher buildings. If your stamina ran out, the hero would fall
to the ground.
Jumping. Determined the height of the jump and the
damage from falling from a great height.
Concealment. The ability to hide weapons and valuables,
as well as find items that can be sold profitably. In addition,
the skill affects the ability to detect precious stones and
metals from other players.
Fast Draw. Determined how quickly you would draw a
firearm from a holster and hide it back.
Counterfeiting. Affected the ability to create
counterfeit banknotes and the ability to distinguish real
dollars from fake ones.
Forgery. Allowed you to create IDs that could be used to
enter a protected area.
Electronics. Used to bypass security systems and break
into car locks.
Hacking. A separate skill, the development of which is
necessary to access police data and information about enemy
factions.
Lock picking. Determined how quickly and skillfully you
use a master key. This option was considered a silent way to
open a lock.
Gunsmithing. Improving firearms with various upgrades,
such as installing silencers. This feature was only available
in GTA 5. Weapon repair and maintenance was also mentioned.
Evasion. Determined how quickly the police stopped
pursuing you. Also affected chases involving live players — the
higher the skill, the faster they stopped receiving information
about your location when they lost sight of you.
Fencing. Opened up the opportunity to profitably sell
precious stones and metals to fences.
First Aid. Used to quickly stop bleeding and recover
from minor wounds.
Medical. Allowed for full treatment and changing
appearance with plastic surgery.
City Sence. Called up an arrow that shows the shortest
route to the destination. The higher the level, the longer it
will remain on the screen. After the appearance of GPS in GTA
4, the need for such tips disappeared.
Gambling. Opened up the ability to bet on horse racing
and roulette, as well as participate in card tournaments.
Appeared in GTA: San Andreas.
Interrogation. The ability to obtain information from
NPCs. Note that the torture mechanics were encountered during
the mission "Everything by the book" in the fifth part of the
series.
Intimidation. Allowed you to convince the character not
to commit certain actions. Apparently, this was necessary in
order not to spoil relations with other gangs.
Knowledge of foreign languages. The ability to
understand characters who speak Japanese (yakuza), French
(Dogheart Massive gang), Italian (mafia), Chinese (triads) or
Russian. If the skill check is not passed, then instead of text
the player will see gibberish that is impossible to understand.
Legal. Determined the time you spend in prison and other
interactions with the police. At a high skill level, it allowed
you to avoid arrest, especially if the cops had no witnesses or
evidence.
Mechanic. Unlocked the ability to install upgrades on
cars that made them faster and more durable. In addition, you
could repaint your car so that the police and other factions
would not recognize it. We saw full-fledged tuning in GTA: San
Andreas.
Pickpocket. Allowed you to steal items from NPCs and
remain undetected. At a high skill level, you could choose
which item you wanted to take from a person. For example, limit
yourself to just weapons.
Throw. Determined the distance and accuracy with which
the player throws various objects.
Running. Affected the sprint speed and allowed you to
run even while carrying heavy objects.
Tailing. When upgrading the skill, you received
additional indicators that allowed you not to lose sight of the
target.
Swimming. Determined the speed at which you swim. Before
San Andreas, GTA heroes could not stay afloat at all, but
immediately drowned.
As in the case of characteristics, the game periodically tested your skills by rolling a dice. Therefore, effectiveness depends not only on upgrading, but also on luck. Combat skills are worth examining separately. Melee attack. There were different fighting styles:
Boxing. Slow but powerful strikes.
Martial Arts. Fast but weak strikes.
Brawling. Something between boxing and martial arts, a
balance of speed and strength.
Grapple. Used to pull a person out of a car or hold them
down.
Bludgeon. A skill that was responsible for using clubs,
pipes, and other heavy objects.
Short Blade. The ability to use knives and stilettos.
Long Blade. Responsible for using machetes.
Chop Blade. A skill that is associated with unique
blades, such as a butcher knife.
Range Attack. Various firearms are considered here:
Pistols. The best option for short-range shootouts.
Rifles. The best choice for killing enemies at a long
distance.
Submachine guns (SMG). Had a high rate of fire, but low
accuracy.
Rocket launchers and bazookas (Missile). They dealt area
damage, but could injure the owner himself.
Artillery (Artillery). Mortars that fired at great
distances.
Pumping up skills and characteristics through the use of appropriate abilities is reminiscent of The Elder Scrolls 5: Skyrim. But in the context of GTA, it would really allow the character to be developed in the direction that is interesting to the player himself. It remains unknown whether any restrictions were assumed or if desired, all parameters could be developed to the maximum.
Faction system
In GTA Online of 2001, several factions were supposed to appear. List of known factions:
Italian Mafia. Controls Marco's Bistro and the areas
around it;
Yakuza. Runs business from an office tower;
Outlaw Motorcycle Gangs or OMGs. Live on the outskirts
of the city, and the gang leader is always sitting in the bar;
Dogheart Massive. French gangsters who "protect"
warehouses near the loading dock;
Triads. No information about them;
Police. The location of the main area is unknown.
Within one server, the factions constantly divided the city between themselves. You could not lose the original territory that belonged to your gang. But players had the opportunity to capture neighboring areas that are considered disputed. The more effectively the representatives of a particular group behave, the more land it will be able to capture. But any success is temporary, because this territory can be recaptured. The division of the city between bandit clans was encountered in GTA: San Andreas.
The faction headquarters played an important role. It was located in the territory that bandits from the enemy clan could not capture. There, the character was resurrected after his death and the main story missions were given. If you tarnished your reputation, the doors of the headquarters were closed to you. But there was always the opportunity to complete minor assignments to regain the trust of the group leaders and regain access to the main office. Reputation as an important parameter debuted in San Andreas, and later appeared in Bully and the Red Dead Redemption duology. The same headquarters hosted meetings between representatives of the same faction. They could gather at a table to discuss the details of a future case in a private chat and decide whether to go on it or not. Moreover, the person who gathered people could choose who exactly to take on the task. There you could also look at current maps of the city, read the news and rumors.
Gameplay Features of GTA Online (2001)
From the very beginning, each player had all the skills that the hero of GTA 3 had. He could use cold and firearms, walk on foot or drive a car, attack passers-by and run away from the policeand. Over time, new opportunities opened up in the spirit of the ability to climb the walls of houses or hack electronic locks. These skills directly depended on pumping. If the player broke the law, the police began to pursue him. As the wanted level increased, players who acted on the side of the cops joined the NPC. In order to avoid arrest, it was necessary for the law enforcement officers to lose sight of you. What happened next largely depended on the pumped-up skills, which allowed you to reduce the search area and reduce the time of police activity. But here, living players with their characteristics could come into play. It is much more difficult to escape from them. They received a description of the criminal, including clothes, make and color of the car. To outwit them, you had to change clothes and repaint the car.
It is also worth noting that a kind of dossier was compiled about each player, which indicated his successful and unsuccessful actions, as well as all the crimes committed. Thanks to this, a top 10 most wanted criminals were created. The police began to hunt for them. Various clues and evidence were used for the search. However, if they failed to catch the thug within a certain time, the offense was canceled due to the expiration of the statute of limitations. The cop players had a similar list of achievements, but the bandits could not see it. A dynamically changing open world suggests that disputed territories will constantly change hands. Moreover, Rockstar deliberately wanted to build the system in such a way that players would periodically experience the bitterness of defeat. Perhaps this would make future victories more significant in their eyes.
Various GTA Online (2001) servers
Battles between factions and the police took place throughout the city. It was located on a separate server, and your successes and failures remained only on it. However, it was possible to visit other worlds, while maintaining your leveling and all items. What exactly was discussed is unknown. We assume that particularly difficult tasks could have been planned that required the participation of dozens of players at once — in the spirit of raids on bosses in World of Warcraft.
Why Rockstar abandoned the online mode of GTA 3
What we saw in the leaked design document is incredibly ambitious for 2001. Then why were all these ideas not implemented? In our opinion, Rockstar quickly realized that in the early 2000s it was almost impossible to do something similar on the PlayStation 2 hardware. Let us remind you that GTA 3 was originally developed specifically for it and was ported to PC only six months later. An equally important issue is the availability of the Internet. In 2001, it was not as widespread as it is today. And few people connected it to the PS2. In addition, not many games were released for this console that supported a connection to the World Wide Web. But even at the design document level, the project looks ambiguous. Several types of hacks and various methods of healing make you think of projects like Fallout. And eight separate skills that are responsible for close combat are too many even for a full-fledged role-playing game. To this should be added the need to balance between the police, enemy factions and allies who are waiting for the moment to stab you in the back and take your place. In our opinion, the resulting design was too cumbersome, which took a long time to figure out.
And the beauty of the original GTA 3 is that its gameplay is understandable to everyone. It does not require additional explanations, but allows you to enjoy it from the very first minutes of play. Yes, today the game seems too simple, but in 2001, this kind of gameplay could attract a mass audience. Rockstar did the right thing — they didn’t turn the adrenaline-pumping car action into a complex RPG, but made the game as accessible as possible. At the same time, many of the developments of GTA Online (2001) were later selectively implemented in subsequent parts. The developers decided to implement a full-fledged multiplayer mode only in 2013, on much more powerful seventh-generation consoles. By that time, the Internet had “come” to almost every home. *** What do you think about the online mode of GTA 3? Would you like to check it out or do you not find this concept interesting? Share your opinions in the comments!