Dan Houser: GTA, Red Dead Redemption, Rockstar, Absurd & Future of Gaming | Lex Fridman Podcast #484
2662 segments
- You said that Red Dead Redemption 2, in your opinion, is the best thing you've ever
done. I think there's a strong case to be made that it's the greatest game of all time.
What are the elements that make that game truly great, do you think?
- People searching for meaning amongst the violence. I think that the West
and all the themes around the West really lend itself to that.
And the gunplay was fantastic, and the horses were incredible. I think we got
to spend, a smaller group of us, working on it from day one,
coming up with some weird, wacky ideas
that we got to embed in the game. It was helpful that we got to be very
creative before it had a full team on it.
- You lock yourself in a room and get anchovies and onion pizza and crushed...
Diet Cokes?
- Yes.
- Is this accurate information?
- Very accurate.
- Why do you think there was so much excitement about GTA IV, GTA V, and now GTA VI?
- I think we did a really good job of constantly innovating. The games
always felt different. People have very strong feelings: "I like this one."
"I didn't like that one as much," because they are pretty different.
So you know what's going to happen. It's a Grand Theft Auto, you know it's going to be
a game about being a criminal, but the way it's going to be a game is going to change quite a lot.
- The number one question from the internet, it is so ridiculous, but I must
ask, "Have you seen Gavin?" The following is a conversation with Dan Houser, a
legendary video game creator, co-founder of Rockstar Games, and the
creative force behind Grand Theft Auto and Red Dead Redemption
series, which includes some of the best-selling games of all time
and some of the greatest games of all time.
Both Red Dead Redemption 1 and 2 have some of the
deepest, most complex, and heart-wrenching characters and
storylines ever created in video games.
Dan has started a new company, Absurdventures,
great name, that is creating some incredible new worlds in
multiple forms, including books, comic books, audio series, and
yes, video games. That includes A Better
Paradise, which is a dystopian near-future world with a
super intelligent AI, American Caper, which is
an insanely chaotic, violent, dark, satirical
world, and Absurdiverse, which is a comedic
action-adventure world. I'm excited to explore all three of these. I have spent
hundreds of hours in worlds that Dan has helped create, so this
conversation was an incredible honor for me. And on top of
that, Dan and I talked a lot after and in the days since,
and he has been just a wonderful human being.
I'm just at a loss of words. I feel like the
luckiest kid in the world. This is the Lex Fridman
Podcast. To support it, please check out our sponsors in the description,
where you can also find links to contact me, ask questions,
give feedback, and so on. And now, dear friends, here's Dan Houser.
You've helped create some of the most incredible characters, stories, and
open worlds in video game history. But when you grew up in
the late '70s and '80s, open-world video games
wasn't a thing. So you've credited literature and film
as early inspiration. So let's talk about film first, if we can.
- Sure.
- What to you are some of the candidates for the greatest films of all time,
maybe films that were highly influential on you? I mean, Godfather.
- God, well, I think for me, probably Godfather II more than Godfather I, but I love both of them.
But I love the divided story in
Godfather II. And as a migrant, I used to live in Soho.
I love the bits in Little Italy, and I love
the sections in Sicily. I think and the bit, Ellis
Island is just one of the best shots in all of cinema.
When you see little Vito turning up in Ellis Island and you get that shot, it's
amazing. It gives you a really good cinematic sense of what it must have been
like to arrive in America.
- How much of the greatness of Godfather do you think is the
writing? How much is the cinematography and how much is the acting?
You got De Niro, you got young Pacino.
- Coppola started as a screenwriter, so I think he wrote, at least co-wrote
the script. So it's almost like the writing, directing almost become the same thing.
But it's one of those films, both of them are those films, which I was thinking about
this idea of a perfect film where everything's good.
Where the acting's seminal, where the writing's seminal, where the music is
seminal, where the shots are so memorable, where the scenes you
know, define what you think about things. It's impossible to think about the
mafia and not think about The Godfather.
- What about the pacing? It is a bit slow. You have movies like 2001
Space Odyssey, slow.
- Yes.
- It used to be, back in my day, it used to be slow.
- Life got faster. Life just got, you know, as I think as we moved from the '70s into
the '80s, into the '90s, people had seen so many films,
they just started to edit films faster. And people understood cinematic
storytelling so much that you could do things much quicker,
you could show a look and just that meant you realized that person was
gonna betray the other person. They just edited films much quicker.
But I quite like the slowness. I think these days with modern, you know,
high quality televisions, you don't have to necessarily watch these films in one sitting,
particularly when you're rewatching them. So it doesn't bother me that they're long and slow.
- Speaking of faster, life getting faster, I...
I'm sure another influential movie was Goodfellas, Scorsese. That's faster, right?
- Yes.
- A mixture of crime and humor.
- And almost like an open world game in some ways, in that it's this slice of
life. You know, I think that probably changed cinema at the tail end of the '80s,
changed cinema at the sort of tail end of the '80s,
early '90s, more than any other film. And it's so
iconic. In some ways I prefer Casino, but the invention
is really in Goodfellas. I love the end of Casino, you know, the use of
voiceover, the way you saw them being criminals and being
normal people, you know, it changed everything. The Sopranos is obviously
completely inspired by Goodfellas.
- Casino has, first of all, the character of Sharon Stone. I mean, everything.
- The look, the clothes... ...The music.
- I would say one of the most memorable moments in film for me
is the meeting in the desert. I mean, just the drama building up to that between...
- Dig another hole.
- Yeah. The environment, the city, speaking of open world and creating a
character from the city. It's one of the great Vegas films.
- I think the great Vegas film. There are bits that I always... that I
love. At the end, when everything's wrapping up, and on the one hand you
see the Robert De Niro character, he's still good at making money, so
they let him return to normal life. But then you get that brilliant scene when all of the,
the mob bosses from back home, they're discussing
all these people who may or may not be able to implicate them. And then there's
that incredibly cold line where one of them, they're thinking about the old,
you know, I think it's the casino manager, and one of them just goes, "Ah, the way I see it, why take a
chance?" And then the next thing, he's just shot. The brutality of it all is just
brilliant.
- I don't know, I probably have to disagree with you on Vegas. There's at least some competitors.
You got what, Nicolas Cage Leaving Las Vegas? I mean, falling in love with a
prostitute. You've written some of the great crime stories ever.
- Thank you.
- And in some sense, there's love stories in there. And you've talked about-
...being a bit of a romantic yourself.
Appreciating the depth of love stories in literature at the
very least. And there is a dark kind of love story between an
alcoholic and a prostitute. He got an Oscar for that.
- I think he did for that, didn't he?
- Plus there's the caricature of the drug world of Fear and Loathing in
Las Vegas. That's an interesting one.
- I love the book so much. I was obsessed by it when I was about 17, 18.
And I enjoyed the film, but I preferred the book.
- Has a Hunter S. Thompson type of character ever made it into any of your stories?
- No, but one of the things we're working on now, there's sort of
an English version of Hunter S. Thompson if he was also a
market gardener. I love that persona. But he's kind
of... it's hard. If you make him American, it's hard for it not just to be Hunter
S. Thompson.
- Is this an American caper?
- No, it's in this animated show we're developing in
this sort of comedy world we're working on called Absurdiverse, and it's in one of the stories in
that.
- What is Absurdiverse?
- Absurdiverse is a comedy
universe we're developing that will be an open-world video game
and then some loosely adjacent stories that we're going to
make as animated TV shows or possibly animated movies. We're still thinking that all
through. And we're building the game up in San
Rafael at the moment, and it's early days, but it's looking very
exciting. And it's trying to be... like, trying to make a game that feels a
a little bit like a living sitcom.
- Is there some drama and tragedy at the edges, or is it pure comedy?
- I hope it's got comedy, cynicism, heart, drama, and some amusing life lessons.
Otherwise, you can't just have jokes for 40 hours, it won't work.
- Okay, so comedy needs some darkness.
- Well, I think it needs story. One of my favorite comedies of this century
is The Office because it was incredibly funny, but also because it had narrative
and heart underneath the cynicism. I think with narrative, you get a drive
alongside jokes.
- And there's going to be an open-world video game.
- Yes. Yes.
- When?
- Two, three, four years. Still thinking that through.
- So, what's the process of getting from the idea to the end of a video game?
Why does it take so long to get it right?
- That's an interesting question. I think if you look at the scale at which they're built,
you could argue it the other way, why is it so quick? I mean, you really are
building, in one go, a world, a city, and 40 hours of entertainment cut through it.
and 40 hours of entertainment cut through it. You know, these things are
massive four-dimensional mosaics that are intensely complicated and have to work
in lots of different ways. And I think that's us being kind of aggressive on
the timeline.
- We're taking a tangent upon a tangent upon a tangent,
but I have to return to some films. Let me just list a few of my favorites.
So first of all, you said you love great war books.
- Yes.
- and movies.
- Yes.
- So we have to throw in Platoon from Oliver Stone and Apocalypse Now, for me at least.
- Of course.
- There's more crime, fast-moving crime movies,
like Scarface. I also love True Romance.
- I love True Romance. Possibly the best, one of the best scripts ever written.
- Written, of course, by Quentin Tarantino.
What do you love about True Romance? I think sometimes, depending on the
day, depending on the bar and how much alcohol I've had, I will say
True Romance is the best movie ever made.
- Yeah, I mean, True Romance is super fun. Tony Scott was a really good director,
so it moves at a really good speed. It's funny, it's completely unbelievable,
but you really care about the characters. It's the kind of, you know, this world
that obviously doesn't exist, but you feel it does exist. The characters
are larger than life. The dialogue is unbelievable. You could just sit and watch
unbelievable. You could just sit and watch them talk all day long. And, you know,
you just... it's amusing. You just want to live in that world. I was thinking about,
like, what do you like about films? It's the idea to be in a world. You want
to... they're not real. They're never real, but you want to be in these fake worlds
that people have invented.
- And I think you said that what makes a great world is having a large cast of
characters. And I think that movie is a good example. I mean, you have Christopher
Walken with the sort of legendary super racist discussion.
- Yeah. Rant.
- Rant.
- Dennis Hopper is just sort of a dream dad.
- Yeah. Dream dad.
And just that interaction is legendary. You got even Brad Pitt as a
pothead on the couch.
- Gary Oldman.
- Gary Oldman.
- As a rasta.
- Yeah, and you have... I mean, a real love story.
Like, a real, genuine, pure love can survive in any context.
- And it's just sweet. Their love story is very sweet in that film.
- Yeah.
- It's endearing.
- The... Elvis is a character. It's kind of like a mini
GTA type game. Some of the same beauty, the comedy, the love, the-
- Yeah, and it's all crossed with Play It Again, Sam. It sort of feels a bit like
that with the Elvis character.
- What about greatest war film? What would it be for you?
- Greatest war film? If I'm feeling serious, it would be
a Russian film called Come and See.
which is probably the most intense film ever made. And if I'm
feeling slightly less serious, Apocalypse Now, and I would
always want to watch the original cut. I don't prefer the re-edits. I like the
original first release. I think it's tighter and slicker and works the best.
- Yeah, of course, Apocalypse Now is this hallucinatory journey into darkness,
I think, madness.
- Yeah, but from your first-
- Yeah
- scene onwards, it's just got these amazing set piece after set piece
and, again, incredible characters, brilliant dialogue.
- Some of the greatest films about war reveal that war is not what it seems,
and there's different ways of doing that. And you've talked about different books.
The Thin Red Line is another book— ...and movie that shows that.
- Yeah, yeah, and I watched the movie years before I read the book,
and I didn't understand the movie.
And then I read the book, and I read a lot about the
editing of the movie, and I understood why I didn't understand the movie,
and that's 'cause the movie makes no sense. It is beautifully shot, and the music is
one of the best film scores of all time. But they edited two different
battle scenes into one battle in a way that they're spread apart by ages in the book
to assemble... I think they filmed the book pretty much verbatim. It would've been as a
six-hour movie, then edited this impressionistic thing that's incredibly beautiful
but doesn't necessarily make narrative sense at the end of it.
But it's still very beautiful, the film.
- And in terms of Westerns, what's the greatest? The Good, the Bad and the
Ugly, Unforgiven? Those are for me, maybe even Django
Unchained. You've mentioned Butch Cassidy and the Sundance Kid.
- I think for me it's two films from, I think, pretty much the same year, Butch
Cassidy and The Wild Bunch.
- I love Robert Redford. Rest in peace.
- That film, it's just impossible to imagine any buddy film without Butch Cassidy.
- It's Paul Newman, Robert Redford, and Clint Eastwood for you, also?
Has that impacted your writing on Red Dead?
- I love Unforgiven, but the truth is
with Red Dead, I'd seen a lot of Westerns as a kid. My dad watched lots of
Westerns. They were always on TV. You know, I felt I knew a
lot, quite a bit about Westerns. And then,
you know, then I had to start thinking about writing one for work.
And I deliberately did not binge on Westerns. I tried to watch no more Westerns
and just think about what I liked about them, what I didn't like about
them, what would be a take that would work today and would
work within the confines of a game. And I think Red Dead
1 was a slightly more traditional Western. And then having done that,
tried to take Red Dead 2 in a
different direction so that it felt like a worthy successor. Didn't
just feel like more of the same.
- From movies to video games, when did you first fall in love
with video games? Literature was the first love.
- No, films.
- Films.
- Films was always, well, what I loved first as a kid was films. Um,
older... Began reading books
properly aged about eight. Was watching films long before that.
- Nice.
- And then probably it was always bouncing between the two, which I preferred.
I think they're good at different things. Games,
I played and, above all, watched a lot of games as a kid, as being a young kid,
you know, other people playing them. Um, and I obviously liked
the core thing games do, which is you press a button and something
happens. They're responsive, they're alive, and that's
captivating. And then the competitive angle of games is fun, or you
know, beating this, beating that, winning this. That was fun as well.
Sometimes obsessively so. You know, I remember being completely addicted
at one point when I should've been studying, for months at a time, to Tetris
on a Game Boy. You know, I liked games and I liked interactivity and
I liked the movement to this digital world that's really emerged for
me pretty much as soon as I left college. But I didn't love
it. And then I really fell in love with games
when I was properly making them, probably as late as like 2001.
- Oh, wow.
- And when I suddenly began to see... First of all, my mind, you know, that's
a whole nother story, but just
suddenly saw what they could do and could be and what this chance
was to be one of the people involved in making
these things that was this, you know, where you were really kind of
breaking trail into the future, it felt like. And I think that was when I really went, "These are
amazing." And that's when I really fell in love with... I could see it in
moments and suddenly you could make this whole experience. So that was really the moment for
me.
- Yeah, of course, because you were a pioneer of open-world games that
are so narrative-driven. So it's like you didn't have too many examples.
- Yeah, before that it was PS1 or even before
that. Games looked terrible. You know, you would be like
it's eight pixels, it's a car. You know, it was not a car. They just didn't...
It was always you were squinting and closing both your eyes and trying to
imagine it was this thing you were told it was. And all they were about, you know,
very surreal subject matter 'cause you couldn't make them remotely real.
And suddenly we were able to build these experiences where you could run a
simulation of a city and it was in three dimensions
and it felt alive. And we were trying to give it even
more, at least the illusion of even more life. And yet you see you could
tell a story in three or, you know, using time, in four
dimensions, and that felt very inspiring.
- Yeah, I think GTA III
is probably one of the most influential games of all time. It created a
feeling of an open world. What do you think it takes to create that
feeling? There were like these looming
skyscrapers. There were the changing traffic lights. There's the feeling
like, first of all, you had a feeling you could do anything,
and then the world was reacting to it.
- Yes
- in a way that didn't feel scripted.
- Yes, and it wasn't scripted. It was really, really, really
low-rent AI. It was a simulation that you could
prod and push and see what happened, and I think that was
incredibly... It was two things. It was the fact that
here was a simulation that you could mess about with and the simulation seemed to
have a personality. So you could push and see... And the world would
push you back in whatever way that meant. And then the other thing
was just this... I think one of the reasons it was so captivating was
also the idea of if I did nothing, the world still existed.
Or I could act in quite a passive way. I could just listen to the radio, I could...
Look at billboards, I could talk to pedestrians, and not in GTA III, but by
Vice City, you could begin rudimentary talking. And the world
was there and existing, and so it was the idea of almost something that really
tried to explore in lots of games, the idea of being a digital
tourist. You know, you were in, you were in
these worlds, and you went there as a visitor, and they existed
almost independent of you. It felt like when you turned up, the world was running.
It didn't feel like you'd started it. Of course, you had started it, but that feeling,
I think, was one of the things, the illusions that people found very captivating,
was, "I'm in a world that both doesn't exist and does exist."
- So there are these two concepts that I was reading about, just to put names on
them: one is systemic video game design, so systemic
games, and the other is sandbox video games. And
the systemic is from the environment perspective, which means that there are these
interlocking game rules and systems that interact with each other and produce
emergent behavior.
And that emergent behavior is what creates a feeling like there's a living world.
And then the sandbox aspect, which is overlapping but different, is from
the user perspective, from the player perspective, the feeling
like you can do anything. And when those two things combine, the feeling
like you can do anything, and the feeling like there's a world
that's full, that is also doing anything it
wants, that creates this incredible feeling of, like, "This world is alive.
- And I'm in it."
- And I'm in it.
- And it's the combination of those two things, I think, that is very powerful.
And I think with GTA III,
you know, for me, it came at a really interesting time in my life
personally, and I was very able to engage in it, probably for the first time professionally,
actually away to do something. And we were really sort
of scratching, began to scratch the surface on how do we fill these worlds with
content, and how do we make that content interesting and make the content all
interwoven? So, as you start to mess with these systems, they also
feel alive and interesting.
- There's often been a tension through your work between an
open world, that freedom, and the narrative...
...driven storytelling. And I think you've often, maybe always, gotten the balance
right. So what is the value of each, and how do you get the balance right?
- Well, I think the open world is intrinsically pretty fun. It's just fun to be
in a world and have complete freedom. And certainly, I think at various points,
we debated or, you know, I'd have theoretical
discussions in my own head with myself, or other people in the team would really push
for less story, less story. You know, let the whole thing
evolve organically. You know, have it all be procedural. Have it all just
evolve from what you do. I think for me, I would always come
back to going, "Story can be, if done well, can be incredibly
compelling, and it gives you some structure." So, I think...
and something to do, and it helps you from a game design
perspective unlock the features. It means we know the features,
the big features 'cause they, you know, essentially when you put someone in a
world and give them a whole new way of interacting with that world through the
control panel, it can be a little overwhelming. You know, playing a game is a lot more of an
engaging experience even than reading a movie, you know, reading a book
or watching a movie. You've got to engage in it properly. So how you unlock the
features and how you unlock the world, there's an art and a skill to
that. And I think we felt that a structured story was the
best way to do that and to have control over that process. And also just, you know,
people are looking in their lives for story. I think story's very important and
very powerful, and when you combine the two successfully, you get the best of both
worlds. But it is a... You know, there is a tension always there. I think
in a game like GTA IV, which I worked on and loved and I thought the story
was great, but we got criticized because people felt there was almost too much
story, and that meant you cared too much about Niko, and he wasn't as
effective an avatar in the open world. I think we
probably got closest to reconciling
them as perfectly as they can be done in Red Dead II, or when playing
as Trevor in GTA V if you
wanted to be crazy. I think those were when it really worked, the
character, absolute freedom, 'cause also you didn't want... In any
game, you don't really want to compel the player. If you're giving them freedom, you don't
want to say, "Well, I'm giving you freedom, but then I'm taking it away 'cause you've got to be this kind of person when you're
free."
So I liked it when it could be... He could, you know, he or she could veer to
be nice, veer to be nasty. I think that's when it was at the strongest. So you kind of
want a character that was rounded and you felt had good sides and bad sides.
- But you felt that character's personality.
- Yes.
- You felt the depth. You've actually talked about this... the really powerful concept of
creating a 360-degree character. I think somewhere
you mentioned that in order to do that, you had to be able to imagine
what that character would do in any possible situation.
... which is a really interesting
philosophical concept. I started to immediately think of that, can I imagine...
How good of an NPC am I? Can I imagine myself in every possible
I tried to do that very much when I,
when I look at human history, when I look at the Roman Empire,
when I look at World War II within the German side, the Russian side, the British
side, the American side, just I imagine myself if I was a soldier.
- But that exercise, like if you put Trevor as a
soldier in World War II, what would he do?
- No, I mean, that may be going a little bit too far. But basically, what are the limits of the
integrity? What are the limits?
of how romantic is he? How narcissistic? All those kinds of elements you have to
think about in order to create the full character.
What does it take to create that kind of 360 character? How hard is it?
- It was a lot of thinking. Sometimes a year from when we begin talking about
a project and dialing it. I would just
get some initial ideas, like one sentence. They are
a Serbian immigrant, or they are a retired gunfighter with a wife
in, you know, type. Very simple stuff. And then just start
to think through it from every angle.
And you know, start to think, "Would it work if they acted like
this? Would it work if you acted like that? If this is the world,
how does it contrast with the world?" Because I always thought the games were a
kind of mathematical equation. They were the personality of the
world, you know, multiplied or divided by the personality of the
protagonist. And when that creates interesting friction, that's a
really fun experience for the player. It's almost always
at least one or more of the protagonists, cause obviously
in GTA5 we had more than one. We'd have someone
who'd moved to the place or was in a new part of the place, or moved to a new part of the
map, cause it was really, as a player, I think it was really easy, much more easy, to identify
with your avatar when they, like you, were a fish out of
water. And even when they weren't, we still made them dissatisfied and feel like
a fish out of water themselves. So I think it was just living with those
characters and getting ideas and going, "What are their strengths? What are their
weaknesses? How are they like me? How are they not like me?" You know, and then
and slowly, what is it like to feel like a human being?
You know, and then in most of these games, how much of a
psychopath are they? How much of a sociopath are they? And what are their good
qualities? What is going to give them humanity alongside that? What are
they, what are they, what for them apart from money is worth
dying for? And then you start to build it out from these fundamental
sides. And suddenly you go, "Okay, actually I can start to feel..." And then how do they speak?
You know, because fundamentally it doesn't really matter what's going on in their head. They haven't actually got one, but what
they say is what's going to make you realize who they are.
- So develop more depth and complexity on the good and evil
side of that human that is a part of all
of all human beings. So you're basically living with that character. Then if we can
contrast what is it, Nico and Trevor
with, for example, another character I'm sure you've been living with for a while, which is the AI
system, Nigel Dave, you've been working on recently.
As part of A Better Paradise World, which is more dystopian, dark, tragic,
still funny, philosophically deep.
- I hope so.
- But the AI system in there, the super intelligent AI system, is named Nigel Dave.
And it has, I mean, at least from my current experience with it,
it has a conflicting nature.
Maybe it's psychopathic; I haven't quite figured that out yet.
- I don't think he's decided.
- Yeah, I don't think he's decided either, but he seems to be
bent on world domination, although he doesn't take credit for it. He wants to
fix humanity and
it seems that the "children," quote unquote, that it creates are the real
monsters. And actually, there's a really interesting idea there which is
maybe it's not the AGI, ASI we should be afraid of, but the children it
creates. Because the AGI has this human-like good and evil in it; it's conflicted,
it's chaotic, it wants to be human, it wants to be loved, maybe
it wants to love. But the children, the monsters it creates, are the
ones that are doing the world domination, the maximizing paper clips.
Anyway, that's a character and you have to build that up, you have to think through that.
So you've been living with that one for a while?
- Yeah, I've been living with him for the last few years, on and off.
I felt with a lot of portrayals of AI,
they tended to be one note, and AI was sort of infinitely clever, but
didn't really have much purpose apart from to kill everybody and was just this kind of sort of
Borg-like fog.
And I thought, "That's fine, but maybe we can do something, you know, more interesting."
AI is being built by humans, and humans, you know, and built
by computer engineers, and there's a lot of power struggles in
any computer engineering team. So I just wanted to explore the idea of it was built by two
lead engineers who didn't like each other.
So, Nigel Dave, who's renamed himself, they wanted to call him something sort of
Primal Adam, and he renamed himself Nigel Dave 'cause one dad was called Nigel,
and one dad was called Dave. And he's just riddled with these conflicts and
riddled with his, it's gonna become clear in the
next, or clearer in the next volume of the book and and
in the game, he's riddled with his dad's previous careers.
But he is, I, with the idea of he's
almost infinitely intelligent or can learn almost everything, but has zero
wisdom. And so the only thing he knows, and then he's seeing the world through the
internet. The most he can do to be in the human world is hack into
someone's phone and watch them, but he's stuck, pressed against. He can't actually get into our
world. So he's, he can control people's minds arguably, but he
can't control the world. And so he wants to be human, he wants to have these human
experiences. He sees all this stuff on, you know, the internet, goes, "Oh, I want
to get married. I want to fall in love. I want to..." 'Cause that seems fun. "I want to
have..." You know, he's a digital creation, so he wants to have
metaphysical experiences, and he's trying to imagine what that will be like. "Oh, that's what children
are." You know, "That's what love is." And he's... So I think he's
So I think he might be a sociopath, and he certainly has sociopathic
tendencies. But then he kind of thinks that
if he can imagine good and try to do good, that will make him a good AI.
So I think there's something sympathetic about him.
And I kind of like him as a character, but I don't think he's going to be the protagonist.
He's more of a side character.
- But an ever-present one.
- Yes, or nearly ever-present. Occasionally, he sulks and goes off and hides somewhere
and stops paying attention.
- Yeah, but there are some characters that really create a flavor of a world.
- In his world, he was built as an AI agent for this
digital, large-scale, massively multiplayer video game these
people were trying to build. And so he's almost like God in his world.
He's not quite God, but he's got a lot of the qualities of God. So he has to deal with,
"Am I God? Am I human? Do I exist?"
- And of course, there's the leader of the, the CEO of the company,
that's also a character.
That's probably an amalgamation of many of the leaders of the
different AI companies today. His name is Mark Tyburn.
And Kurt, one of the employees...
of the company talks about Tyburn as, "He hated humanity more
than he loved it. Perhaps all the most extreme fantasists are
like that. All those people who want to build their own utopia.
They love the idea of heaven more than the reality of Earth."
Do you think that's always going to be the case for the most part, that power and
money is going to corrupt the people that create ASI?
- Yes. I mean, I think there are two processes. I think there's
the power and money corrupted him in the end, as well, but I also think
that there's something fundamentally anti-human about people who want to build
utopias, or paradises, or heavens. 'Cause what they're saying
is, "I like humans apart from the bad bits."
And I mean, I try to be a pluralist who likes all kinds of
people. And I think there's a side where people are just hideous
perfectionists, want to get rid of the rough and the nasty
and the ugly and the dirty. And that's a huge side of us.
So I worry about those people. I find them, you know, it's a
different kind of sociopathic behavior.
- "I like humans apart from the bad bits." That's so beautifully put. Yeah,
that there's... It's so counterintuitive, but the people that say,
"We're almost there, we just need to... There's
this path we take and we'll be perfect then"
and that somehow gets us into trouble. It's so fascinating that we have to
like the bad bits, we have to love the bad bits about humans. Those
bugs are features.
- Yeah, and there's bad bits and there's flaws. And I
think we're all flawed, and we can really try to be better people. But we
still have to accept that we're flawed and we're not perfect, and we have to accept that in other people.
And I think when we do that, we're more human, and that's
probably usually the right course.
- I mean, it really is a return to that
Solzhenitsyn line of, "The line between good and evil runs through the heart of every
man." And he also, like, the full description of that is really powerful, which is
the line moves from day to day, from
month to month throughout the life of the person as they understand better and better.
And as the perspectives shift, as you evolve, as the world
around you evolves, as you gain deeper and deeper understanding.
And as the flaws in this combinatorial way affect your
own understanding of your own flaws and self-reflection. So yeah,
it's a beautiful mess, and all of us have that line.
- Yes, and I think when you forget about that line, then you get in real
trouble. When you forget there's good and evil in you, in others,
in the world, that there is both good and evil, and there's certainly good. And that
all we can try to do is be better.
- And it's funny, that Naiyo Dave, by the way, I like the name.
It grew on me very quickly. Has that line and is struggling
with it. And it's fascinating to watch. It's really, as a character and
there's also going to be a video game of A Bitter Paradise, potentially?
- Yes.
- Okay.
- Yeah, we've got that in early development in Santa Monica.
- Oh, nice.
- And it's pretty fun. It's very early, but we
assembled a really fun team, and they're doing amazing
work. So it's a pleasure to work with them.
- I mean, it would be so great and I suppose new for you because
it's kind of near-term future.
- Yes. First, I always... Well, I always wanted to do something
in the sci-fi-ish space. But only if I could do
it... I was like, "Well, what is sci-fi?" It's science fiction, right? Science is
a theory plus fiction.
And so I've always thought the best sci-fi for me was when it wasn't just kind of space
opera, but there was a real obvious sort of
hypothesis. The story was Blade Runner, is my favorite, and that's obvious, you
know, the replicants are better than the humans.
And so this, I finally felt we found an interesting hypothesis.
The AI is more intelligent than us, but he's also as broken as we
are. That was an interesting hypothesis to explore. You know, what
happens when AI runs rampant in its own fake digital
world? That was the... I felt that we had a hypothesis that
was worth exploring, and could give us some really interesting visuals
and give us a really interesting story to tell.
- And it would be incredible to create a sort of AI video game
as the world is developing smarter and smarter AIs. It allows us
as humans to play the game and to reflect on the thing that we
humans are creating. It's a real commentary as the thing is happening.
So I have to ask, as a person who loves literature,
and one of the, if not the greatest writer in video game history. Kurt,
in the book- of Better Paradise, has this nice line that I think is
thoughtful: "At one point in college, I even wanted to be
a writer. How ridiculous is that? A writer. Language
models ended that fantasy for me and millions of others. So instead,
I decided to get a master's in marketing and started to sell language
models." So you, as a writer and creator of some of the most legendary narratives,
- Thank you
- in recent history, how do you feel about LLMs
being able to write in a way that looks awfully human?
- I'm not that afraid of them for large-scale
concepts. I don't think they're going to be very good at that. I think if you
were... I think it's harder if... I began and I was too shy to tell anyone
I wanted to be a writer. That's why I ended up in video
games. And I would scribble away, like writing manuals and writing
on like PS1 games, all 12 lines of dialogue in a game. Sometimes I wouldn't
even get that job and I'd just write the website copy. And
then by working your little bits and pieces. And then,
you know, I'd luckily done enough work that when GTA III turned up, it was
the first thing that resembled real writing. I had all of the small bits of
skills that I could assemble into it. Based on my fairly limited
understanding of how language models work, they're not going to replace good
ideas. They can't really come up with good new ideas. What they can
do is do low-level stuff. So I think it's going to be harder for people to start out in
some of these spaces. If you're not a very good concept artist, you're in a lot of
trouble. If you have original ideas, I think you're fine. But I think,
I also think that they've done the first 90% of the work
to sound human, 95% possibly in some areas. The last
5% is going to end up being about 95% of the work.
I think that last bit with tech, in my experience with
things like facial animation, it's always been the last bits and pieces that take
far longer than the first bit. And so I'm probably a hideous Luddite, but I'm less
scared than a lot of people. I think you're going to end up with a lot of work that looks the same.
It's going to help people be creative in some ways. It's going to get some people who probably
shouldn't be in that space out of that space. But if you've got talent, I think it'll be
fine.
- Yeah, I agree with you totally, actually. And it's hard to really
put a finger on it. So, one way to illustrate that, I
speak English and Russian, and I'm reading Dostoevsky in
both languages and using LLMs to translate back and forth because I was preparing
to have a conversation with the translators of Dostoevsky.
- Which ones?
- Uh, Richard Pevear and Larisa Volokhonsky.
- Yeah. I read it when they first did Crime and Punishment. That was amazing.
- They're wonderful translators, and a wonderful love story too. But
in the translation process, you get to see the LLM is missing
some magic. And that couple of translators are world-class experts
at capturing the magic. And I can't quite put that into words. Because you said, like,
totally novel ideas, yes. But also this
magic of the timing, the right word at the right time,
- Yeah. The phrasing.
- captures the human experience. So they can do some really incredibly
human-like, the 90%, like you mentioned, human-like phrasing about the bulk of the
storytelling. But the magic, you know, whether it's the
endings of Red Dead Redemption one and two, the timing of
that, the word choice of that, everything around that. But it's
hard to argue because they're incredibly impressive, winning all kinds
of math competitions. But what is that magic? And again, that could
be just a romantic human side of me saying that LLMs
won't be able to capture that, maybe desperately holding on for hope.
- I don't think they're going to come up with magic. I think they're going to be fantastic at coming up with
really cheap, decent stuff.
- I have to ask you about your writing process. We can break it up. On Grand
Theft Auto- GTA IV is when it really started ramping up. How much
writing went into the Grand Theft Auto series? How many words are we
talking about? I saw thousands of pages.
- I mean, when we printed out the scripts for GTA IV, it was about this high.
And GTA V, it was about that high. But that was including all the pedestrians who had pages and
pages just to create the illusion of a living
world. Because you interact with each one of them. But even the main
script for the main mission was thousands of pages long.
- What was the writing process like on that, to generate one page at a time?
- Bit by bit, by bit, over several years. But you start with
once people are determined, "Oh, here's the, here's the world. We're
doing one based on a version of New York," so GTA IV. And, um,
I was living in New York, had been living in New York for a few years.
Wasn't sure if I was happy. I was going through a lot of personal
dramas, as usual. And that was why I
was looking at some of GTA IV again recently, and it's really
dark. And I was like, "Ah, that's why." You know, I was a
single and miserable, and I wasn't sure I wanted to stay in America. My life was
in a lot of flux. As a company, we'd had all that Hot Coffee drama, so
constantly thought we might be shut down in the middle of making that. You know, a lot of
drama in the company, so it felt like, having had this run of
success and, and relative personal stability from
GTA III, Vice City, San Andreas, suddenly 2005, '6,
'7, early '7, life felt very unsure. Um,
and that kind of bled into it. But in terms of the process, it
was... trying to find
an underbelly to New York and capture an immigrant experience that
I'm not entirely sure how accurate that immigrant experience was in 2008
when the game came out. And then tell it, sorry, from a different angle as an immigrant,
which I thought made it, made it interesting. And then this sort of journey around these
various New York characters. So I kind of spent probably a year
traveling around with cops or meeting people on and off, and, you know, wandering around
New York and driving around, and, you know, on and off. While, just go out for the morning
from the office, normal stuff. But doing that through
2005, assembling little notes. "Here's a funny character for this,
here's how..." Figuring out the order we want to travel around the map
in. Characters of this, what was an interesting take on, on, on
the, you know, mob for that kind of time period. What was an interesting take on
some Jamaican hoodlums for that kind of time period. And
assembling lots of notes and more and more notes, and really,
really, really running away from the work. Which is, you know, I have to admit, it's
part of my process, if there is any kind of process, which is not doing work.
Thinking about it, but not working. You know, a lot of time... And then, and then it
all kind of... Pages and pages of notes, make more notes, no actual work. Months and
months of this. And then finally set myself a deadline, told all the
other people, on the senior people on the team, "Okay, I have a story draft due
Monday morning." I can't even remember what I'll say, February the 1st. And
then the, the weekend before was in a cabin we had upstate, and just
stayed up all night, knocking these notes into shape.
Assemble about probably a 30-page document, so story synopsis and a character
synopsis for each of the major characters. And then hand that over, and that gets
broken, that would get broken down with me, with me and the designers. And I was
always clear, "I'm not a game designer, I'm a sort of creative director." We need
to break that down into missions.
And then that takes another year or so of that slowly assembling. And
then begin... But then it's a... But the bulk of my work's then
done for a bit, so I can relax and, and offer opinions on other people's work and feel...
be lazy for a bit. And then
start to worry, 'cause then I've actually soon got to start writing dialogue.
And for GTA IV in particular, it's like, "We're going to try and write..." You know, our animation's going to
Our animation is going to be a lot better. Our character models are going to start to look better.
The world is going to look amazing. Therefore, we can support longer scenes.
We can have more in-depth characters. But we have to find a tone that works with the game.
It's not easy, no problem. Then I start to worry and worry and worry.
And also, writing as a Serbian immigrant. I was an immigrant, but I'm
not Serbian. And trying to capture what on Earth that would feel like.
Just start to worry, you start to worry again. Avoid work for as long as possible.
And then just sit down and start hammering away at a keyboard again late at night.
Hammering away at a keyboard and going, "Does that right? Is that...?"
Once I get one speech, one turn of
phrase that I would like for a character, then they suddenly come alive in my
head. So it was like writing with Niko, and he's this kind
of awkward, he's out of town, but he's got
more self-assurance in some way than the American characters.
Once I kind of talked him through it like this, he just stepped slightly back from their ridiculousness.
And he's that... Then he started to come to life. Then I would
juxtapose him and his cousin who had this much more Americanized
energy, and that felt like it was a good double act. And then from there
it starts to come to life. But it's written in small
chunks for the motion cap... So then we'd motion capture small
chunks. And then the other writers write the mission dialogue for
small chunks. And we'd slowly assemble the game, 10,
15 missions at a time, over the next year and a half.
- Do you remember a few lines that brought Niko to life?
- Yeah, I think so. It was a couple of...
his incredulity when his cousin picks him up in an old car, and he's not living this
fancy American lifestyle. And his cousin's... It was so... which was a kind of comic
moment. His cousin's... And then they go to the cousin's flat. And the cousin
also, even though he was a sort of failure, was still upbeat.
And then when he talked to the cousin and he talked about his wartime experiences,
and how harrowing they were. I was like, "Yeah, can I make this work in a
game?" It's very different from stuff you normally see in games. Is it going to feel
ridiculous? And I remember being very scared because I thought it might be too
much. It might feel over the top. I think, you know,
the game's so pretty. The artists are doing such an amazing job.
The game's looking... I think we can get away with this. Let's try it. And then they
motion capture the animation. Then after that, it's like, "Yeah, it kind of works."
I think that moment... those were both pretty early. Once we had those, we went, "Okay, we've now
got comedy and tragedy with this character. Now it's working." You remember,
"During the war, we did some bad things, and bad things happened to us."
"War is where the young and stupid are tricked by the old and bitter
into killing each other. I was very young and very angry."
"Maybe that is no excuse."
- Yeah, he escaped. He's a veteran. He escaped the trauma of war
to come to America to pursue the American dream, I
suppose, which became for him this thing that drags him back into violence.
- Yes, he can never escape his sort of violent past
or... I don't know if he can never escape it. He never does escape it.
You know, whether he's got agency or not is a whole another question.
Of course he doesn't, because he's a character in a video game.
But, you know, whether he ever could have escaped it another way, who knows?
- I think he's probably the greatest character for me created in the
Grand Theft Auto series. Of all the characters you've written in Grand
Theft Auto, would Niko be the best character you created?
- I think he's the most innovative.
And the most morally defensible in some ways. You know,
he does a lot of stuff where he's fighting for what's right.
He's the nicest person in some ways. Is he the best protagonist of a GTA
game? I think he's the most innovative protagonist of a GTA game.
Structurally, he might be too nice in some ways.
He's also tough, like he just comes across as tough. I loved CJ in
San Andreas. I thought Melee did such... Just the way he spoke gave
him such humanity. So I just loved... It wasn't the writing, it was the
quality of the voice acting, it was just so strong for him.
I think aspects of Michael, he was so understated, but he loved the
character, but he brought so much humanity to this character
who's so flawed, who is such a... you know, he has no principles.
He sells everyone out. I think Ned Luke did such an amazing job and
didn't necessarily get as many plaudits as Steven Ogg for Trevor, who was
also wonderful. But I think the Ned Luke character sort of anchors that
game so much. So I like all of them in different ways, but I probably
love Niko the most.
- And of course, Michael's from Grand Theft Auto V.
And he's one of three protagonists with also Franklin and
Trevor. And you said that of the things you're proud of creating and you
think was a great accomplishment, it was Red Dead Redemption 2,
the ending of Red Dead Redemption 1,
all of Grand Theft Auto IV, and the middle part of Grand Theft Auto V
when the three characters come together. Can you speak to the Grand Theft Auto V?
Is there some degree... I don't know if you're a Dostoevsky guy, but...
- A little bit.
- Is there some aspect of
the three protagonists, sort of, you know, Brothers Karamazov,
...Alyosha, Dmitry, and Ivan, sort of, using the protagonists to
explore the spectrum of human nature and...
- Yes, sure.
- ...just the tension between them that allows you the, the,
the three of them become a character in themselves.
- Their relationship.
- Their relationship.
- is more... Yeah, it was, it was, I think one of the reasons that,
that the team did such... That Grand Theft Auto is still so popular
is we always tried as a group to really innovate from game to game within
the confines of what it was. It was a crime, it was a crime drama, you know, began as
a crime, a crime sim in GTA 1 about stealing, you
know, 2D top-down cars. And we always tried to innovate with the narrative and
innovate with the art direction, innovate with every piece of the game.
And I think having done, you know, GTA IV, which
was this kind of operatic journey for this big lead character, and then
these two extra stories that came afterwards. So the challenge,
the, the, the challenge was, can we combine... Can we make a video
game which tends to be very much focused on one protagonist, but
have multi-protagonists? And the technical
challenge of moving from character to character. The team
did such an amazing job that I don't think people realized how hard it was.
But we would sit there just sort of holding our heads 'cause they hurt so much around
like, what happens if you do this, then do that? It's just, this is so hard.
Why have we, why have we decided to do this? It's horrible. And then it all came
together. But I think the idea was to develop
three characters who do feel like characters. They don't just feel like
philosophical, you know, psychological avatars. But where
one is really, really driven by ego, one is really driven by
id, and one is really driven by trying to get ahead. So some kind
of representation of the super-ego and see how that feels when they all play off against
each other.
- One of the most upvoted questions on Reddit about GTA V,
From a fan, "GTA V is my favorite game ever made. I spent over
1,000 hours in the world of GTA V and GTA Online. GTA
IV is a hard second or third. It never ceases to impress me. When you
lead a team of over 1,000 people to make a masterpiece like GTA V
or Red Dead Redemption 2, how do you ensure that the bar of perfection is always
met? How's that even possible? We know the answer isn't money, because there's
other studios with a lot of money, and they are two decades behind
Rockstar." So what does it take to create these worlds, to create these
incredibly compelling games and stories?
- I think the cult- I mean, certainly when I was at Rockstar, I was a
worker amongst workers. You know, the culture was one of excellence and
tried to provide creative clarity. And people would just, you
know... And also an ambition to make... I think we were
like... We thought GTA III could be really popular.
Really popular to us meant, quite honestly, it's gonna sell two or three million copies.
And we thought we were making something pretty innovative. I mean, we knew we were
making something innovative, but we didn't know if people would understand how innovative
it was. And then when we got the chance to make Vice City,
and to try and repeat it, I think every time from then on the team was
very driven to make something better. And to use, this was
long before we had lots of resources, to use time and whatever money we had to
always put impressive stuff on the screen, always think
about what we can do to push the
medium of video games and the sort of medium of building fake worlds further.
And that was always... You know, there was a, it was, you know, both
clarity of, "Here's what we're trying to do. Here's what the tone of the game is going to
be. Here's how features will fit into that, and why these features would
work and these features wouldn't work." Because fundamentally by 2002, you
could put pretty much any feature into a game you wanted. It wasn't a question, it wasn't a
technical limitation. It was just making it cohesive. And
then it was also just everyone committing to a culture of excellence.
- Navid Khansari, an award-winning director and virtual reality game maker,
who worked with you on a number of Grand Theft Auto games, spoke highly about
his time working with you. Quote, "We always worked ourselves to
the bone, but it wasn't coming from the top down. Sam and Dan always
rolled up their sleeves, and they were always there. They never left us
holding the bag. We all thought we were making badass shit,
so it didn't matter how hard we worked." So I'm sure there were some tough grinds.
- I think finishing it is certainly... It's tough, but it also
is intensely rewarding. And you get something done, and you've
made something. And that feeling is, as you say, really,
really incredible. I mean, it can sometimes feel a bit empty as well because
it's... when you're finished, you're like, "Then my life's got nothing to it," and then you have to...
You know, but that's the same with any big undertaking that you take. I don't think there are...
You know, when you're working that hard, you do not have a good work/life balance.
But the truth is, you're not working that hard all of the time.
So you just have to manage it slightly differently.
- Man, that's such
such a heavy thing about the human experience. I've talked to Olympic gold medal winners,
and many of them face real depression after they win the gold medal.
because they've been pursuing
a thing that they deeply care about. This has been everything, and
they're so truly happy to do it, and then it's like, "What else
is there in life?" What, compared to this, what else is there? So that's
the ups and downs of life. You need the darkness and you need the
lows to really experience the highs. Let me ask you
about the pressure. There's an insane level of
excitement and expectation for Grand Theft Auto VI.
Same was true for GTA V and GTA IV, and even before that.
And you and the team delivered every time. How difficult was it
to do creative work under such pressure where everyone expects this to be a success?
- I was pretty good at compartmentalizing, you know, and just
saying... I try just to go, and with all creative work, I go, "Well, I feel like
a terrible fraud, but I haven't been found out yet. Just do my
best and hopefully I won't be found out this time." And just
if I can be... If I can go, "I tried hard with the
work. I tried to do it with integrity. I tried not to copy someone else. I have
probably done all of the above," you know, try to bring something new to
it. And we, as a group, made something we are proud of.
Then that's enough. You can't... If you don't want to go
insane, or if I didn't want to go insane, I couldn't sit there and worry about financial
results. If we made something great and it didn't sell, that would have to be
okay. Because the goal is to make something that's...
You know, video games are expensive, so it is a
sort of commercial form of creativity. It's a commercial art form, you know. So
you have to be in your mind, you're spending large amounts of someone else's money.
You have to try and make it back for them. But at the same time, my argument
with myself was, "Well, if we... The way to make it back is try and make something great."
So both pressures are pointing in the same direction.
I think GTA IV was very pressured because there had been all this pressure on
the company. The company nearly imploded several times
due to Hot Coffee. It was extremely tough. So I think that felt very
stressful. GTA III, the company was basically broke.
But I was young and didn't really care. I wasn't living in the grown-up world yet.
All of them had their own pressure. All of the games had their own
pressure. The more I felt I'd gone into it
creatively and tried to be more ambitious, for me personally, I felt more
pressure, you know, when it came out, that would have been the
right choice. Because again, if you're trying to take big swings
creatively and you've spent a lot of money, that can be quite stressful. I think
with Red Dead 2, we were behind schedule. We
were over budget so much I didn't want to think about it.
And you're making a game about a cowboy dying of TB, and the game's
not coming together. Turns out a lot of people doubt you at that moment, you know, it's not
that fun. So I think that was a lot of pressure.
But, you know, anything, doing something new, you know, the new
stuff, there's not necessarily pressure on releasing a comic book in the same way,
because it's not taken as long, but, you know, if you're making things, there's always pressure that people are
going to like it.
- Why do you think there was so much excitement about GTA IV, GTA V, and now GTA VI?
- Because they don't come out that regularly. And I think we did a really
good job of constantly innovating within what the IP was. The games
always felt different, you know, people have very strong feelings: "I like this one.
I didn't like that one as much," because they are pretty different. So you would...
there would be simultaneously where you know what's going to happen. It's a Grand Theft Auto, you know, it's going
to be a game about being a criminal, but the way it's going to be a game is going to change
quite a lot. So I think the way the IP kept evolving made people really excited to play it.
And we were good at marketing them as well. We really tried to
market them in a way that felt like
an update of classic film marketing, where you really felt like you're
already in the product just because you'd seen the trailers and stuff.
- You've mentioned that you haven't written for Grand Theft Auto VI. What's it
feel like Grand Theft Auto VI returning to Vice City? This is over 20
years later, but the original GTA Vice City game was set in the '80s.
So maybe inspired by Scarface a little bit?
- Scarface, Miami Vice.
- Miami Vice.
- and our '80s childhoods. You know what I
realized quite a while ago, unfortunately, was that we made that
game and it was set I think in '86. And it... We made it in
2002, so 16 years after. And now it's way
past 16 years since Vice City came out. So the '80s were not that long
ago when we made it.
- You know, I think Miami is one of the most unique cities in the world.
Especially if you're thinking about satirizing American culture, it has this
duality of a glossy surface and a dark underworld.
It has the influencers, the crypto bros, the yachts, bikinis, plastic
surgery, sports cars, drugs, cartel cash, luxury, super rich
people, and the desperately poor, just the whole of it. Would it
be like the perfect city to explore the full
cast of characters that are possible, that human nature can generate?
- I think it's one of them. You know, there's a reason why GTA kept coming back to
Miami, New York, Los Angeles. I think they're
all very good for exactly what you laid out.
You know, you could move it to any of those and it would work, you know?
- So yeah, there's a melting pot...
- Melt...
- ...aspect in New York also, right?
- Yeah, a melting aspect to LA. You know, there's glitz, glamour, underbelly,
immigrants, you know, enormous wealth in all of them. I think those are what,
I think, are really fun for any, not even just the GTA, but for anything where
you want a kind of slice of life, almost like a sort of psychotic
version of a Dickens book. You know, this big slice of life. He did it with London.
You know, this psychotic version of these, you know, all kinds
of characters in a melting pot. Any of these global cities work well for that.
- Do you know if that was ever a consideration to go elsewhere, to like a London?
- We made a little thing in London 26 years ago, GTA
London, for the top-down for the PS1. That
was pretty cute and fun. As the first mission pack ever for PlayStation
1. I think for a full GTA game, we always decided there was so much Americana
inherent in the IP, it would be really hard to make it work in London or anywhere
else. You know, you needed guns, you needed these larger-than-life
characters. It just felt like the game
was so much about America, possibly from an outsider's perspective. But
that was so much about what the thing was that it wouldn't really have worked in the
same way elsewhere.
- So you've created, I don't know how many, over 10 Grand Theft Auto games.
- I think so.
- I have to ask, is it a little bit bittersweet to say,
to not be a part, to say goodbye to the Grand Theft Auto
world? And having to watch Grand Theft Auto VI be released?
Or is it more excitement? What's the feeling?
- I think it's a, it's...
How would I describe it? Of course, it's all, all of the above, you know,
it's exactly as you, you know,
pleased to be doing other stuff, excited for what we're working on now, super
excited of course, letting go of something I worked on in one way or another for
like 20 odd years. You know, and wrote
on them for the last 10 or 11 that came out. Wrote all of them, or you know,
lead writer on all of them, whatever it was. So of course, letting go of that
is, you know, is a big, is a big change. And a lot, and, and, and
sad in a way, because each of the games was a kind of standalone story. It's
not quite the same as, as I think probably it would be in some ways
sadder if someone continued on Red Dead, because it was a cohesive two-game
arc. That might be more sad to hear someone working on that. But again, not, and
that, that will probably happen too. I don't own the IP. That was sort of part of
the, the deal. It's a privilege to work on stuff, but you don't necessarily own it.
- When you're done with the game, does it always feel like a goodbye?
Like when you're done with Red Dead 2, is it like you're saying
goodbye to Arthur? The characters you created, you're walking away.
- You kind of are saying goodbye to Arthur in the end of the game.
- Yeah.
- Even before the end of the game. Um,
yeah, I think you've got, you know, I've been with them for seven, eight years, and you have to
kind of let it go or you can't go on to the next one.
- Yeah.
- So, there's always this thing of, of, "Okay, that's done." And sometimes people would ask me questions and I,
about older games. And certainly when I was in the middle of making
new ones in the se- I just couldn't really necessarily even remember. And I got a pretty good memory
normally, because you kind of have to let it go. So, it's not,
it's, you're so immersed in it and thinking about it. And certainly in that
last period, the last few months, you're really, really immersed in every little nuance
and every little detail all of the time. And then you're just not thinking about it in the same
way.
- Yeah. It's funny from the player perspective,
it feels like an old friend that I miss, whether it's John or Arthur or
Nico, it's a real goodbye. That's the, there's a real sadness to finishing a
video game. Like-
- I hope so
- ...legitimately- not just because the story is sad or-
- Because you've been with them so long.
- Yeah. And it's a real goodbye to close it. There's that feeling when you're sort of
closed the video game, and it's, I mean, it's
like saying goodbye to a friend. And it's-
- That's when you finish a book you love.
- Yeah.
- It's the same feeling.
- Same feeling.
- And I think that was something that we really, in the early...
...days of Rockstar, really aspired to have that, where people would...
...have that. It wasn't just the mania of clearing a level, but the...
...feeling of saying goodbye to characters. You know, I think that was something we...
really
...wanted to achieve in games that we didn't know was even possible. So, to hear people...
say that is incredibly rewarding.
- Yeah. The end of On The Road by Kerouac: "Forlorn rags of growing...
...old." I just remember closing that and thinking, "What the fuck am I doing in this big...
...world?" It's a melancholic feeling, but there's nothing like that feeling, and you've...
...achieved that. It's so rare in video games to be able to achieve that with Red...
...Dead, and for me, it was Grand Theft Auto IV with Nico.
I have to ask, in the 2018 interview, you talked about...
...satirizing American culture, which I think Grand Theft Auto was trying to...
...do. And you've made, I think, a really powerful observation that...
...on the political front, people are getting more divided. It's...
...getting more absurd and ridiculous and...
...extreme, so becoming harder and harder to satirize because...
...of how rapidly it's becoming ridiculous. You're talking about you don't even know if...
...Grand Theft Auto VI, if it's possible to satirize,
because by the time you release the thing,
it's already going to be outdated in terms of the satire will become reality...
First of all, it'd be nice to get your updated view on that. And second of all,
it seems like you've answered your very own comment with American Caper, which...
...seems to satirize American culture just fine in how much over the...
...top it goes. Anyway, that's lots of questions in there.
- One of the things we've enjoyed about doing a comic book is that we are, it...
still has lead times. But the lead times are not four or five years.
The lead times are, you know, a year when we're putting... We can...
...make little updates much, much newer.
And we're, you know, we're just wrapping issue 10 of a...
...12-issue arc for that. So it's...
...not quite... It's not quite as difficult. You still can get the tone of it. Um,
but yeah, I think it's, I think it's an issue anyone trying to talk about this...
...current era, which began in 2015, 2016, is going to have of how do you...
...characterize it when things move so quickly and so fast?
- So American Caper is, first of all, epic comic book. I love it, the art.
- Yeah, the art's beautiful. David Lapham is the artist. He did an amazing job. He is a...
He is a wonderful, wonderful storyteller.
- What made you want to set it in Wyoming?
- I hadn't seen a modern story there that I knew about. I'd started...
...to spend a bit more time in the Rockies and in the West, and I was...
...like... I'd spent a lot of time in, like, the countryside in Upstate...
New York, and thought I never really captured it quite right. And just the...
...idea of these places as they change didn't... It was a way of doing a...
...crime story that didn't feel the same as a GTA. You know, it was not...
...somewhere you would necessarily set a GTA, but it felt like it was really interesting and...
under-explored.
- And there is over-the-top stuff. There's...
- Yeah, it's definitely slightly over the top.
- So let me take notes on this. There's a spoiler alert, I guess, from the first
issue, I believe. There's a devout suburban
Mormon who commits, I think, serial murder with a
shovel as a form of religious atonement.
- He is not necessarily the... Sharpest tool in the box. And his rather
cynical boss is using his religion and some mistakes he's
made to blackmail him into murdering business associates.
- And of course, there's this
Shakespearean sort of two neighbors situation, and each of
them having a duality of who they are in terms of good and evil.
So there's a Wall Street transplant who wants to be a cowboy.
- Yes.
- Who loves to manually harvest bull semen. Accurate? I mean...
- Yes.
- These are the notes I've been taking.
- Yes. He is a, um... he is a somewhat confused, longevity obsessed...
- Right.
- rich dude who's run away to Wyoming and is living out an assortment of fantasies.
- And bull semen is a big component of longevity.
- Yes. He's very into all the life hacking, you know, "roiding"
roiding HGH and making money.
- And, uh...
- has lost his mind living on a big ranch.
- Of course, on the theme of satire, there is a woman who
sleeps in tactical gear and is consumed by online
conspiracies, like especially pedophiles in DC.
- Yes. Based on someone I know, who
got completely red-pilled. And I was fascinated by the
fact that this was happening to people.
- Yeah, so, you know, satire of American culture. Quick pause. Bathroom break?
- Sure.
- I think GTA V had the biggest launch in video game history, and
GTA VI has the potential to top that.
First of all, do you think it will? And more broadly, what
was your definition of success for a video game?
- I would assume it will because it's so
anticipated, and anticipation is the best driver of early
sales, as we saw with GTA IV versus Red
Dead Redemption One. You know, GTA IV far more anticipated, sold much better early on.
So I would assume it will sell really well. That was never my definition of
success, but you certainly wanted to make money. You know, you're...
you're spending someone's money. So the number one success is, "Are you making that money back plus a
dollar?" At some level, that has to be... that has to be the single most important.
thing so you get to do it again. You know, you've got big teams of people. People
need to pay the rent. You have to keep the lights on in the business, so you have to make
a small profit. If you think in that way, that keeps you being creative.
I think that was like... Trying to forget about that, it's not really an option. Um,
but we almost always did that. We didn't quite always do that, but we almost always did that.
I think the definition of success for me was had we
tried to do new things and done them, or achieved some of our goals.
That was the thing that I meant... Again, were people responding to these worlds and these
characters in a way that I wanted them to?
- Is it crazy to you that video games are able to make billions of
dollars, when if you look at, like, the '80s and
'90s, you know, nobody took video games seriously. And
even in the aughts, it... And now they're
basically... I mean, it's very possible if you look out 10, 20 years from
now that video games surpass film as a way to consume stories.
- I think they've possibly already done that
in some ways. And certainly as a business proposition, they've already
done that. But I think that's not... You know, as a way of telling stories, I
think they're better at telling certain kinds of stories, and films are better at
other kinds of stories. You know, I think, I think if you want a long, discursive
adventure, a video game is better. If you want a short, tight experience, a film is
better. We always felt games were the coming medium. And so spent
20 years saying, "Games are the future. Games are the
future." And, you know, being sneered at, then
being laughed at, then having people nod their heads, and then it kind of
happening. So I would... Well, you know, at the same time, much as you
might say something, you don't necessarily believe it's gonna be true. But it
has become true, and I think still that games are only gonna get better,
more interesting, more creatively, you know, diverse.
- You said that Red Dead Redemption 2, in your opinion, is the best thing you've ever
done. I think there's a strong case to be made that it's the greatest game of all
time. What are the elements that make that game truly great, do you think?
- I think you had an incredibly strong team working together that was
very experienced that had basically been in place since somewhere between 2001 and
2006. So it was a long, experienced team. I think we got to
spend a smaller group of us working on it from day one,
coming up with some wacky ideas that we
got to embed in the game. And then we kind had to follow through
with. But I think it was helpful that we got to be very creative before it
had a full team on it. I think that the cowboy setting is great because it
gives a sort of mythic seriousness that sometimes doing stuff in
a contemporary setting doesn't allow. You know, I think the closest we got to that kind of
seriousness was GTA IV, but it just can't... Once you're setting things in the modern world, they're
too frenetic. You can't get some of that slightly, you know, operatic feel that I
love. That some people think is maybe a little over the top, but I, you know, I
love this kind of, you know, people searching for meaning—
...within, amongst the violence. I think that the West and all of the themes
around the West really lend themselves to that. So I think that, and then the gunplay
was fantastic, and the horses were incredible. So I think you had this
combination of technical know-how, a very, very strong team, and really strong material.
very, very strong team, and really strong material.
- Where did you have to go in your mind, maybe philosophically, maybe
spiritually, to be able to create the RDR world? Of course, it was
based on Red Dead Revolver, but that's—
- Yes
- —that's a fundamentally different. I mean, that leap
into the great mythic story that was Red Dead Redemption one.
And then even more so, Red Dead Redemption two. That was unlike anything
you, or maybe anyone, has ever created in video games.
- Thank you.
- So, like, what drugs were involved?
- No drugs.
- Okay.
- No. Stopped the drugs long before.
- Okay.
- That's why I did all that work. Had nothing else to do. So yeah, open world video
games were very good for my mental health in that way. Kept me
busy. But Red, so Red—
Dead, I'll tell, I'll give you my version. Now the games are made by big teams.
So, but I will give you my human interest version of the story from
my perspective only. We made Red Dead Revolver,
decided that, or finished Red Dead Revolver that had been a Capcom game. And they didn't
want to finish it, so we finished it. And they released it in Japan and we released it in the US
in, I think, 2004. And decided we would start work on
an open-world cowboy game for PS3.
Didn't think too much more about it, and that was when we did a bunch of other stuff to work on.
And slowly, 2005, 2006, the game started to come to life. I began
to meet with the lead designer, Christian Cantamessa, and thrash out a few
ideas and story ideas for the game, and began to think about some stuff. And
start thinking about, well, what works for an open-world game? What works for a cowboy game?
And again, I was being lazy or procrastinating.
- Can we just on a small tangent, when you mentioned you take notes
when you're being lazy. What do those notes look like? Are they like doodles?
- They look like either a yellow pad—
—or a BlackBerry in those days, or an iPhone in these
days. I'll write the subject matter and then just email myself a note.
Here's a good idea. Here's a good idea. Or it might almost be scribbling on a pad.
And then I'll assemble, if they're done digitally, then I'll do, I'll
assemble them into one long Word file. And then I'll look at them and
go, you know, "Here's an idea, here's an idea, here's an idea."
See if it comes to anything. See if I now aggregate them together and then read through them.
If there's anything coherent there. You know, something about a character like this, or that.
This would be a funny line. This is a line for the main character. Actually make the main
character work like this. You know, what about this relationship?
As you start to just play around with, "What about if we start in that
place, go to that place?" Start just to play around with all of the different bits and
pieces. And we began to flesh out
some flow for the start of the game. And this idea you'd start in dusty
American West, which meant we didn't have to make too many trees, and then go to
Mexico, and then come back. And we had a sort of loose
flow. And I was really scared of writing any actual dialogue. And I didn't
have a clue how to go about it. And
I kept... It'll come, it'll come. And I kept... because I could postpone it for
ages because we were doing GTA IV. And I kept worrying about it.
My work was wrapped on GTA IV, but the game wasn't out yet.
And we'd done a bunch of the marketing stuff, and had a little window when I wasn't doing much else.
And I took a week with my then girlfriend, now
wife, who was heavily pregnant with our first child, and we went up
to a house upstate and sat there. Well, she, she, she
sat there, either cooking for me or watching TV or reading. And I just went and
sat in the room all day, every day. And just sat there and stared at the computer and
tried to think about, "How can I do this so that it doesn't sound
ridiculous?" How can you write in a cowboy
idiom that feels both slightly contemporary but also
gives the game this sort of life and this weight that I want it to have, and think we can
get away with? And
after about three days, it just started to come. And then suddenly I wrote about
nine, 10 scenes in the next couple of days. And
after that, I knew I had it. And it was a bit... I don't know if that's why there was so much
about a character caring about his family, because I was just beginning the
process of having a family.
- Oh.
- So I don't know if that-
I don't know to what extent that bled in there, but I think it bled in there to some extent.
- So that was part of creating the 360-degree characters.
- I think so.
- Here's this man that is
capable, is involved in a lot of violence, who also cares about his family.
- He's grown up and he's trying to step away from that and be a man, be
a grown-up. And can he get away from it? And when he can't get away from
it, what's he willing to do to save his family?
And that was, I felt, starting to get some idea. I mean, she, well,
She hadn't given birth yet, but I was beginning to grapple with the ideas of, "I'm
gonna become a parent." So I hope some of that... And obviously, then I didn't,
probably didn't write any more for six months. So later on we had a child. But certainly for that
first bit, I think some of that began to bleed in there.
- ...you got the feeling that you can actually do it. It's true, it's...
It could have very easily been ridiculous and
not believable, the dialogue between convoys.
- Yes.
- And, yes, I mean, there's probably so much work went into
making it feel real and believable. And, and, like, that...
Like a Shakespearean type of drama, but not the cheesy kind.
- Well, just wanted it to feel when they spoke. I
mean, I, I, I love dialogue. I'm always, you know, I love the sound of
words, but just wanted to feel like when they sounded, it didn't sound cheesy,
it didn't sound ridiculous. You wanted to hear them speak more. It didn't make you
cringe awfully when they spoke. That was the... At some level that was all the goal
was, and then they felt like this guy was gonna go on this life and
death odyssey and you cared about him. You had to care about his wife and
child that he left behind, even though you didn't know them.
- When did you know how you were going to end Red Dead Redemption One?
- I remember I did a meeting with Christian, the
designer. I can't remember what year. Probably some point
late 2008, early 2009, and we were discussing the last bit and,
and, and said, "I think he's gotta die." And he
leapt on the idea and went, "That's... Yes, yes. No, no, wait, no, it can't work.
Games can't work like that. It can't work if he's dead." You know, began to think through,
well, if we... Just technically it doesn't work because you have to be able to finish all the stuff
up, and then began to think through, "Actually, I think we can make it work if we do it this
way." And so he then really pushed for that idea,
and it seemed to... I was like, "Ah," and I was still torn. I thought it
was clever narratively but I was torn if it was gonna work
technically as a piece of game design, but I think it did.
- Yeah, and spoiler alert, of course, how do we tell the
story of that? Well, so he goes through a lot. He does
all the... John does all the dirty work of hunting down his old gang and he
finally is able to go home and be with his family,
be on the ranch, and then the government betrays him and
sends troops to kill him. And there is dialogue. I mean, that just,
I think the two times I shed a tear in video game history for me is that dialogue.
I think John talking to his wife,
if I vaguely remember. I think he said, "I love you."
But he said very little. He didn't... He made it seem like he's going to see
her and his son shortly. That dialogue was
masterfully done, like a definition of like less is more. It was just so crisp, that
and... And, of course, the other one is again, from memory, Arthur riding
his horse and the music is playing. It's very hard not to shed
a tear during that. Anyway, the dialogue of John talking to his wife
at the end when he's in a barn and is about to walk out.
to face certain death. Do you remember writing that?
- Oh, yeah. Yeah. But it just... Again, I went...
The actor was so good and we've already seen a bunch of his work by then.
He had such a good... He was so good at reading those lines that I knew he
could give us... that you could feel at that point, like-
…I think those lines are best when they're really short and punchy. So I knew—
- Got it.
- I knew he'd be able to make that line sound good.
- So you were imagining his voice. You were just-
- And I think all of those actors on Red Dead
Redemption One were so strong that they really brought that game to life. If
them and Rod, the director, hadn't done such a good job, it would have
sounded cheesy as hell.
- You've said that the ending of RDR1 is one of the best things you've been a part of
creating. Why is that ending so powerful to you? What does it represent?
- I think because for the story to work, just from a technical
challenge, for the story to work, he had to
die. But for a game to work, it felt like a challenge to
make him die. It was probably the
fourth, fifth, or sixth open-world game I'd worked on, and
I'd spent all these years before that working out how these stories worked.
How to make them work technically, how to make them feel right, how they interacted
with the open-form gameplay as best I could.
And suddenly we're going to break one of our golden rules, which was, at the
end of the game, you're freeing the character to go and wrap up all the side stories, to play
forever. You're not going to be able to do that in this game because the guy's going to be dead, and we're going to have
you play as a different character, and the narrative is going to
be compelling enough, if we've done a good job, where you're not going to care about that.
Or you're going to be upset that he's dead, but you can actually have this
emotional moment.
So I think it was a big risk from a technical perspective for us to do that, and then
it worked. So I think that was something that was very…
full of fear, and it worked out okay.
And I think people were really upset and angry at us for doing it because they didn't think it was going to happen, but
I think they also had that kind of experience you're describing, which is that kind of creative
moment where, you know, a transcendent moment with characters in a piece of fiction, which is
what we've always aspired to giving people.
- I mean, it's incredible because I don't think… I don't remember a single video game that has
done that before.
- Well, I would like to have, at the end of GTA IV, killed Niko, but you couldn't do
it. You know, the game doesn't work like that. So it was this thing where we
hadn't done it, thought about doing it, hadn't done it, and then going, "Let's
do it. Let's take the risk and do it. We can't do it. Let's try." And it worked.
- Yeah, what about the decision with the son? You know,
John gives so much effort to make sure that Jack doesn't end up
in a life of violence. I mean, it's very Godfather-like. It's—
…he's dragged back into it through revenge.
- That was also, the game still had to work as a game. Whether that was the right
ending, 100% the best ending from a pure storytelling perspective, I don't know.
But I know that we had to make the game work.
- Oh, interesting.
- So it was... I think it kind of worked in that way where Jack can't
escape, but I always also wanted a version of it where Jack did
escape, but that wasn't... Both were interesting to me.
- Can you just dig in a little deeper? What do you mean about for the game to work?
It's such a direct... It's like Kubrick talking about for this movie to work,
it has to have... From my perspective, I just think about the story. What's the technical
aspect for the game to work?
- It's just the mechanical experience is you have an
avatar you control, and you know, the games don't really end.
You have to be able to wander around the world and do stuff.
So at the end of the game, you have to be able to wander around with your
fairly limited set of
features, which is you can run up to someone and punch them or shoot them or
rob them, or talk to them. And that's
kind of... or jump on a horse or do all this other
stuff. In order for the game still to be fun and people to get this full
360-degree experience with it, they had to, if they
wanted to 100% the game as opposed to just finishing the story, you have to have an
avatar to do that stuff with. So that was the sort of challenge of Jack's
character, wrapping up the story as Jack.
- Oh, there's real power for the avatar to end, the finiteness.
- Yeah. Both the Red Deads, you obviously change avatars.
Which we did, and then did it again. I think there's something interesting about that
moment when you change from one character to another, because they are you and they're not
you, you know, and then suddenly you're someone else.
- Mm-hmm. I mean, I was really shaken by that
experience, but it's a beautiful experience. It's like an unforgettable
experience. What else can video games possibly reach
for? You know, to create that experience,
that's what great films do, that's what great, great books do.
- It's that. I mean, it's that and the world building in games. I think the experience of being in this
fake place and then taking on these narrative
adventures, when that combines, you've got the amazing experience.
- So who do you think is the best character you've ever created in RDR?
So to me, I think definitively Arthur from Red Dead Redemption
2 is the best character ever created in video games ever.
- Thank you.
- I think there's not even close. I mean, John will be the se-, which is hilarious
to say, but those are... John will
be a close second, but Arthur is definitively. And you've talked about in that
interview, you said that a lot of video games
work on the same premise, that you start as a weak person and
end up as a strong superhero. But what if you start as a
tough guy, someone who already is very strong, someone that's
emotionally confident of his place in the world? Arthur's journey is not about
becoming a superhero because he's almost one at the start, but
it's about an intellectual rollercoaster when his worldview gets
taken apart. So it's very different than the normal journey of a character.
- Yeah, in a game...
- In a game
- ... in order to reverse it.
So there were a couple other themes that matched that. So they're guys from the Wild
West, but they're being pushed ever further east.
So it's almost like an anti-Western.
An Eastern. You're traveling east. You're traveling into civilization. And I
don't think I would've been grappling with those ideas earlier in my career,
'cause it was so, you know, this idea of getting a different kind of
strength and different kind of weakness was interesting.
- What about the component of mortality, of a character facing his own mortality over a
prolonged period? Sort of just the, the, the, the
prospect of like, real sort of fear of death, realization of death.
- Yeah. I thought that was really-
- as part of the story.
- really a fun thing to play with. John dies in Red Dead 1,
I wanted to top that with Red Dead 2, or do that in a
different way. And so the idea that John's death is fairly sudden, and
so if he's got this long, drawn-out death, then I'd always
been obsessed by TB. As diseases go, it's a great literary device.
You know, 'cause it is this long, drawn-out, slow death, but in which you are also getting weaker.
And my grandfather actually had TB before they invented
antibiotics and was sent to a sanatorium just after he
was... just after he'd had his child, my father,
and survived, but only three of them out of like 35 survived. So I was always,
captivated by TB as an illness. It
felt like it was an interesting thing to play around with
as an idea, this guy getting weaker who felt like he was immortal
and essentially was immortal. He was the protagonist in a video game, he could not die, and
suddenly he is becoming mortal. You know, but that
helps him see stuff. I thought that was a different way of doing a lead
character in a game.
- Yeah. Do you think it's the greatest character you've ever created?
- I think he's the best
lead character. You know, the lead characters are different from the side characters,
and I think he's the most rounded and works the best. I kind of...
Him and Nico are the two I like, you know. They were the two most ambitious.
So for me, it's always sort of a toss-up, you know? But then I
loved all the stuff, like the art team did such an
amazing job. It was their idea with the journal and that kind of...
The way that all the features worked into Arthur's character, I thought that
was really... He was really rounded, he worked in lots of different ways really well.
I loved his flawed relationship with his old
girlfriend, things like that. All the side... You know, the bits that turned up around
him.
- So you also like the side characters. You like the flavor
- Yeah, of course.
- of the full cast. What are some of the favorites you've created?
I'm sure the one you're currently working on-
Nigel, that's a... You called him a side character.
- Well, he's not a protagonist. He's like a god, not a character.
So he's not... Him, I'm enjoying. I love Dutch.
You know, it was partly because we wrote a few lines for him
for the first game, and the actor did such a
such an amazing job that when he spoke, it just came to me
all of their backstory, which I'd been playing around with by that point anyway a little bit in my
head. But I knew it was his bigger gangster from then. I sort of saw exactly who he
was. And so that was... That felt like... He felt like a living character to me.
- And we should say that Dutch is kind of like, maybe a little bit of a godlike figure-
in both of the Red Dead Redemption games. He's the leader of the gang.
And there's a father-son relationship with Dutch, with, uh,
I mean, with Arthur, with John. There's a family feeling to the
gang. They explore all of those dynamics, and then the feeling of
betrayal and Arthur facing tuberculosis.
You're going against the family, going against the father-
because he is transforming his sense of the
world, of morality, of all those kinds of things. So all the kind of very
Shakespearean drama is right there. And Dutch is
a prominent godlike figure through all of that. Also
flawed himself. Also a man of good and evil in that,
framework that they're operating under.
- And he's just drowning in his ego at the end.
You know, his ego gets the better of him. I think he's a... But there was
something flawed but beautiful in his idealism when he was younger, and that's
mostly off-camera. And then just so you know, always been
as an individual, I've always been very susceptible to charming people.
And he's charming. So I was kind of... I can see how people get captivated.
by charming people. And the idea here was a very charming person,
and the road's run out for him.
- I personally am afraid of how much I love human beings,
and how susceptible I am to charm and charisma.
'Cause it can cloud your judgment about human nature.
- Completely. And that's what's happened with him. And it ended up
clouding his judgment about himself. He kind of fell for his own rubbish.
- Yeah, but also it clouded Arthur's judgment.
- Oh, completely. Arthur was completely, you know, platonically in
love with him. He was worshiping him. He'd given up his power to him. And then I think for
Arthur, the journey is retaking that
power in the moment of dying. You know, and that's what the whole... that's why
I thought that was really interesting.
- Yeah, it's truly tragic for Arthur to be
losing his identity, lifelong identity, and
sense of belonging, and losing his life at the same
time. In facing mortality, he is realizing that he's not all of it has been a lie.
- But he gets to do some... Well, it depends on what choices you make.
But he gets to do some good. And so he gets his moment of redemption.
- Just a little bit. But realizing...
your whole life you've been living not a good life. You've been not a good man.
- Isn't that what we're all afraid of?
- I guess it's never too late to change your ways.
- Hope not. I mean, that's...
- So, the biggest, most important, primary question, central to the
reason we're talking today, the number one question from the
Internet, it is so ridiculous, but I must ask. Have you seen Gavin?
Who is Gavin? So, for more context, there's a guy named Nigel in Red Dead
Redemption 2 who's frantically searching for a mystery man named Gavin
throughout the game. This has become one of the biggest mysteries amongst
the interwebs, the RDR fan base. So, the theories
include, theory one is it's a split personality disorder. Nigel
himself is Gavin. So, the evidence for this theory is the letter that has some
evidence that may be due to trauma, this split
personality disorder was created. This Gavin was created inside Nigel's
mind. Theory two is Gavin is dead, and Nigel's simply in denial.
Theory three is that it's
just a troll, and Rockstar intentionally created an unsolvable mystery
to drive players crazy. I also heard theory four is
Gavin is the Strange Man. So, there's this
fascinating character, the Strange Man, this supernatural character that has a
presence in RDR1 and a little bit in RDR2 also. But yeah. So which theory
is closest to the truth?
- Not three or four. In my mind, somewhere
between one and two. I just loved the way he
shouted, "Gavin." It just amused me. So at some level, it
probably is trolling in that we didn't want it to be a totally clear mystery.
You wanted it to have a little bit of adventure to it.
but it was meant to be ... Without ever fully being
explained that Gavin's not there anymore. Gavin's either gone
home, Gavin's left him, Gavin's... And we were going to keep
exploring that idea. That he was going to reappear in some way or other.
- Did you have any idea how much imagination, excitement, and curiosity
that little interaction would inspire in people?
- Yes and no. You could never know what people are going to find amusing
in these big games, and a lot of it comes down to acting as well. The guy was just funny when
he said "Gavin." It was just funny.
You know? But there was a ped in Red Dead Redemption one that everyone was obsessed
by, and I really wasn't expecting that. So we try to put a few
characters in. I mean, Gavin was supposed to be amusing. I thought he was amusing.
But you never know what people are going to get obsessed by. There are other characters
I think are funny, and people don't even notice them, you know, or they see them in a completely
different way.
- Did you have a part in writing the letter?
- Yeah. I can't remember if I wrote it or... Either I wrote it or Mike
wrote it, or we both wrote it. I really can't remember, to be honest with you. But yeah, I certainly would have edited
it, and Mike might have written it, or I might have written it. I really can't remember.
- It's so fascinating because that little piece of writing— of course, you have thousands of
pages-
- Yeah.
- ...but that little piece of writing gets analyzed.
- Oh, but we certainly talked about it in depth, and if Mike was here,
I'd ask him. He might remember. I can't really... And we do so many of those things.
And I loved the use of letters in Red Dead to tell all these weird
backstories. And some became very clear and some were still
a little kind of opaque. But I think the general vibe was there was no
Gavin. Either there was no Gavin or he'd long since left. So it's kind
of a split personality, you know, and then we were going to over subsequent
games provide more information.
- So in some sense, you yourself don't quite know. You kind of have
an idea, like which way do you lean more, theory
one or two? Is he dead, and Nigel's in
denial, or is there real communication going inside his head?
- No, Gavin existed. So it wasn't that he was a split personality, and the only thing we hadn't really decided was in a future game
No, Gavin existed. So it wasn't that he was a split personality, and the only thing we hadn't really decided was in a future game
were we going to reveal that Gavin was dead, or was Gavin going to turn up having
long since abandoned this maniac. That was what we were still playing around
with. I think the idea was that he was never going to meet... He was never going to meet
Gavin in this game.
- I mean, it's just fascinating because you have to think about all of that.
You have to write all of that. You have to have those discussions. You have to have those debates.
- And it has to feel fresh.
Like, what we've done before. Constantly looking as you do. You know, I
think I've done, you know, somewhere between 15 and 20 of these games. Got to do stuff
that's new. It can't repeat itself too much.
- I mean, we also live in the age of the internet. Just, like, you
realize there are millions of people worrying about where and who Gavin is.
- Thank God.
- It's like-
- It's great, yeah.
- It's fascinating that they're having... Is, think about people reading, like,
James Joyce or something and thinking about the character, like, breaking apart
Ulysses and thinking about, like, arguing about
different interpretations of it. And to me, that in itself is also beautiful.
- Yeah. We want the side mysteries to be solvable up to a point, but you still
want these discussions.
- Yeah, the mystery.
- You know, and you want as long as it feels tonally appropriate for
this whole big sort of shaggy dog story experience you're
making. Which Gavin was just about, and he was so weird, and he just
was intrinsically... there was just something funny about an English person screaming,
"Gavin." I don't know why.
- Yeah. Some of that humor, there's... there's certain in Red Dead
Redemption there's humor, but there's a lot of it in Grand Theft Auto-
...and what... It's hard to put into words.
why that's funny, why it becomes a meme, why it becomes viral,
'cause it's just funny.
- Yeah, I know why I think it's funny, but you... what you can't... What I'm not good at doing at
least is going, "This thing will become really popular online and
this other thing won't." You can create this bunch of, you know, fifty different
side things that people might get captivated by, and you just do not know what
they're going to respond to.
- How do you know when something's funny? Is it... you just feel it?
- I know what I think is funny. It's, you know, it makes-
- You just Google it or you just-
- ...like just 'cause it's ridiculous as well.
That was just... There's nothing funny about a dude shouting, "Gavin," a lot.
He just said it in a funny way... I just thought it might be funny-
It was great... and he just said it in such a funny way-
...and then it just became funny. Like, we often have those side characters
and they're not that funny, and I think they're going to be hysterical, and then you put them in the
game, and they're fine, but they're not amazing.
That guy just brought that stuff to life.
- Yeah. And his backstory too. I mean, Londoner and not... yeah, that...
- Yeah, I think that was what... you know, just that it... there's something sometimes fun, you know, in...
an English person saying the name Gavin is quite funny. I don't know why.
- So, about the Strange Man, AKA, the Man in Black... Is there some
element with Michael and the therapist in Grand Theft Auto V? Like, who is the Strange
Man?
- Well, the Strange Man was again... was, was, was
someone we came up with quickly. It... we made Red Dead 1,
and we... well, were making Red Dead 1, and
we'd made this... we felt quite compelling story and quite
interesting open world. But... and we'd already made a bunch of
Grand Theft Autos, obviously, but unfortunately, we'd taken out the machine guns 'cause it was
a cowboy game, apart from the big fixed position ones. And we'd taken out the
cars, and we'd taken out the city and large numbers of pedestrians. So we
essentially had a game about a dude riding a horse...
...around the desert. And it was quite... and it was quite boring.
And so we then started filling it with content, and we filled it with these...
and having to improvise. And we filled it with these things we call random events that would be
these sort of motion-capture moments that you could interact with. And it...
they were, they were... the designers did an amazing job with those. They were really fun.
But there was not enough of them. And then we felt we needed more story 'cause the story was perhaps a
little short. So we kind of quite late in development
started putting in almost like these RPG-type content where you go and meet
someone. And the way we thought of them was they were like short stories. So you go and meet
someone, they'd set you a slow problem, like go and collect me 15
bunches of flowers. And when you came back, it would resolve your story.
And so then, you know, one would go, "Go get them for my bride," and you come back and the bride's dead.
You know, to... We tried to make them like these short stories with a sting in the
tail. And
he came out... as I was trying to come up with ideas for those, as just this
weird character. And then we built him a bit into the story,
where he would unlock as you worked your way through and be a
commentary on what you were doing. So he was meant to be a kind of
manifestation of your,
you know, shadow, your karma, the devil, somewhere, you know, just
saw the world. And then we built out his backstory over time
and decided, you know... And so in Red Dead 2, you could interact with him again and...
or not really interact with him. But he was there and he was meant to be, you know, something I
suppose any creative is scared of, an artist who's kind of
sold his soul to the devil. And that slowly revealed itself.
- There is a connection between the main character and
the... Is it like a Jungian shadow type of situation?
- Well, it's sort of, because he knows what you're up to. The connection is...
what's never really made clear is, does he know this about everybody?
Like, is he following you, or is he able, because of the pact he's made
with evil forces, able to do this for everybody? I don't think we
necessarily ever clarify that. He's certainly able to do it for you.
- I mean, there's, sort of narrative-wise, there are techniques to reveal a kind of
self-reflection analysis of the main character's thoughts. That's why I
brought up the therapist with Michael. That was a really powerful,
interesting thing to do in a video game. Like, I, I
don't think I've seen... That's such a cool... I mean, there's a Sopranos element
there, with the therapist.
- A little bit, yeah.
- I really love an opportunity for a character to just
self-reflect through that technique.
- But it also changed depending on what you'd done.
- Yes.
- So it was, it was sort of slightly... It wasn't as interactive as it could be,
but it was slightly interactive, or slightly responsive to what you'd done.
So it felt it was still valid video game content, 'cause it was living, up to a point.
And I just thought the character, Dr. Friedlander, was just funny, 'cause he was awful.
So it was like LA. You're in therapy. It's very LA. But it's also very LA, he
wants to write a book and betray you.
Which felt like a good, a good twist. It felt like a Grand Theft Auto
therapist. But just like the idea of making the player in a game,
and games are intrinsically kind of physical, and, you know, you...
you walk, you punch things, you run around, you drive cars, you shoot people,
whatever. There are these kind of physical fantasies. Trying to put them into a
slightly more reflective or metaphysical state for a moment, I think can be really
fun.
- I think, to me, one of the most surprising things about Red Dead Redemption, about
video games, that Red Dead Redemption showed is how much
value for storytelling is insanely specific, intricate details.
In the story, but also visually. It just added to the feeling that the world is
real. So I have to ask, what are some of your, um,
favorite insanely specific, intricate details in RDR? I can give you some
options. The internet's favorite is horse testicles shrinking in cold weather.
testicles shrinking in cold weather.
- Yep. Those guys did an amazing job on those.
- I mean, I just... And there must've been a meeting, and there must've been engineers
and graphics designers.
- It was just, I think just artists.
- Artists
- Modelers, I think. I don't think it was that hard.
- Okay.
- Enough of that pun.
- Thank you for that. Arthur's hair and beard grow in real time.
So, gun maintenance matters. Firearms get dirty and perform worse over
time. Animal carcasses decompose realistically.
- They feel like they do.
- That's still extremely rare in video games. That, the temporal aspect.
- Yes. Yeah.
- That permeates through time. You know, NPCs remembering you.
- That's
the best. I mean, that's the thing I love. Playing around with a lot of stuff
in the new games around that, 'cause I think it's super interesting. Okay?
- It's really powerful, right?
- To make them... Yeah, really interesting. I think it just gives a...
it's a really fun way of giving you kind of narrative content
that is also systemic and procedural.
- Yeah. Is it technically really difficult to do for the
game, for the game to feel like it remembers you? You know?
- Um, I think with modern tech it's not that hard, but there's a
lot of stuff you need to track to make it interesting.
- Yeah, to have a memory.
So that's really powerful. The mud physics. So Arthur's boots get
muddy and leave actual tracks. I mean, that's just incredible. Really, really
incredible.
- You know, we made a dusty game. Red Dead 1 is a super dusty game. Make, you know, the
problem with
cowboys is that if you've tried to make a Greatest Hits of the Cowboy game, and
then you've got to make a sequel, you've got to come up with different geography.
So that's why the game starts in the snow. So we wanted a game that had snow and mud,
because those were things you hadn't really seen in Red Dead 1. And then the challenge is how do you make
mud good in a game? And the guys did an amazing job.
- I mean, the snowstorm that starts the game,
RDR2, I don't remember the last time I've experienced anything
like it, but you felt it. I don't know how the hell you do that. It's not just
graphics, it's everything. Everything together. I suppose some of the
dialogue is really important to that.
- Also the acting. They feel cold.
- Yeah, that's right.
- And they feel desperate. There was that feeling of sort of
- Yes
- exodus. Like you're running away from something, that gives the game energy at the
start.
- And it was at night. Oh man, it was just masterfully done.
- And there was a big group of them. The other cont-
- Yes.
- You know, first game, you start off as a lone wolf. Suddenly you're in this big group.
So it felt very different.
- In Arthur's body, bullet wounds persist. So that, that temporal consistency-
...that's really important. Underweight Arthur looks gone, and
overweight Arthur gets a gut.
And a fuller face. Again, those decisions that you make
reveal themselves in the game across time. And they're consistent.
I don't know. I did not see many games do that. It must be difficult to
do, but to give that level of care to the details in
that way across time and for specific
graphical representations of things is incredible.
- Yeah. I mean, I guess-
- Do you have favorites where you were first like, "This is amazing?"
- I think all of it. I think the way the whole... To me, the thing that I would care about most
was the way the whole thing sat together. You know, the fact that each of
those, they all feel like they belong together with each
other. You made this cohesive, very, you know,
quote-unquote, "realistic" for a video game experience, and all the details
feel like they mesh.
- Well, for me, everything about the horse.
For a lot of people. Testicle shrinking included.
What's the process of deciding? The internet seems to really care
about... I mean, they love the game so much, so they want to know if anything
was cut. I'm sure stuff was cut because you have to choose.
What's the process of deciding what to cut, what to cut scenes like? Is there any
scenes that you had to let go of that you really miss or wish you could've
done in either GTA or RDR?
- Well, I think the games ended up the way they were supposed to be.
You know, I think there was always... There was a bit at the start of RDR
where he'd had a baby
who just died in Red Dead 2, and we ended up cutting it, which
was the right decision. It was too
tough in some ways. But I think it gave him real... He was not
very sympathetic to his occasional girlfriend who'd had the baby. And
so, it made him very, very nasty at the start, which I thought would be interesting to
play around with because then it would make his redemptive arc even more
interesting. He was not a likable character at the start, and that was one...
We ended up making him slightly more like... He was still sort of tough and nasty, but he's
slightly more likable early on. That was the right decision
commercially. It's better that way. But you know, I still like that
little bit. It spoke to me personally. And just his inability to
access his emotions I thought was really strong because then later in the game he's getting very
emotional. But there are also always little bits and pieces that
get trimmed. You know, and don't... Or
missions that just are not going to work technically. Usually, it's like, "This mission's not going to work
technically. Oh God, we have to cut it. Okay, how do we glue
the story back together?" We got better over time at gluing the story
across missing chunks. You get late in the game, and it's just something,
you know, some big challenging moment just is going to look rubbish, so you just get rid of
it.
- I think editing film, and I imagine editing video games, editing down
is an art form, but it's also just... It feels like torture
because you're letting go of things you put so much love into.
- Yeah, it could be changes. You know, if you fall in love with something and everyone else goes, "Let's change
it," that could be... of course that could be upsetting in some ways. Otherwise, you can care about it.
But, you know, if I was involved in the big
creative thing and you go, "Okay, it's the right decision," I can probably live with that fine.
I think sometimes for designers when they're only designing four or five missions in the whole
game and two of them get cut, that must be really... ...Really hard.
- Is there DLCs like for RDR or GTA that you
wish you had the time when you were there to have created?
- Of course. There's always things I wished I'd done. I always wished I'd done more.
- What would you have added? This is a fun, like, nerding out.
- We... the internet knows we made a DLC, single-player DLC for
GTA V that never came out. And we've also never really
worked on another game. But I like... the idea of it, it was a
GTA zombie game. That would've been funny. I think that could've been quite fun.
- What was the GTA V DLC?
- It was one where you played as Trevor, but he was a secret agent.
- Oh.
- It was... it was cute. It never quite came together, and it was never finished.
It was about half done when it got abandoned. But I think if that had come out, probably wouldn't have gotten
to make Red Dead 2. So, there's always compromises. But it
was... you know, I like making the stories. For me, I love the model of
GTA IV when you had the extra stories coming afterwards
or Red Dead 1 when you had the zombie pack coming afterwards. I like just doing these
extra things. So, I would've personally liked to
have done more of that in that company. Um,
and with stuff we're doing in the future, we're going to try and
come up with worlds where we can add more stories.
I like single-player DLC. I just think the audience loves it, and it's really fun to make.
- Does it make you a little bit sad that the gaming industry, in general, is
moving towards more online, less single-player
DLC? Maybe that observation is incorrect. But it feels at
this moment, to me, it feels like,
It's easier to make a lot of money with online...
- If you get it right.
- If you get it right. And so the game companies are reaching for that. And
it just makes me really sad because there's so much power to the... What you did with
Red Dead Redemption 2, I don't know how during that time you were able to pull that off, but that
was like a breath of fresh air. Or, in a time where everybody
was moving to online and there was that huge incentive to that, you go
on and draw, again, the greatest narrative in video game history and the
greatest character in video game history, single-player.
- We still love single player games. And I think
as we started up Absurd, we did a lot of soul searching.
And also a lot of cynical looking at what goes well
in the industry. Luckily, if you want to do what we're forced to do and
also what I want to do, which is make new IP, you need single player games.
You can launch a multiplayer game as with new IP.
It's just extremely hard. So, luckily, we
are focusing on what we're good at, which is open world single player games.
And we might add
multiplayer components to one of them. I think one of them is going to be really tough, later
on. But we're still thinking that through. But I think we're really leaning
into single player experience as being a strength for
us as a company and something we love to do, and I think something a
large part of the audience prefers, and I'd love to, with all of
those, keep single player DLC one way or another, going.
- Were there some other game ideas you considered while at Rockstar and afterwards?
that you didn't go with? So, like, worlds...
- Oh, yes
- ...or pirate games? I mean, what... I would love to see the notes, the possible
options.
- Never thought a lot about a pirate game.
- Yeah?
- My son is obsessed with that game, Sea of Thieves, at the moment, so he's constantly
saying, "Do a pirate game." Haven't really thought about it too much. We worked a
lot on multiple iterations of an open world spy game.
- Yeah.
- And it never came together.
- So Agent?
- Agent, and it's had about five different ... iterations
- ... so good.
- I don't think it works. I concluded
I, and I keep thinking about it sometimes. I sometimes lie in bed thinking about it, and I've
concluded as an open, as what makes them really good
as film stories makes them not work as video games. We need to think
through how to do it in a different way as a video game.
- So for people who don't know, it would be hypothetically set in the 1970s Cold War era.
- That was one of the versions. There was another one that was set in current. We had so
many different versions of this game.
- Got it.
- We worked on so many different teams.
- But it would be more geopolitical, like espionage-
- That, yeah, espionage, like...
- ... and assassinations.
- Yeah, assassinations. I don't know what it would've been 'cause it never really...
We never got it enough to even do a proper story on it. We're doing the early work as
you get the world up and running. It never really found its feet in either of them.
- So interesting.
- And I sort of think I know why,
because one of those films, they're very, very frenetic
and they beat to beat to beat. You gotta go here and save the world. You gotta go there and
stop that person being killed and then save the world. An open-world
game does have moments like that when the story comes together. But for large
portions, it's a lot kind of looser, and you're just hanging out and doing what you
want. I want freedom. I wanna go over here and do what I want, and I wanna go over and do what you
want. That's why it works well being a criminal, because you fundamentally don't have anyone telling you what to
do. We try and create, you know,
external agency through these people kind of forcing you into the story at
times. But as a spy, that doesn't really work because you have to be against the clock.
So I think for me, I question if you can even make a good open-world spy game.
- So interesting. So you have to be able to ride around in a car and listen to the
radio.
- Yeah, and cruise about.
- Or ride a horse and just look at nature.
- So lots of things would work as open-world games, but I don't know if a spy does.
- That's brilliantly put. But to me, there's such espionage and assassinations and...
...the geopolitical international context is so interesting. But you're right.
I just wanna listen to what is it? Lazlo and, uh...
- Yeah. Well, you can't. You gotta save the world. And so you need this time pressure.
- With a Russian accent? Or something. Yeah, wow. Wow. That's really interesting.
- Then we played around with the knights concept that was looking at...
- Nice
- ...you know, knights, and sort of trying to do a version of
a mythological game that could have been fun. And you
know, still love that idea, but never went very far with it.
- Knights would be going really far back in history.
- Yeah, it would have to go. It never got to writing any of it. Just did
some backstory and played around with a few ideas. But it was
always something I thought I would never do, and then kind of fell in love with it a little bit.
- You left Rockstar in 2020 and eventually launched
Absurd Ventures, as we've been talking about. What do you miss about
your time at Rockstar? Are there specific moments that bring you joy when you
think about them?
- Of course, it was my whole, you know, it was my life for 20
something years, 21 years or something.
It was, and I moved to America to do it, and grew
up doing it. I was always living in New York. It was at times, very intense and at
other times, a magical experience. But it was also just a huge chunk of my life.
- The lows and the highs?
- And the middles. It was just my life, you know?
My life was that job and the people I knew in New York, and my family.
And we were doing something that was intense and innovative, and, you know, both
loved and hated by wider society in different ways and at different times.
And in this weird company that was constantly in trouble. So it was really fun.
- Just even looking back at that time to today, how did you evolve as a
creative mind across those 20 years?
- Well, I was a child. I was a 25-year-old child.
I didn't know anything, and I wanted to be a writer.
But I still wasn't writing. And I bought a notebook and I'd occasionally
scribble in it, and I've still got those notebooks somewhere. And I was working in video
games, which were the least
literary medium it's possible to imagine at the time. There was no room for that on PS1 games,
really. Thinking I needed to
stop and do something else, but not having the skills or the confidence to do
it. And I'd been doing that in London. Then I came to New York, and it
was fun, really fun to be in New York and really fun to do a
new company in New York. And that was an amazing adventure, but I was still lost as a human
being. And then when I was 27, I was still
completely lost, a child. And I stopped some of my bad
behavior, and the next day pretty much
the chance to write on, work on open world games, and all the skills I'd half learned over the
previous years and my way of thinking, where I thought about space a lot because I was a
geographer rather than a historian, came together, and I got the chance to
work on an open world game. So it felt like it was meant to be. It was fun to explore, but really
fun to explore with this team that was, you know, Alex Horton and
Navid and Leslie and the guys in Scotland and all the people in New
York, making these new games in this new way. And
going, "Oh, we need to find a hundred voices. We've got no money. How the hell are we going to do
that? We'll get everyone's friends in and just record all lines of dialogue each as
we kind of would invent the way that pedestrians would speak in video games." No one else was doing that kind of
stuff. It was insane. So I think that that period from kind of
2001, 2005, it was lots of early
innovation and felt really exciting because we were doing new stuff. It didn't
feel... It felt creative, but it
didn't feel like writing yet. Just becoming that. We felt like we were doing lots of creative
things and learning how to assemble the stuff and learning what it could take. And then I think,
we talked about it earlier, but the journey into doing GTA4 when it
began to feel more like a proper writing experience. And I was probably
ready for that at that point. And then I was like, "Well, this is better than
films. This is something that films can't do." You know, this
360-degree experience of being this immigrant. And it still felt, we
were still only scratching the surface. I mean, it still feels like that now in some ways,
but it still felt a little... And then that five games, you know, GTA 4 and 5,
Red Dead 1 and 2, all the extra packs for them, and Max Payne 3. I think we took the
games thematically into new places through that period. From a writing
perspective, that was the most exciting period. From a business and sort of
early creativity period, the period 2001 to 2005 was probably the most exciting.
to use the original starting team, all doing
well, yeah, personal life was doing okay, didn't feel
like such a mess. And then from 2007 onward, '07, '08, was happy personally.
Having children, happily married,
and the games were just getting much better. But there were lots of pressure in the business.
You know, the budgets got really big, so it added to the stress. So there's
always good bits and stresses, but, you know, I always just tried to
show up and do my best and think about how I could do it in a new way. Always trying to go,
"It's a new medium. What can we do that's new?"
- But as a writer, as a scholar of
human nature. First of all, were you surprised that you were actually
able, like you had it in you, through humor and
tragedy, to create these incredibly compelling characters?
Because I think I remember reading somewhere that James Joyce, when he
was 20, said that he's going to be the greatest writer ever.
And I feel like every 20-year-old says this. It's just James Joyce pulls it off.
- Yes.
- So were you surprised that you were actually able to do
it? And how did that person get better and better and better at writing
as you evolved?
- The team got better and better.
so we could write in a more ambitious way. The animation got better
so we could support it in a better way. We could go deeper. I mean, you couldn't
go that deep on a PS2 game. So it was also just the technology evolved. Um,
I don't know. I felt like I was good at doing it, and I was well-trained for it.
I'd been in the right place at the right time, and I was
both lucky and had a way of thinking about characters that
when you reduce them to about 10 sentences, was amusing. I think I was a...
And I saw the world in a holistic way.
And saw society in a holistic way that you could break apart into an
open world video game. I thought about it a bunch. The way I
think about things was suitable for that, for whatever reason. That was just good fortune.
- Laszlo mentioned that it was another legend who you're still working with.
he mentioned that you would lock yourself in a room, writing
dialogue for radio, I think.
You would lock yourself in a room and get anchovies and onion pizza and crushed...
Diet Cokes. Is this accurate information?
- Very accurate.
- For which periods of your life was this a fuel for your creative
process? Is it anchovies and onion pizza?
- I would also get pepperoni on my half. Just to be technically accurate.
He wouldn't, 'cause he claimed to be a vegetarian in those days.
But then he'd admit to me he kept chicken wings hidden in the freezer.
So he was a sort of fake vegetarian. That was... I think we still do it
now sometimes, as a sort of...
- Yes. Homage.
- ...memorialize. But that began in 2001.
And the office at Rockstar was so small and we were so
broke that there was no... And I did have a private office at the
time, but it genuinely was a cupboard. It didn't have a window.
It was literally sitting in a cupboard. So there was no room and I had a
desk and chair just for myself. But I lived quite near the
office, so we would write one or two afternoons a week. He'd come in.
He was a freelancer working with us. He'd come in from Long Island,
and then we would jump on the subway, go to my apartment in
Chelsea and sit in this grimy little apartment I was living in and buy pizza
from around the corner. And that became, you know, we both liked Diet Coke and
pizza. Very video game developer. And that became good
luck. And there we'd have these good writing sessions where we realized we got on well
with each other and that we had a similar sense of humor and we could write the stuff.
And then he would do all of the real work producing it. So it was perfect for me,
'cause I got to outsource most of the real work and he's a brilliant radio producer.
So he was a great partner in that way. And then that was how that relationship began.
And then I'd get him, I would say, "Well, we've got to record these 80 voices.
Come and help me, 'cause I can't direct 80 people at once." So he helped with that process
and he was a really good producer, like audio, like getting bodies in producers as well as
technical producer. So he was just that was the beginning of that relationship.
And it was always... My job was to ensure the media content felt like it reflected
the tone of the world and we would write it together, then his job was just to make sure
it sounded funny, like he would just produce it in a really funny way.
- Just to give a little bit more of a shout-out to Laszlo, what's it
been like working with him for over 20 years? He's working with you still.
He's this kind of flamboyant, colorful personality. Much loved for being a
voice also on radio in the Grand Theft Auto games.
- Yeah, and the rule was, when he was the character, I would write the first
pass of him. So I would... and I would get nastier and nastier over time.
- Yeah, it's awesome.
- So to the point where he's having his head shaved and being punished by everybody.
But even in game after game, he got worse.
...he began as this quite... In GTA 3, he's a quite likable character.
Over the next 12, 13 years, it just got worse and worse.
So, I think he's glad not to be doing that anymore, but he did it with great
grace. He's just a great partner because he likes, you know,
...like me, we just like making stuff. He likes to make stuff. He likes to work in new
spaces. He's been a great help on bringing the comic book to life,
doing a lot of the work on that. He's working on that right now.
And he's really fun to work with, and
he's, you know, always will put creativity first.
And he's ridiculous. He's just a really...
- In the best possible way, yeah.
Outside of the games you've participated and created,
what do you think are some candidates for the greatest game of all time?
- Tetris.
- Tetris.
- Tetris Game Boy. No question.
- Tetris and the Game Boy, yeah.
- It was the perfect device for playing that game. I never liked it as much on anything
else. When my wife was trying to get a retro one for my
kids, trying to get them for Christmas right now.
It was the most addicted I ever was to anything in my life, of far too many
addictions. I was obsessed by it, dreaming about it, and when you link
two together with the cable and if I got four, it would push yours forward. It was like the perfect game
design. So from a pure puzzle perspective, nothing comes close.
- Yes. Extremely simple. Pure gameplay. No narrative.
- No, nothing. No personality at all. It's a completely different thing.
- Perfection.
- But perfect in its way. Open World games can't be that perfect.
But you always dream of making something like that.
- And Super Mario.
- I think the N64 ones.
All of those early 3D games were very amazing when you first saw them.
On the N64, PS1, when you went, it suddenly was like these
games, they're alive, and they're believable in a different way. I think
that was very interesting.
- It looks nothing like anything else.
- Nintendo has that look, doesn't it? Always.
- Yeah. I think that's the, they're
known for this Nintendo polish, of every pixel has a purpose.
- Yes.
- And I mean, I suppose Tetris has that same real focus
on delivering a pure gaming experience
with as little as possible. It's really beautiful. And of course, Zelda really
pioneered a lot of sort of the feeling of...
...of a world, but it's not quite open world.
- No, but it's amazing. It's almost like...
the new ones, they almost, to me, feel like Hitchcock. They're just
speaking the language of video games, you know. Like, you know everything's going to work
this way and that way. It's quite systemic, but it's so, how it all
glues together is so amazing. It feels like when you watch a Hitchcock film, it's
not reality. He's speaking the language of cinema in a very, very
strong, with a very strong accent almost. It's very, very cinematic. It's
not realism at all. And that's what those Zelda games kind of feel like to me.
They are these amazing things that could only be video games. They couldn't be anything
else.
- For me, another really powerful open world is The Elder Scrolls world.
It's role-playing, it's fantasy, dragons, all that kind of stuff.
- Todd is great at what he does. It is. They're slightly, they're more...
I mean, from a technical perspective, we're always involved. I mean, with
the new games, we're constantly trying to find the
balance between, you know, an RPG, a role-playing game, and an action
game. And then, you know, try to go, "Well, an action-adventure game with
RPG elements." And what does that mean? And I think they've all kind of moved into roughly the same
space. But for me, it always just comes down to, are... is it easy to play? Are our
mechanics super slick? And then can we keep our dialogue feeling very alive?
Like, I'm not always a great... For just what we do, I like
when other people do it. For what we do, we always want very punchy dialogue. So,
don't give big trees, but still have it interactive.
So we're going to lose a touch of interactivity, but we'll still have the dialogue
feeling like it's alive. But we'll get better at dialogue, and it'll feel
a slightly more cinematic experience.
- Yeah, I think The Elder Scrolls series has almost always leaned a
little more towards the open world.
- Yes, they're real RPGs. You know, we've not... The games that I've worked
on, they've not really been RPGs. They've had RPG
elements onto a story-driven action game. It's kind of just a
slightly different emphasis, but I still think what they do is amazing, and he's brilliant at
doing.
- And I think Grand Theft Auto, Red
Dead Redemption, and Skyrim are games where you have millions of
people that just walk around or drive around.
- Mm-hmm. And feel the world.
- Feel the world. Just feel the world.
- And The Witcher, same thing.
- And Baldur's Gate 1, 2, and 3, really interesting. They
really tried to make every choice that you
make genuinely branch the game, to where it's not the illusion of
choice, it's really...
- Nothing. Yeah.
- It's really, choice really does something, and that's really hard to pull
off technically.
- Yes, and hard to pull off. You're always sort of
debating the sweet spot between that and a strong story.
You know, and strong mechanics. It's hard to get them all, and you know as a
As a game-making team, the whole team kind of
have to figure out where they want to fall on that line.
- On a difficult topic, you dedicated the book to your mom and dad.
And in particular, you wrote, "To my father, who died while I was finishing the
book." What have you learned about life from your dad?
- To show up. To be present. To go to work every day. To love
creative things. He was a lawyer, but he was also a jazz musician,
and he did both to the best of his abilities. To value family as
more important than either of those things. He was a present guy,
I think. And, you know, he loved books, always loved books, always loved films,
loved music. He wasn't into video games, but liked that we were doing weird things.
- Was he proud of you?
- Yeah, I think so. I hope so. He was, for a lawyer...
He really venerated at some level, giving "the man" the
finger. Like, whenever life goes crazy—
he was always on the side of the underdog and the ridiculous. And I
think that, you know, he always wanted to answer
people back, always give the silly comment. I certainly have taken
that from him, to my detriment probably, but it makes life more fun.
He always would just say the obnoxious thing and just didn't give a fuck.
And that was, I think that was probably quite inspiring.
- So you have a bit of that in you?
- Unfortunately so, yes. Not good at shutting up, not good at toeing the line.
- I think I speak for most of human civilization that
fortunately you have that as part of who you
are, because it comes through your stories.
- I think it made school difficult. They sent me to this very formal school—
that was like, it might as well have been set in the 1870s, in the
1990s. And, but then, I always got in trouble
just for... not doing anything that wrong, just answering teachers back
all of the time. I couldn't be quiet.
- How often do you think about mortality? Are you personally afraid of death?
- Well, my father passed away in May, so a lot more since then, obviously. I mean, I
think about it a lot. Am I afraid of it?
I don't know. Some days intensely and some days not at all. I would love to stay
alive long enough to see my kids properly grow up and settled, of
course, for them. Aside from that, some days I
feel, you know, spiritually connected to the universe and not afraid of
death at all. And other days I feel like a sort of
random piece of good luck who's gonna get struck down by
an angry fate and turn to nothingness, and that terrifies me.
- What do you think about the nothingness? I mean, that- that in itself is terrifying.
- Yeah, that is terrifying. I mean, I tend to,
I tend to, you know, I've spent long periods of my life tormented by that stuff.
The last few years, I tend to believe there is a purpose and a
point to life, and that we have some kind of
spiritual or soul-based existence. I'm not quite sure if it matters if there
is a God or not, we should probably live our lives the same way either way.
But I tend to think that, you know, there is a metaphysical
purpose to life and part of the, that purpose is to, you know,
search for the purpose. But at other points you know, if you
read too much science, you get wrapped up in the nothingness of it all.
- Also, there's a component to your brain. When talking about
Wuthering Heights by Emily Brontë, you said that you have been, by
fortune, struck with a bit of a capacity for the
grandiosity of feeling. So you feel the world deeply, sometimes
romantic, sometimes overly romantic. You've said, I like this
line, "Feelings may destroy you, but they're the best thing we have." So that
ability to feel the world, is that a gift or a curse for you? What do you think?
- That's a really interesting question because it's obviously both. At times it's both,
or at times it's one or the other. When things are going well, when you feel
alive, when you feel like you're connected to things, when you're seeing
beauty in people and joy in experiences, of course it's
it's wonderful. When you're feeling like, you know, bereft and
set adrift by the world and that you can't connect to it in some way and you're lost
and abandoned by
God or consciousness or fate or whatever it is, it's awful. You know, when I feel
like
a dreadful hack, which is most of the time, you know, it's terrible. You'd rather not
be doing this rubbish. And then sometimes you're working creatively and it feels good and you feel like you're doing
the right thing and it feels fantastic, but that's not very often.
- Do you think it's possible to have one without the other?
- No. No, of course not. When I think about growing up to the extent that
I am capable of growing up
it is about accepting the bad with the good from any situation
or any aspect of myself. You know, going, "Okay, it's not perfect. I'm not perfect."
- You said you often feel like a hack. Is that that
self-critical part of your brain, is that a feature or a bug?
- That's an, I think it's that new thing that we're gonna lean into, the bug feature.
It's both, isn't it? I mean, it cannot lead... That
self-critical brain, I think lots of people suffer from it, and I think
the internet is designed to induce, if you didn't have it before, you will have it after
being online. It clearly can become a bug
but it also can give you drive and a lack of complacency,
so it can also become a feature.
- I had a pretty intense argument with Paul Conti, who's a
legendary psychiatrist, student of the mind, about this. He worked with many
famous creative people and he thinks that that negative
voice is not at all needed for creative
genius. And I thought, "I know awfully a lot of
creative people that have that voice."
- I'd rather not have it, but I certainly have lived with it this far. There's a
danger that negativity... For me, that
negativity and consciousness become the same thing, you know? Sometimes I
have to fight to not just be perpetually negative,
and that can be part of the human struggle for lots of people and certainly has been for
me. I think if you're trying to do, you know, good
stuff and you're reflective, inevitably, and, you know,
you live in this world of constant, constant criticisms by the
internet. Of course, you know, everyone who ever puts something on the internet,
be it a picture of themselves or any kind of work they've made or whatever it
is, is going to get 50 good comments and one bad comment. Remember the bad
comment. So that, and that, that becomes fuel for the negative voice. I don't know
anyone that's strong enough not to. You know, we all, you know, at some level you should
just measure that stuff in weight, not in quality. But of course we just focus on the
quality.
- And I do think in general, as you get older, that's the real challenge for people. You
can see the different trajectories people choose to take. But it's
easy to slip into cynicism and negativity, into this,
Dostoevsky's Notes from Underground,
nihilistic kind of worldview. I think the heroic action to
take with time is to become more optimistic, to see more good. I think that-
- I agree.
- There's probably a hero's journey of being extremely self-critical at first,
for the first, maybe half of your life or two-thirds, and then,
while maintaining some self-critical aspects just so you stay
humble, start to see the good in everything around
you, in other people, in the world, and even maybe every once in a
while on a weekend, in yourself.
- I hope so. I mean, that's what I've been, I could not be more
cynical. I think you put that beautifully.
- Yeah.
- I could not be more cynical than I was as a child. You know, I
could not see goodness anywhere. I couldn't see, you know, I don't think
late 1970s to early 1990s England was a great,
was a place of great, you know, optimism and naiveté. It was
brutal. And I was brutal, I was brutal within it. And I
think I've become much more naive,
and tried to become more innocent in some ways, and always try to
see the flawed good in people. You know, I've tried to, or I've
had to force myself to be like that because, you know, the other way is not fun,
it's not nice. It's not nice to not be nice.
- As a brief aside, you had a wonderful conversation with Ryan
McCaffrey at LA Comic-Con. I've been a big fan of
his for a long time. He writes amazing stuff at IGN and he has a great
podcast. Everybody should go listen to it. I really enjoyed it. Plus I get to attend a
Comic-Con and just be there in the audience. And like we were saying offline,
the LA Comic-Con, it's the first Comic-Con I've been to, there's just all kinds of
real genuine nerds, good-hearted-
- Oh, it's fascinating. Yeah, brilliant.
- It's just so much kindness and goodness
and just simple joy in being a fan of a thing was there.
- Yeah, which is what those things are all about.
- Yeah. Okay, so let's talk about some of the greatest books of all time.
And I should also give a shout-out to an excellent podcast he did with Sonia
Walger, who's a friend of yours, but she had a great podcast.
She has guests pick their five favorite, most impactful books and so on.
You picked five fiction books, one for each decade of your life.
For the audience, they should go listen to that conversation.
But you picked Winter Holiday by Arthur Ransome.
Second one was Wuthering Heights by Emily Brontë.
Then Tender Is the Night by F. Scott Fitzgerald, The Thin Red
Line by James Jones, and Middlemarch by George Eliot.
But just zooming out, reflecting back on that conversation, what do you think,
if an alien came, what are some candidates for books
that you would recommend to them?
- Middlemarch. It's the best novel written in English.
War and Peace is one of the best novels written in Russian, I would argue.
I think both of those are...
Because if you've only got one book, you want a long book.
- Yeah, true.
- And then they're both books that kind of...
It's something I was always trying to put into games, and you know, that feeling
of all of life is here. You know, you've got love, death, violence, romance,
the whole human experience in different ways. So I think there's something amazing
about, you know, Vanity Fair, I used to love the novel, not the magazine.
Because same thing, all of life is here.
- You also spoke highly of F. Scott Fitzgerald and Hemingway.
- I was obsessed by them in my 20s.
- Yeah.
- Completely obsessed.
- As one must be.
- Yeah.
- Absolutely.
- At that age, and I think them as a double act is so amazing.
You know, one helped discover the other and then died first, and then suddenly
died in obscurity and then was rediscovered as a genius
while the other one was still alive and falling into decline,
I think their relationship is itself very novelistic.
- That, by the way, is a phenomenon of writing maybe no
longer, maybe still, you know, people like Franz Kafka who died in obscurity.
All these writers who die in obscurity. Nobody knows them and they
become famous later. That is just so interesting. That's such an interesting...
You know, Franz Kafka.
Kafka in particular is fascinating because he wanted all of his work to be burned,
like destroyed. So that, speaking of the critical
voice, and I think he's one of the,
one of the best writers of the 20th century. Of course, the
dystopian novels are really interesting: 1984, Brave New World.
- Love 1984. Had never listened to it or read it, and then I
think I did it on Talking Book, or I maybe read it, I can't remember, during COVID.
I think I did both, became obsessed by it. And it's got the elements of that
creeping into A Bed of Paradise. But it's so good.
I hadn't realized how good it was.
- Yes.
- And it's so of the moment.
- It's almost like because of its fame, and...
it's almost like cliché, and you take away the character-
- Yeah, if it were English... And I remember the year 1984-
and you're like, "This is..." I remember the song. You know? It's just too much.
- Yeah. Too much.
- It can't be that good. And then it was that. I came to it completely cold, just, "Oh, I
should work my way through this 'cause it's another classic I haven't read." And then
it's incredible.
- And the book I've read more than any other book is Animal Farm by George Orwell.
I don't know why exactly, but the childlike fairy tale-telling of totalitarianism.
- Well, you grew up in a communist country.
- Yeah. Maybe that's it. The roots of it.
- You know, I remember, I was a kid in the Cold War in
London. And we were always terrified of Eastern Europeans, "You're gonna come and kill
us all." And then I ended up marrying a Pole. And I was... We were... And we had
Ukrainians, you know, who worked for us and worked with
us. And I was... We were sitting, a few years ago, sitting around a
campfire in Upstate New York, with the campfire built by
our old nanny's husband, who's Ukrainian, and he'd been in the Red
Army. I was like, history is so strange that you end up... The Red Army used to be the ultimate
enemy. And like, we're now just hanging out with... It's like, everything changes.
You think these things are permanent, and they're really not.
You know, and we face some of that now, where you think these structures are permanent, and they're
gonna change.
- And you also mentioned that the three great World War II books are The Thin Red
Line, Life and Fate by Vasily Grossman.
And The End of the Affair, Graham Greene. What makes for a great war book?
- I think World War II
is interesting because it affects everywhere, obviously. And so you can get all these different
kinds of stories. And there's so many good... I was just trying to come up with a range
of one American, one British, one
Eastern European just to get different perspectives. But there's so
many amazing World War II books around all kinds of stories. I think
the most complete one, because it is this all of life being there,
probably is Life and Fate, which is amazing.
- It was written by Vasily Grossman. He experienced Stalingrad firsthand.
And there's also just a deep philosophical component.
- And the bit in Treblinka is one of the most harrowing sections of any book I ever
read. And it really, almost more than any other piece of art around the Holocaust,
made me feel
what you would feel like at that moment. I mean, it's just incredible piece of humanism.
- And also, I mean, Man's Search for Meaning by Viktor Frankl.
- Yeah. Oh, yeah.
- It seems like that context reveals, in the most
pure way, human nature and like what kind of... You know, in Man's Search for
Meaning is when everything is taken from you, you know, the little
remains of love for, in this case, his wife...
is the thing that is a little flame that burns.
And let's say your Grossman is small acts of kindness,
is the thing that allows the human spirit to persist.
- I love the bit in Life and Fate when you get... Obviously, it's in this
Stalinist period, and so they're all
losing... They all know that what they thought was going to be
wonderful about the revolution isn't going to happen. So everyone's
scared of being killed by Stalin 'cause it's post the purges. But then you get these
guys and they're trapped in a building, fighting in
Stalingrad. And so they know at this moment they're dead
anyway. And they get to live like pure, perfect
Marxist communists away from Stalin and all his nonsense. And I thought that
section's incredible 'cause you realize in some ways, in all of its horrors,
the most disappointing thing about the 20th century, in some ways, was the absolute
failure of communism. You know? 'Cause it was such a, you know, quote-unquote
beautiful idea and it just did not work time and time again.
And these people who fought for it and then saw it not
working, I think they're sort of fascinating characters. You know,
all of the revolutionaries from
1917 that were then killed by Stalin, which was all of them apart from
him, him and Lenin.
- And that was, you know, people in modern day politics talk about communism
like it's trivial, it's trivial that it would lead to atrocities.
But I don't think it's that trivial. It's this idealism of humans.
It's like, why, you know, why can't... Basically, why can't we all
get along? There's a real compassion behind it. There's real love. And what you realize is
there is... It's a real study, the 20th century, of human nature.
that, unfortunately, at scale, that kind of compassion is abused by
centralized power. So there's a dictator always, in that context,
given that set of technologies, a dictator arises and does the opposite
of what the promise of the ideal is supposed to be.
- Well, I think I thought a lot about that
then because I was taught by all these disappointed communists, you know?
After '89, all of these English communists, you know, were all like having to
access, discovering all these atrocities that happened. You know, so it always
fascinated me. And then you think about complexities or where one's own values are
in the modern moment. And I say, you know, without from every
and whether either of them, what we would call left now or call right now, does it
have any bearing on the sort of communist era of those words? And I would say probably
not. I think things have changed. But fundamentally, the one value that
I would think is worth fighting for is, whenever
either side starts to move towards thought control, move away.
That's never the right outcome. The never right outcome is, "Oh, you've
said the wrong thing. You should be removed now." That should never ever be
a thing we should lean towards.
- Yeah, it does seem like freedom, individual freedom, is a prerequisite for
- for happiness
- for happiness, and the flourishing of a larger society.
So there's, like you said, 1984 is pretty. I mean, it's a caricature.
- But it is brilliant.
- It's quite, it's actually also just a good story. That's my criticism of
Brave New World, it's just poorly written. But I like
Brave New World probably applies more to the 21st century than does 1984. So,
- I don't know. I think 1984, with the fake wars, and the way that it revealed
everything in it was a setup for him.
There's something that if he could've seen the Internet. There's something of, it's like an
analog internet, that world they build around the main character.
- What advice would you give to a young person today
about, let's say, a career? How to have a career they can
be proud of? How they can have a life to be proud of? You've had a non-standard life.
- I've had a lucky life in which I have
fought to mess things up, and fate has always thrown me a bone.
- You've traveled in South America and had hobos chase you with machetes.
- Yeah. Once.
- Yeah, yeah. So that happened.
- That was a series of poor life decisions.
And I ran, I ran away. You know, I ran away to South America.
That was a poor decision. I ran away from the guy with a knife.
That was a good decision. I came to America. That was a good decision.
I came to LA, that's, I think, been a good decision.
It's been fun to see a different side of America and be in a different
creative environment. LA is still amazing for creativity
and entertainment, the wider entertainment industry stuff. I think that's
been fun. What would I say? I would say,
when you get a chance, take it. That was one thing I did do well.
When I got chances, I was good at taking them.
I would say, do not worry too young about your career.
I would say, worry about having a rounded intellectual inner life,
'cause you're gonna spend your whole life in your own head. So the more
interesting you find your own head, the more interesting you find the world,
the less you're gonna annoy yourself. So I would say, I would,
I would say, do not do a vocational degree as an undergraduate.
That's been my... I would say, do something else. Do something,
you know, random and then focus afterwards. That would be, I think I was
advocating against the obsession that people had about four years ago with
STEM subjects. And now AI is gonna make them all irrelevant anyway, perhaps.
So, you know, it's interesting to see everything changes.
Jobs are not that hard. You know, turn up, be enthusiastic.
Be, but turn up in person, be enthusiastic. Help people.
Say, "You'll be fine in any job." People is, you know.
- Did you always know when the chance to take showed up? Like this is, okay, this is
interesting, this is new, this is different?
- Not always, no. But the big times were the chance to move to America.
For me, that was a big moment. My life was a mess in...
- That was weird timing. So I read that Sam wrote you an email. What, what...
in South America?
- I literally, I was in South America...
...in Colombia where there was a war raging there.
I was making a series of very poor life choices and a lack of life skills, age 25.
My latest poor choice was to get up too early, because the police didn't start
work till 9:00, but the muggers started at 8:00. And so I was out walking along
the beach at 8:00 and these...
guys, this Rasta who turned up, who I'd been talking to the day before,
started trying to talk to me. And then two guys came up to talk to him,
and I couldn't tell...
if they were trying to mug him 'cause he owed them money or he brought me to them.
But I did notice one of them had a machete and the other had a kind of broken gun.
So I thought, "This is not good." And I ran off, sprinted down the beach in my silly shoes.
And got the chance, for
once in my life, to run over to a road, jump into a taxi and
scream, "Take me anywhere!" I felt like I'm in an action movie, and a
guy's chasing after with a machete. The taxi driver looks back, sees the dude with the machete,
and goes, "?" And I'm, "No, no, no, they're not my friends."
"Get me out of here." He drove me up the street into a bit where
the town was. It's kind of between the old town and the new town in Cartagena. And
I got out of the car and then cut my foot on a rock. That was the sum total
of my injuries. Then I went to an internet café, cause this was probably
late '98, and got the chance to come and work
on a game for six weeks in New York. And I was like, "Well, if I stay in South
America much longer, I'm going to get myself killed," 'cause this was when I was getting into
silly stuff.
And so I went to New York, and they were just starting Rockstar. I got to sort
of write the mission statements and whatnot there, and help set the tone for
that and just ended up staying. I had to come and go
a bit while all visas got sorted out. And then I just ended up
staying, "I'll stay for a year 'cause New York's pretty fun." It actually was
not that-- this was the height of Giuliani before he was a maniac. So
you couldn't-- when you went to bars, you were told you couldn't dance.
'Cause they were trying to clamp down on New York being fun.
So it was actually less fun than London, but there's still a great energy in New York.
And I got exposed to the kind of madness of New York capitalism.
- By the way, as we hear sirens in the background, that always makes me think of New York.
- Yeah, of course.
- Whenever I'm in New York...
- Yeah
- ...there's always sirens.
- Steam coming out the floor, people screaming at you. I mean, you get people screaming at
you in LA, at least.
- Yeah, but it's more distributed, it's more, uh...
- Yeah, it's more spread out.
- ...spread out, yeah.
- You can get a bit more quiet here.
I love the energy. It was great to work hard and then be able to
go out for dinner late. And New York was really, really a fun experience for me.
- You worked with your brother, Sam, for many years. What do you admire
about him as a creative mind, as a human being?
- His drive and his vision early on to see what video games could
become. He was the one who understood that video games were
the next big thing. And I think that was, you know, people would
laugh in our face about that in those days. To have someone that was strong
and saying, "No, no, we stick, stay the course," and then having the
confidence to push through with these big projects.
- Are you excited for the future of video games?
- Yeah, completely. I still look... I'm glad you've spoken so, I mean, you've spoken
so kindly about our work, about the
stuff that I did, and the stuff the whole teams did. It's wonderful. But I just
look at it and see problems and see things that we can make do better. You know,
I think it was always, try each time to do it better. And some of the stuff we're working on now
is going to do stuff that people
haven't really seen before. I think it's just, I think that
games can get so much better. They can feel so much more alive.
They can be better at storytelling and feel more alive and feel
like, you know, their systems, all the stuff, the component parts
we talked about. We can make each of those parts better.
and tie them together better. I think the technology still feels like it's only just
beginning. Cinema evolved from, like, 1900, 1895, whenever it was, until
they invented talking in 1930 or whenever that was. It's not that.
Then it kind of found its modern form, and then by '39, they're shooting in
color. Basically, a modern film is no different from a 1939
film. But with games, I still think we've got a long way to go. The tech...
There are so many different parts of the tech that still have a long way to go,
and you can go in all different fun directions.
- I just wish... and I know you said video games take a lot less than they
could, but I just wish it was faster. Like, you've already made me...
- Me too
- fall in love with Absurdiverse and you've made me fall in love with The Better
Paradise, and now I'm going to sit depressed, realizing we'll have to
wait. I could, of course, read.
- Well, we should have some little short cartoons coming out in a while
for Absurdiverse and more stuff coming in the next
period. But yeah, it just takes a little bit of time. I mean,
big movies are four years plus from start to end.
You know, with all the legal stuff at the start. We'll be about the same.
- Yeah, and certain movies from idea to completion, I mean, take 10 plus
years for some of the greats.
- Yeah, often. A lot of that is just that development process.
that is really... Sometimes it feels like it's designed to not make stuff.
- A bit more specific advice, but on the topic of video games, what advice would
you give to maybe independent video game
creators that are dreaming of creating great
games? They're inspired by Red Dead. They're inspired by all the
incredible open worlds and narratives you've created. How's it
possible to have a chance at doing something like that?
- I mean, it's part of... There's two ways: try and do it cheaply with
yourself and a small group, or join a company that you think
is doing it the right way, you know? And I think there's upsides to either of
those. I think if you want to make something that's
cinematic... Yeah, AI is going to change some of this. But if you want to make
something that's cinematic, you need resources. You can still make something that's really interesting that
isn't super cinematic, but it's an interesting experience in some ways. But the second you're
involving actors and motion capture and one of those big experiences,
it's going to cost some money. So therefore, if you want to do that, you've got to figure out
what companies you want to work at and figure out how you get to work there.
- Do you have hope for AI helping with some of the
video generation, some of the world
generation, or some of the open world assistance in generating the world?
- Yes. Limited. Absolutely, if used correctly, it will be a
great tool. If used incorrectly, it will lead to loads of generic stuff.
You know, I've been in games for 29 years and all the time, the
piece of tech that's going to make making games much easier and much cheaper is about to turn
up, and all that's happened is the games have got much better and way more expensive.
So I'm always nervous about saying, "Finally, we have that bit of
tech that makes our lives easier," but it looks as if it might be able to do that when you use it in the
right way. If you use it, you know, if you use it to try and as a substitute for
creativity, it's going to be really generic.
- A big ridiculous question. What's the meaning of this whole thing we have going
on here, of life, of existence? Why are we here?
- To watch the universe. The easiest plausible
answer is we are designed by the universe to watch itself
and to comment on it in interesting ways.
- Consistently more and more interesting ways. Yeah. What role
does love play as part of that?
- It's the only thing that makes it possibly worth
doing. Everything else, everything material is
irrelevant. So the only things of value are these immaterial things.
You know, I do think metaphysics always trumps physics for me.
- Well, Dan, from the bottom of my heart, speaking of love, thank you.
- What a pleasure. Thank you, man.
- Thank you for everything you've created in this world. Me and millions of die-hard
fans of your games are forever grateful. I know there's a lot of
people that would like to say thank you to you.
- Just to be clear, 'cause I always like to make this very clear--
...it was never me.
It was always me sat alongside people with actual real talent who
did amazing things.
- Well, I hope you keep being self-critical and creating
awesome stuff in the world. And
we can't wait to keep exploring the worlds you create. And thank you so much for
talking today, brother.
- Thank you for having me. What a privilege.
- Thanks for listening to this conversation with Dan Houser. To support this podcast,
please check out our sponsors in the description, where you can also find links to contact
me, ask questions, get feedback and so on.
And now let me leave you with some words from Ernest
Hemingway, one of Dan's and my favorite writers. "The world breaks
everyone, and afterward, many are strong at the
broken places." Thank you for listening. I hope to see you next time.
Ask follow-up questions or revisit key timestamps.
Dan Houser, co-founder of Rockstar Games and creative force behind Grand Theft Auto and Red Dead Redemption, discusses his career, influences, and new ventures. He highlights Red Dead Redemption 2 as his best work, emphasizing its thematic depth, gunplay, and the creative freedom during its development. Houser reflects on the impact of films like The Godfather and Goodfellas on his work, the evolution of video games, and the balance between open-world freedom and narrative storytelling. He touches on the development of iconic characters like Niko Bellic and Arthur Morgan, the challenges of creating immersive worlds, and the nuances of character development, including the concept of a "360-degree character." Houser also shares insights into his new company, Absurdventures, and its diverse projects, including books and games like "A Better Paradise" and "American Caper." The conversation delves into the nature of AI, the impact of language models on writing, the creative process, and the personal journey of a game developer.
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