1UP wrapped their hands around a Nintendo DS in order to wrap their minds around what will make Grand Theft Auto: Chinatown Wars so special. They also had a chance to Gordon Hall, the head of development at Rockstar Leeds. Here's what they had to say about the upcoming portable GTA title.
Be sure and check out the rest of the full two page interview over at 1UP.
1UP: How frequently will the gameplay make use of the touch screen controls? Did you ever consider making the whole game use the touch screen?
GH: The touch screen is used extensively throughout the game. During normal gameplay, the bottom screen controls your PDA. This gives you access to your GPS navigation system, which is nicely linked in to all your contacts and favorite locations around the city. Another key item on the touch screen is your e-mail system. Most of the contacts in the game will deal with you via e-mail in some way. Just two more examples of PDA use are monitoring your drugs empire or ordering weapons from Ammunation Online and having them delivered to one of your safe houses. The list goes on; it's a very integral part of the game.
Outside of the PDA, you also use the touch screen to fill in those little details left out of most console games. You may find yourself in a minigame hotwiring a car or breaking into a warehouse by disabling a key-code lock. We also use the touch screen for more everyday events like buying and using [lottery] scratchcards. Everywhere it felt right to use the touch screen, we've done so.
As for using the touch screen for controlling the driving experience, we all felt that would've been a bad idea. You really need feedback for a driving experience to be at its best. I can't understand how any game designer would want to have the player drive with a touch screen when they have digital buttons on the hardware. With the D-pad, you have the DS responding to your input: The button depresses; this is all you need in terms of hardware and response to create a good experience. I think we have the balance about right in terms of when and how we use the touch screen. We have used it whenever it gives a great variety in gameplay as opposed to forcing it into all situations.
GH: The touch screen is used extensively throughout the game. During normal gameplay, the bottom screen controls your PDA. This gives you access to your GPS navigation system, which is nicely linked in to all your contacts and favorite locations around the city. Another key item on the touch screen is your e-mail system. Most of the contacts in the game will deal with you via e-mail in some way. Just two more examples of PDA use are monitoring your drugs empire or ordering weapons from Ammunation Online and having them delivered to one of your safe houses. The list goes on; it's a very integral part of the game.
Outside of the PDA, you also use the touch screen to fill in those little details left out of most console games. You may find yourself in a minigame hotwiring a car or breaking into a warehouse by disabling a key-code lock. We also use the touch screen for more everyday events like buying and using [lottery] scratchcards. Everywhere it felt right to use the touch screen, we've done so.
As for using the touch screen for controlling the driving experience, we all felt that would've been a bad idea. You really need feedback for a driving experience to be at its best. I can't understand how any game designer would want to have the player drive with a touch screen when they have digital buttons on the hardware. With the D-pad, you have the DS responding to your input: The button depresses; this is all you need in terms of hardware and response to create a good experience. I think we have the balance about right in terms of when and how we use the touch screen. We have used it whenever it gives a great variety in gameplay as opposed to forcing it into all situations.
Be sure and check out the rest of the full two page interview over at 1UP.