The game's large interactive environments, wealth of options, level of detail and the scope of its urban sandbox exploration has been compared to later sandbox games like "Grand Theft Auto III" and its sequels, Sega's own "Yakuza" series, "Fallout 3", and "Deadly Premonition". "Grand Theft Auto" has had over 200 million sales. Creative director Gary Penn, who previously worked on "", cited "Elite" as a key influence, calling it "basically "Elite" in a city", and mentioned other team members being influenced by "Syndicate" and "Mercenary". "Grand Theft Auto III" combined elements from previous games, and fused them together into a new immersive 3D experience that helped define open-world games for a new generation. Executive producer Sam Houser described it as ""Zelda" meets "Goodfellas"", while producer Dan Houser also cited "The Legend of Zelda" and "Super Mario 64" as influences. Radio stations had been implemented earlier in games such as Maxis' "SimCopter" (1996), the ability to beat or kill non-player characters date back to titles such "Portopia" (1983), and "Valhalla" (1983) and the way in which players run over pedestrians and get chased by police has been compared to "Pac-Man" (1980). After the release of "Grand Theft Auto III", many games which employed a 3D open world, such as Ubisoft's "Watch Dogs" and Deep Silver's "Saints Row" series, were labeled, often disparagingly, as "Grand Theft Auto" clones, much as how many early first-person shooters were called ""Doom" clones". Other examples include "World of Warcraft", "The Elder Scrolls" and "Fallout" series of games, which feature a large and diverse world, offering tasks and possibilities to play. In the "Assassin's Creed" series, which began in 2007, players explore historic open-world settings. These include the Holy Land during the Crusades, Renaissance Rome, New England during the American Revolution, the Caribbean during the Golden Age of Piracy, Paris during the French Revolution, London at the height of the Industrial Revolution, Ancient Egypt and Greece during the Peloponnesian War. The series intertwines factual history with a fictional storyline. In the fictional storyline, the Templars and the Assassins have been mortal enemies for all of known history. Their conflict stems from the Templars' desire to have peace through control, which directly contrasts the Assassins' wish for peace with free will.