gamesbriefs
9:56in productionCh. 1 · The First 3D City/ 9:56 · ceiling 15 min
Game design · Retro

Grand Theft Auto III

Liberty City doesn’t simulate life—it simulates the friction of moving through it.

Grand Theft Auto III is a foundational open-world action-adventure game that redefined spatial possibility in games—but its systems remain rigid, its controls unrefined, and its world more atmospheric than alive.

Chapters & takeaways4
  1. 1:19
    The First 3D City

    It is the first 3D Grand Theft Auto—and the template for every open-world action game since.

  2. 2:52
    Claude in Liberty City

    You play as Claude: silent, reactive, navigating a New York–shaped city built from three islands.

  3. 4:54
    Missions, Not Mayhem

    Progress happens through linear missions—some concurrent, some delayed—never emergent goals.

  4. 6:30
    Three Islands, One World

    The world is open, but traversal is constrained by hardware limits and deliberate gating.

Worth your time?

Yes. Play the whole thing.

3.5/ 5
What works
  • It forces players to learn city space as navigable terrain.
  • Its radio stations, traffic, and ambient sound build texture without simulation.
  • The wanted-level system delivers immediate, escalating consequence.
What does not
  • It is not a polished modern experience.
  • It does not offer narrative depth or character development.
  • It does not simulate human behaviour beyond scripted reactions.
Play it if
  • Players studying game history.
  • Designers analysing early 3D world-building constraints.
  • Curious players willing to tolerate jank for structural insight.
Skip it if
  • Players expecting tight controls or responsive AI.
  • Those seeking emotional engagement or thematic coherence.
  • Anyone unwilling to accept hardware limitations as part of the design language.
The written brief2 min read

What the game is

Grand Theft Auto III is a 2001 action-adventure game developed by DMA Design and published by Rockstar Games. It is the first 3D entry in the Grand Theft Auto series. It is set in Liberty City—a fictional, New York–inspired metropolis composed of three islands—and follows Claude, a silent protagonist pursuing revenge against his ex-girlfriend.

How it actually plays

The player moves through Liberty City on foot or in vehicles. Missions are linear, with set objectives, and multiple may be available at once. Some require waiting for instructions or events. The world is divided across three islands, unlocked progressively. A wanted-level system triggers escalating police response. Combat uses drive-by shooting, health and armour mechanics, and a wide array of weapons.

What works

It establishes a living city through density, not simulation: layered radio stations, ambient chatter, persistent weather, and traffic that fills streets without needing AI depth. The third-person perspective anchors spatial awareness in a way top-down predecessors could not. The wanted-level system creates immediate, scalable consequences for actions. Unlocking islands ties narrative momentum to geographical expansion.

What does not

The silent protagonist offers no interiority. Mission structure remains rigidly linear despite the open world. Vehicle handling feels unresponsive. Physics are inconsistent. The city breathes only in narrow ways—traffic follows fixed routes, pedestrians rarely react meaningfully. Progression is gated by story unlocks, not player skill or exploration.

Who it is for, and who it is not

It is for players curious about foundational open-world grammar—not those seeking polished interaction or narrative cohesion. It is not for players who require responsive controls, coherent character motivation, or systems that reward improvisation over sequence-breaking.

Is it worth your time

Yes—if you want to experience how open-world design first forced players to read city space as terrain, not backdrop. It demands patience with clunky controls and dated physics, but rewards attention to systemic friction: how traffic flows, how cops pathfind, how islands gate progression. It is not a smooth ride. It is a historical pressure point.

Same shelf · Game design4 of 35
Up next in Games

Grand Theft Auto: San Andreas

Rockstar Games · 2004 · 11:11

San Andreas doesn’t simulate freedom—it simulates the work it takes to earn a little room to move.

11:11