We were making up a lot of procedures as we went along, and we decided that the NPCs (Non Playable Characters) should talk and we would have to figure out how to make them talk (using motion captured cutscenes, something that had never really been done before, at least not on the scale we were doing it). So we decided that the game’s protagonist would not talk, partly to aid people identifying with him, but mostly because we had so many other problems to solve and this did not seem like a major issue.Grand Theft Auto III: Your Questions Answered — Part One (Claude, Darkel & Other Characters)Архивная копия от 10 апреля 2016 на Wayback Machine (Дата обращения: 16 декабря 2011)
We were making up a lot of procedures as we went along, and we decided that the NPCs (Non Playable Characters) should talk and we would have to figure out how to make them talk (using motion captured cutscenes, something that had never really been done before, at least not on the scale we were doing it). So we decided that the game’s protagonist would not talk, partly to aid people identifying with him, but mostly because we had so many other problems to solve and this did not seem like a major issue.Grand Theft Auto III: Your Questions Answered — Part One (Claude, Darkel & Other Characters)Архивная копия от 10 апреля 2016 на Wayback Machine (Дата обращения: 16 декабря 2011)