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Kushner - Jacked: the outlaw story of Grand theft auto

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Jacked: the outlaw story of Grand theft auto: summary, description and annotation

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Inside the making of a videogame that defined a generation: Grand Theft Auto

Grand Theft Auto is one of the biggest and most controversial videogame franchises of all time. Since its first release in 1997, GTA has pioneered the use of everything from 3D graphics to the voices of top Hollywood actors and repeatedly transformed the world of gaming. Despite its incredible innovations in the $75 billion game industry, it has also been a lightning rod of debate, spawning accusations of ethnic and sexual discrimination, glamorizing violence, and inciting real-life crimes. Jacked tells the turbulent and mostly unknown story of GTAs wildly ambitious creators, Rockstar Games, the invention and evolution of the franchise, and the cultural and political backlash it has provoked.

  • Explains how British prep school brothers Sam and Dan...

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To Andy Kushner This book is printed on acid-free paper Copyright 2012 by - photo 1
To Andy Kushner This book is printed on acid-free paper Copyright 2012 by - photo 2

To Andy Kushner

This book is printed on acid-free paper. Picture 3

Copyright 2012 by David Kushner. All rights reserved

Published by John Wiley & Sons, Inc., Hoboken, New Jersey
Published simultaneously in Canada

Designations used by companies to distinguish their products are often claimed as trademarks. In all instances where John Wiley & Sons, Inc., is aware of a claim, the product names appear in Initial Capital or ALL CAPITAL letters. Readers, however, should contact the appropriate companies for more complete information regarding trademarks and registration.

No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, scanning, or otherwise, except as permitted under Section 107 or 108 of the 1976 United States Copyright Act, without either the prior written permission of the Publisher, or authorization through payment of the appropriate per-copy fee to the Copyright Clearance Center, 222 Rosewood Drive, Danvers, MA 01923, (978) 7508400, fax (978) 6468600, or on the web at www.copyright.com . Requests to the Publisher for permission should be addressed to the Permissions Department, John Wiley & Sons, Inc., 111 River Street, Hoboken, NJ 07030, (201) 7486011, fax (201) 7486008, or online at http://www.wiley.com/go/permissions .

Limit of Liability/Disclaimer of Warranty: While the publisher and the author have used their best efforts in preparing this book, they make no representations or warranties with respect to the accuracy or completeness of the contents of this book and specifically disclaim any implied warranties of merchantability or fitness for a particular purpose. No warranty may be created or extended by sales representatives or written sales materials. The advice and strategies contained herein may not be suitable for your situation. You should consult with a professional where appropriate. Neither the publisher nor the author shall be liable for any loss of profit or any other commercial damages, including but not limited to special, incidental, consequential, or other damages.

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Wiley also publishes its books in a variety of electronic formats and by print-on-demand. Some content that appears in standard print versions of this book may not be available in other formats. For more information about Wiley products, visit us at www.wiley.com .

Library of Congress Cataloging-in-Publication Data

Kushner, David, 1968
Jacked: the outlaw story of Grand Theft Auto/David Kushner.
p. cm.
Includes bibliographical references and index.
ISBN 978-0-470-93637-5 (hardback); ISBN 978-1-118-19792-9 (ebk);
ISBN 978-1-118-19793-6 (ebk); ISBN 978-1-118-19794-3 (ebk)

1. Grand theft Auto games. 2. Video games. I. Title.

GV1469.35.G738K87 2012

794.8dc23

2011043336

Author's Note

This book is based on more than ten years of research. I first played Grand Theft Auto in 1997 and began reporting on its creators, Rockstar Games, two years later. As the franchise boomed, I chronicled game culture and industry for publications that included Rolling Stone , Wired , the New York Times , GamePro , and Electronic Gaming Monthly , as well as in my first book, Masters of Doom.

My reporting took me across the country and around the worldfrom the offices of Rockstar in New York to the streets of Dundee, Scotland, where GTA began. There were long days and endless nights at game conventions and start-ups. I spent hundreds (thousands?) of hours playing games. I played Pong with Nolan Bushnell, the founder of Atari, and, for one particularly awesome afternoon in Lake Geneva, Wisconsin, rolled the dice with Gary Gygax, the cocreator of Dungeons & Dragons.

As the industry grew, I saw the controversies rise over violent video gamesespecially over GTAand covered both sides of the disputes. I sat with a crying mother in a tiny town in Tennessee, where her sons had just murdered one person and maimed anotherand triggered a $259 million lawsuit against Rockstar and others for allegedly inspiring the crime with GTA. I went to Coral Gables, Florida, to visit GTA 's chief opponent, Jack Thompson, at his home.

I spoke with leaders from the Entertainment Software Association in Washington, D.C., and went behind closed doors at the clandestine Entertainment Software Ratings Board in New York to see how games are rated. In Iowa City, I sat in a small stuffy room hooked up to electrodes while I played Grand Theft Auto and university researchers studied my brain. Yeah, it was strange.

Though all of these adventures don't appear explicitly in this book, they inform it. This is a work of narrative nonfiction, a recreation of the story of GTA. The scenes and the dialogue are drawn from hundreds of my own interviews and firsthand observations, as well as thousands of articles, court documents, and TV and radio reports. The Rolling Stone reporter who appears in the book is me.

Over the years since I first visited Rockstar Games, I've interviewed many people at the company including each of the cofounders. Though the current helm at Rockstar declined to participate in this book, I was able to draw freely from my previous interviews with them and speak extensively with those who have left. A few sources didn't want to be identified, due to personal or professional concerns. Others were reluctant to talk, then eager, or eager, then reluctant. In the end, the vast majority went on the record. A funny thing happens when you write a book like this. People start to realize and appreciate that they are part of a larger story, not only their own, but everyone's.

Prologue

Players vs. Haters

How far would you go for something you believe in One winter day Sam Houser - photo 4

How far would you go for something you believe in?

One winter day, Sam Houser was going farther than he'd ever imagined or fearedall the way to Capitol Hill to answer to the Feds. The thirty-four-year-old had achieved the universal dream: rising from nowhere to make his fantasies real. Yet now reality was threatening to take it all away.

A scrappy Brit running an empire in New York City, Sam cultivated the image of the player he had become. Scruffy hair. Shaggy beard. Eyes hidden behind aviator shades. Gripping the wheel of his jet-black Porsche. Buildings towering. Taxis honking. Flipping stations on the radio. Pedal to the metal as the world blurred like a scene from the video game that made him so rich and so wanted: Grand Theft Auto.

GTA , the franchise published by Sam's company, Rockstar Games, was among the most successful and notorious video games of all time. GTA IV alone would smash the Guinness Record to be the most profitable entertainment release in historyleaving every blockbuster superhero movie and even the final Harry Potter book in its pixilated wake. Players bought more than 114 million copies and shelled out over $3 billion on the titles. The juggernaut helped make video games the fastest-growing segment of the entertainment business. By 2011, the $60 billion global game industry would dwarf music and film box office salescombined.

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