Rockstar co-founder Dan Houser revealed that they made an immense Los Santos map for Grand Theft Auto V to accommodate flying. In fact, it was reported that the game’s world is bigger than Red Dead Redemption, San Andreas, and GTA 4 combined.
In relation to this, Houser revealed that players will do a lot of flying in GTA V. That’s why it is important that the game’s environment have plenty of airspace.
We wanted to make a big place, as much as anything, to allow you to fly. A lot of the decisions, we’re talking about them here on a philosophical level, but they’re also practical decisions, too; we’re making a game. You have to understand the medium.
On an obvious level we wanted somewhere big so you can fly properly—we have a lot of missions that involve flying, in helicopters or whatever, it was logical. Also, Jet skis work better around LA than they would in New York.
Los Santos’ Immense Environment
As posted on Game Informer, Los Santos features an expansive environment. It includes beachfronts, wine country, a vast wilderness that surrounds Mt. Chiliad, Salton Sea region, and a military base.
There’s also a sprawling, hilly suburban district that leads up to the Los Santos urban center. In addition, Rockstar also mapped the ocean floor along the Los Santos coastline, which players can explore.
Because of these, the game will be packed with more vehicles than its previous iterations, which will encourage players to see the various sites. Speaking of vehicles, it was confirmed that BMX bike, mountain bikes, road bikes, dirt bikes, cars, trucks, helicopters, planes, ATVs, and Jet Skis will be included in the game.
Fans and players of Grand Theft Auto can pore over every detail on the gaming magazine’s December issue. Game Informer will feature the game’s three main protagonists, the groundbreaking ways to use them, as well as explore the reimagined Los Santos.
GTA V: Introducing More Extreme Missions
Aside from that, Houser stated that the bigger game environment is meant to introduce more extreme missions to gamers.
We’re using the environment to let us have toys we couldn’t have had otherwise. And equally, we’re using the story and environment to introduce missions that can be more extreme. In some ways, we wanted the game to have larger-than-life Hollywood feel; the stories we heard in LA, we wanted to capture them in the game. If the place isn’t informing what we’re doing, we’re not using it correctly.