The series is set in fictional locales heavily modelled on American cities, while an expansion for the original was based in London. Gameplay focuses on an open world where the player can choose missions to progress an overall story, as well as engaging in side activities; all consisting of action, adventure, driving, occasional role-playing, stealth, and racing elements. The subject of the games is usually a comedic satire of American culture, but the series has gained controversy for its adult nature and violent themes. The series focuses around many different protagonists who attempt to rise through the ranks of the criminal underworld, although their motives for doing so vary in each game. The antagonists are commonly characters who have betrayed the protagonist or his organization, or characters who have the most impact impeding the protagonist's progress.
Why is GTA Postmodren? GTA Relationship to Audience Games and consoles have a
symbolic relationship Must game-play Tighten up the regulation, classification and censorship of videogames Social Interaction world wide audience GTA is postmodern due to the inspiration from Black noir films from the 1970's.
Each game in this series allows players to take on the role of a criminal or a wannabe in a big city, typically an individual who rises through the ranks of organized crime through the course of the game. The player is given various missions by kingpins and major idols in the city underworld which must be completed to progress through the storyline. Assassinations and other crimes feature regularly, but occasionally taxi driving, firefighting, street racing, bus driving, or learning to fly helicopters and fixed-wing aircraft are also involved. The Grand Theft Auto series belongs to a genre of free-roaming video games called sandbox games, and grants a large amount of freedom to the player in deciding what to do and how to do it through multiple methods of transport and weapons. Most traditional action games are structured as a single track series of levels with linear gameplay, but in GTA the player can determine the missions that he wants to undertake, and his relationships with various characters are changed based on these choices. The cities of the games can also be roamed freely at any point in the game, and are examples of open world video game environments which offer accessible buildings with minor missions in addition to the main storyline. There are exceptions: missions follow a linear, overarching plot, and some city areas must be unlocked over the course of the game.
Grand Theft Auto III and later subsequent games have more prevalent voice acting, and radio stations, which simulate driving to music with disc jockeys, radio personalities, commercials, talk radio, pop music, and American culture.
Case Study : Video Game So why do I find it postmodern? I find GTA postmodern as through my own research of this video game I found out that it took the 1970's era of gangsters and transported it into the modern world, with the use of technology. it took inspiration from movies like The Godfather, Taxi Driver and Goodfellas.
I also find it postmodern is a distubing way of how people find enjoyment of being transported into this interactive world, to which the main narrative is to steal cars, rob people and shoot peoples heads off.
I don't understand this sense of enjoyment, yes its non-reality but ACTUALLY watching someone shooting their own brain out on CCTV footage is NO laughing matter or in any sense enjoyable.
Stylistic elements:
Nostalgia
Eclecticism
Bricolage
Acts against Modernism
Narcissistic
An Active Audience
Theoretical elements- - Real Virtuality –Castells
IN GTA 5 you can roam the streets acting as a Hollywood version of yourself you can eat in restaurants, get drunk in bars, dance in night clubs, work out in a gym, allowing yourself to get fit or fat in the process- you can become wealthy and wear the designer clothes you have always dreamed of, drive luxury cars, live in a big house or date a supermodel, or you could be very much like the you, you are in real life- the lines and boundaries of life and virtuality can become blurred.
Decline of Meta Narratives - Lyotard - You play a villain who is in fact the hero. There are many people to aid you but the is no clear definition as to whether they are good/bad polar opposites either. A narrative is constructed by your actions and interactions with the text itself as opposed to the text dictating the narrative- one persons playing of the game could very well be completely different to another persons.
3rd wave- Infosphere- Toffler. We can only see the world through Postmodern eyes under the luxury of capitalism and the wealth within. The entire text is devoted to the endless and ruthless pursuit of money, wealth and power. 3 major forces for capitalism and postmodernism itself. Pastiche & intertextuality- Jameson Hyperreality- Baudrillard
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