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Retrospective

Grand Theft Auto III and the Leap Into Three Dimensions

It was not the first 3D open world, but it was the one that made everyone else want to build one.

September 3, 2026· 3 min read

There is a version of games history in which Grand Theft Auto III is treated as the invention of the open-world genre. That version is wrong, and the accurate one is more interesting. Nobody invented open-world games in 2001. What Rockstar’s team did was combine ideas that already existed into something that finally made sense to a mass audience, and that is a harder trick than inventing.

The game reached the PlayStation 2 in October 2001, with a PC release following in 2002 and an Xbox port in 2003. It was made by the studio then still known as DMA Design, working in Edinburgh, and it was built on RenderWare, the middleware engine from Criterion. The previous games in the series had been top-down. Moving to a full 3D city, with a third-person camera that let you walk, run, steal cars and shoot from behind the shoulder, changed the entire relationship between player and space.

It also changed the scale of the ambition. Liberty City is divided into three areas, Portland, Staunton Island and Shoreside Vale, which open up as the story progresses. Cars, pedestrians, police, radio stations and side jobs all sit inside one continuous space. You could ignore the story completely and spend an evening exploring, which was the point. The DVD format of the PlayStation 2 gave the team far more room for music, dialogue and animation than earlier console generations offered, and the game used it.

There is one more surprising piece of context. The project had reportedly been developed with a different platform in mind, and the move to PlayStation 2 was described as a commercial decision rather than a technical one. Whatever the reasoning, it was the right call. The PlayStation 2 audience was huge, and the game arrived at the moment that install base was ready for something less polite than the mascot platformers that dominated the era.

The reception was overwhelming. It was the best-selling game in the United States in 2001, and it collected Game of the Year recognition from several publications and events. Later developers, from those making Saints Row to those making Crackdown and Watch Dogs, were often described as working in its shadow, and the phrase “Grand Theft Auto clone” became a shorthand in criticism for a whole category of games.

The protagonist deserves a mention as a design choice. Claude never speaks. Every character talks to him and about him, but he responds with silence, and his name did not become official until San Andreas in 2004. It is a fascinating decision in hindsight: a lead who is a blank slate in a game full of vivid supporting voices. Some players found him empty, others found it easier to project onto him. Vice City would answer the question in the opposite direction just a year later, giving its hero a voice and a personality.

The timing was also unusual. The game was due to release in autumn 2001, and following the September 11 attacks Rockstar delayed it by about three weeks and adjusted some content, including changing the appearance of police cars and removing a mission, among other alterations. It is a reminder that even a landmark release is made in a specific historical moment, not in a vacuum.

If you want to appreciate what it did, forget the polygon count and look at the systems. Cars you can steal, pedestrians who react, police who chase, radio that follows you everywhere, missions you can fail and retry: none of it was individually new, but nobody had ever assembled it so confidently. That, more than the third dimension, is the leap.