"Grand Theft Auto" Effect: Difference between revisions

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The [[Trope Namer]] and [[Trope Codifier]] is the ''[[Grand Theft Auto]]'' series, most specifically ''[[Grand Theft Auto Vice City]]'' and ''[[Grand Theft Auto San Andreas]]''. Before those two games, popular music in video games was rare because of the expensive and [[Copyright|complex nature of licensing it.]] Even securing a single song could prove problematic because the nature of the contracts the music industry uses; bulk discounts are exceedingly rare. Then there were the space restrictions of floppy disks and CDs and the lack of compression. Thus, the most you usually heard was a token song or two, and rarely of anyone famous because songs by famous people cost more.
The [[Trope Namer]] and [[Trope Codifier]] is the ''[[Grand Theft Auto]]'' series, most specifically ''[[Grand Theft Auto Vice City]]'' and ''[[Grand Theft Auto San Andreas]]''. Before those two games, popular music in video games was rare because of the expensive and [[Copyright|complex nature of licensing it.]] Even securing a single song could prove problematic because the nature of the contracts the music industry uses; bulk discounts are exceedingly rare. Then there were the space restrictions of floppy disks and CDs and the lack of compression. Thus, the most you usually heard was a token song or two, and rarely of anyone famous because songs by famous people cost more.


This changed in 2002. After the success of ''[[Grand Theft Auto III (Video Game)|Grand Theft Auto III]]'' and the popularity of its (mostly original) radio stations, Rockstar was confident that it could make money on a game with nearly 100 licensed musical tracks from several labels. This proved successful, so it took it a step further in the next sequel and licensed over 150 songs ''without any repeats from the previous game.''
This changed in 2002. After the success of ''[[Grand Theft Auto III]]'' and the popularity of its (mostly original) radio stations, Rockstar was confident that it could make money on a game with nearly 100 licensed musical tracks from several labels. This proved successful, so it took it a step further in the next sequel and licensed over 150 songs ''without any repeats from the previous game.''


In both games, you spent a vast majority of the time in a vehicle. You didn't have to listen to music, but most players would listen to something. Each radio station only offered maybe an hour's worth of content (which tended to jump formats), repeats were both inevitable and (often) infuriating.
In both games, you spent a vast majority of the time in a vehicle. You didn't have to listen to music, but most players would listen to something. Each radio station only offered maybe an hour's worth of content (which tended to jump formats), repeats were both inevitable and (often) infuriating.
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Other video games have had the same effect (either through causing it or by being a victim of it) to varying degrees.
Other video games have had the same effect (either through causing it or by being a victim of it) to varying degrees.


Not to be confused with the "''[[Guitar Hero]]'' effect" -- a phrase meaning [[Revival By Commercialization]] <ref>even though the Grand Theft Auto Effect can occur with songs that appear in ''Guitar Hero''.</ref>
Not to be confused with the "''[[Guitar Hero]]'' effect" -- a phrase meaning [[Revival by Commercialization]] <ref>even though the Grand Theft Auto Effect can occur with songs that appear in ''Guitar Hero''.</ref>


The same thing can happen when previously-composed music is used in films (live action or animated.) How many people think of "Thus Spoke Zarasthustra" as "Theme from 2001", or associate "The War March of the Priests" with the Bugs Bunny short?
The same thing can happen when previously-composed music is used in films (live action or animated.) How many people think of "Thus Spoke Zarasthustra" as "Theme from 2001", or associate "The War March of the Priests" with the Bugs Bunny short?