Lex Fridman Podcast - #484 – Dan Houser: GTA, Red Dead Redemption, Rockstar, Absurd & Future of Gaming

Episode Date: October 31, 2025

Dan Houser is co-founder of Rockstar Games and is a legendary creative mind behind Grand Theft Auto (GTA) and Red Dead Redemption series of video games. Thank you for listening ❤ Check out our spons...ors: https://lexfridman.com/sponsors/ep484-sc See below for timestamps, transcript, and to give feedback, submit questions, contact Lex, etc. Transcript: https://lexfridman.com/dan-houser-transcript CONTACT LEX: Feedback - give feedback to Lex: https://lexfridman.com/survey AMA - submit questions, videos or call-in: https://lexfridman.com/ama Hiring - join our team: https://lexfridman.com/hiring Other - other ways to get in touch: https://lexfridman.com/contact EPISODE LINKS: Absurd Adventures: https://absurdventures.com A Better Paradise: https://www.amazon.com/exec/obidos/ASIN/B0FCYSK8VD American Caper: https://absurdventures.com/americancaper SPONSORS: To support this podcast, check out our sponsors & get discounts: Box: Intelligent content management platform. Go to https://box.com/ai UPLIFT Desk: Standing desks and office ergonomics. Go to https://upliftdesk.com/lex CodeRabbit: AI-powered code reviews. Go to https://coderabbit.ai/lex Miro: Online collaborative whiteboard platform. Go to https://miro.com/ Lindy: No-code AI agent builder. Go to https://go.lindy.ai/lex Shopify: Sell stuff online. Go to https://shopify.com/lex LMNT: Zero-sugar electrolyte drink mix. Go to https://drinkLMNT.com/lex OUTLINE: (00:00) - Introduction (01:29) - Sponsors, Comments, and Reflections (11:32) - Greatest films of all time (23:45) - Making video games (26:36) - GTA 3 (29:55) - Open world video games (32:42) - Character creation (36:09) - Superintelligent AI in A Better Paradise (45:21) - Can LLMs write video games? (49:41) - Creating GTA 4 and GTA 5 (1:01:16) - Hard work and Rockstar's culture of excellence (1:04:56) - GTA 6 (1:21:46) - Red Dead Redemption 2 (2:01:39) - DLCs for GTA and Red Dead Redemption (2:07:58) - Leaving Rockstar Games (2:17:22) - Greatest game of all time (2:22:10) - Life lessons from father (2:24:29) - Mortality (2:41:47) - Advice for young people (2:47:49) - Future of video games PODCAST LINKS: - Podcast Website: https://lexfridman.com/podcast - Apple Podcasts: https://apple.co/2lwqZIr - Spotify: https://spoti.fi/2nEwCF8 - RSS: https://lexfridman.com/feed/podcast/ - Podcast Playlist: https://www.youtube.com/playlist?list=PLrAXtmErZgOdP_8GztsuKi9nrraNbKKp4 - Clips Channel: https://www.youtube.com/lexclips

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Starting point is 00:00:00 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 Redoubt Redemption 1 and 2
Starting point is 00:00:21 has some of the deepest, most complex and heart-wrenching characters and storylines ever created in video games. Dan has started a new company, Absurd Ventures, 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,
Starting point is 00:00:52 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 and 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 day 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. And now a quick few seconds
Starting point is 00:01:30 mention of a sponsor. Check them out in the description or at lexfremonts.com slash sponsors. It's the best way to support this podcast. We got a lot of amazing sponsors. I haven't been doing too many podcasts, so please, please go support all of these sponsors. There's stuff organizing your documents,
Starting point is 00:01:46 there's stuff for your office, there's stuff for your health. Please go support them. To be specific, we got box for company-wide content organization, uplift, desk, from my favorite office desks, Code Rabbit for AI-powered code review, Mero for brainstorming ideas with your team,
Starting point is 00:02:04 Lindy for AI agents, Shopify for selling stuff online, and Element for Electrolites. Choose wisely my friends or choose all of them. And now, onto the full adderies. I try to make them interesting, but if you skip, please still check out the sponsors. Like I said, I'm not doing any podcast, so your support with these sponsors is really helpful.
Starting point is 00:02:24 And I think you'll enjoy it. I enjoy their stuff, maybe you will too. To get in touch with me, for whatever reason, go to lexstreamin.com slash contact. All right, let's go. This episode is brought to you by a new sponsor, Box. You probably know of them. It's a cloud-based platform for content management, file sharing, and collaboration for businesses. But the thing in particular I would like to talk about is how they're using AI.
Starting point is 00:02:49 Their Box AI is an industry-leading content management platform. They do an incredible job of taking a lot. large number of unstructured documents. So think like contracts, like legal documents, invoices, financial documents, resumes, and so on. Take all of that and be able to query it and automate workflows with those documents and build agents on top of those documents. Box, in general, has a long track record working with businesses and organizing large amounts of documents. And now building on that track record, they're using AI to manage and organize and organize and organize those documents in a way that makes them accessible and you can do all kinds of
Starting point is 00:03:29 extractions, ask questions, derive insights, and obviously do all of that in a secure way, in a compliant way, and it is why over 115,000 enterprises trust Box. If you want to help scale AI across your organization, go today to box.com slash AI. That's box.com slash AI to learn more. this episode is also brought to you a sponsor that always brings a smile to my face because I have been sitting behind the product they create for many years, Uplift Desk, I have so many of them, I think they're self-replicating at this point, they're having children on top of each other, I really don't know why I have that many, it's just purely out of love. I have never had a negative experience with anything related to Uplift.
Starting point is 00:04:20 This is long, long, long before they were a sponsor. frankly, believe they're a sponsor, go by all of their stuff. They create, obviously, incredible standing desks. There's a bunch of other stuff, you know, chairs and all kinds of ergonomic solutions. But really, the variety, the qualities, all there. It's also in Austin, my main desk for basic computer work. It's my main desk for robotics work. It's my main desk for everything.
Starting point is 00:04:47 Go to upliftdesk.com slash Lex. Use code Lex to get four free accessories, free same day. shipping, free returns, a 15-year warranty, and an extra discount off your entire order. That's U-P-L-I-F-D-E-S-K.com slash Lex. This episode is also brought to you by a new sponsor, an awesome new sponsor called CodeRabbit. It's a platform that provides AI-powered code reviews directly within your terminal, making sure that you get to production-ready code as quickly as possible. CodeRavit CLI integrates really nicely into existing CLI coding agent workflows.
Starting point is 00:05:28 It serves as a backstop for tricky hallucinations and logical errors that AI coding agents at times can generate. It supports all programming languages that you can think of JavaScript, TypeScript, Python, Java, C Sharp, C++, Ruby, Rust, Go, PHP, and much more. Super nice, terminal native experience. It does a really nice job of handing off their view context, your AI coding agent. also does a really nice job of understanding the full context of complicated project dependencies. And the fixes are easy. One click, it applies the review suggestions instantly without manual cold changes. And it has a pretty good free tier for individual developers, which means you could try it out.
Starting point is 00:06:13 And see for yourself how incredible it really is. So go install Code Rabbit CLI today at CodeRabbit.a.i. That's code rabbit.a.ai slash lex. This episode is also brought to you by Miro, an online collaborative platform. We talk extensively in this episode with Dan Hauser about his writing process. And boy, it's a torturous journey. As everybody that goes through the ideation process in any kind of context, whether it's in writing and design and programming, all of that,
Starting point is 00:06:45 it's a difficult and painful process. It's full of procrastination, all the different human blockers. that Stephen Pressfield's War of Art's excellent book writes about. And a lot of times it really is about having the right tools to make sure when the ideas come from wherever it is in the ethereal realm that the ideas do come from, that they have the right kind of workflows and mechanisms to pour out of your mind and out of your soul
Starting point is 00:07:10 and to do so in a collaborative way in a collaborative environment. So Miro is an incredible tool for doing just that, all kinds of ways of doing ideation together, sticking those screenshots, diagrams, prototypes, all of that. You can create, you can share, you can collaborate on. It makes the whole process fun. Help your teams get great things done with Mero. Go to Miro.com and find out how.
Starting point is 00:07:35 That's M-I-R-O-com. This episode is also brought to you by Lindy, a platform that helps you build multiple AI agents in minutes. they're basically pushing the cutting edge of generating the full stack including front end background databases and all the integrations so this isn't just about generating code
Starting point is 00:07:57 in a specific narrow context it's about deploying a fully tested digital business and they very much focus on generating stuff that works which is not a trivial thing when you are generating the full stack
Starting point is 00:08:12 they're calling it the Lindy build which goes from the original idea to the working app end-to-end. I mean, this is a really difficult problem to solve and an impactful one, so I'm glad that great companies like Lindy are pushing the state of the art in this. Sign up at Lindy.a.ai slash Lex to get two weeks free
Starting point is 00:08:33 plus 50% off a pro plan for a year. That's Lindy.a.i slash Lex. This episode is also brought to you by Shopify, a platform designed for anyone to sell anywhere with a great-looking online store. It is also the platform that demonstrates the magic and the power of Robion Rails shows that it can scale. And it is also a platform whose CEO is both still an engineer and a philosopher and
Starting point is 00:09:04 obviously a business guy. Go listen to the GHS episode where he celebrates Toby on both the engineering and the human side. But anyway, enough about humans. Let's talk about the tooling. Shopify is a tool, and it's a tool that has thousands of integrations and it allows you to ship an online store
Starting point is 00:09:21 and sell a bunch of stuff and very little effort. Even I was able to do it at Lexframer.com slash store to sell a few shirts. I should probably add more shirts because shirts are cool. I'm currently, as I record this, I'm wearing a super cool pink Floyd shirt. Don't know where I got it, but it was certainly a Shopify store.
Starting point is 00:09:39 Sign up for a $1 per month trial period at Shopify.com slash Lex. That's all lowercase. Go to Shopify.com slash Lex to take your business to the next level today. And finally, friends, thank you for sticking with me today. This episode is brought to you by Element, an old friend, a companion, a comrade, if you will, that I'm slipping on right now. You know, I'm speaking these words to you in Boston, in a hotel room.
Starting point is 00:10:06 Not really sure where I am in this too big world, in this too short life, trying to figure it all out, working on human-robot interaction with humanoid interactions with humanoid's and quadrupeds, enjoying life, enjoying the brief escape, into the realm of ideas, into the realm of math and rigor and code, into the process of exploring the unknown. It is the thing that makes me truly happy. It is one of the things that makes me happy. And one of the things that makes me happy and healthy is making sure I get enough electrolytes, given that I'm still doing one meal a day,
Starting point is 00:10:41 given all the crazy fasting I do and the physical exercise and the mental toll of working crazy hours and sometimes not getting enough sleep, all of that, I just feel better when I get the electrolytes in. So get a free account sample pack with any purchase. Try it to drink element.com slash Lex. This is the Lex Friedman podcast that supported. 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, dear friends, here's Dan Hauser. You've helped create some of the most incredible characters, stories and open worlds and video game history.
Starting point is 00:11:38 But when you grew up in the late summer, 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.
Starting point is 00:12:01 Well, I think for me, probably Godfather 2 more than Godfather 1, but I love both of them. But I love the divided story in Godfather 2. There's a migrant. I used to live in Soho. I love the bits in Little Italy. And I love the sections in Sicily. So I think, and the bit at 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. Well, 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.
Starting point is 00:12:51 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 are, you know, define what you think about things. you know, 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 of my day, it used to be slow.
Starting point is 00:13:22 Life got faster. Life just got, you know, 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 realize that person was going to betray the other person.
Starting point is 00:13:44 They just edited films much quicker. But I quite like the slowness. I think these days with modern, you know, high-quality televisions, you have to necessarily watch these films in one sitting, particularly when you're re-watching them. So it doesn't bother me that they're long and slow. Speaking of faster, life getting faster, I'm sure another influential movie was Goodfellas, Scorsese.
Starting point is 00:14:05 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 see, you know, I think that probably 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.
Starting point is 00:14:31 You know, the use of voice over the way you saw them being criminals and being normal people. You know, it changed everything. I mean, the Sopranos, obviously, is completely inspired by Goodfellas. Yeah, 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, it's just the drama building up to that.
Starting point is 00:14:57 Big 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. The 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 mob bosses from back home, they're discussing all these people who may or may not be able to implicate them.
Starting point is 00:15:28 And then there's that incredibly cold line. And one of them, they're thinking about the old, you know, I think it's a casino manager. and one of them just goes, ah, the way I see it, why take a chance? And then the next thing is 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.
Starting point is 00:15:45 You got with Nicholas Cage leaving Las Vegas. I mean, falling in love with the 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 and literature at the very least. And there is a dark kind of love story between an alcoholic and a prostitute. You got an Oscar for that.
Starting point is 00:16:15 I think you 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 first.
Starting point is 00:16:33 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 you 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 the, 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
Starting point is 00:17:17 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 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.
Starting point is 00:17:50 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 games in that world? 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?
Starting point is 00:18:15 Why does it take so long to get it right? That's an interesting question. I think 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. You know, these things are massive, four-dimensional mosaics that are intensely complicated and have to work in lots of different ways.
Starting point is 00:18:40 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 and movies. Yes. So we have to throw in a platoon from Oliver Stone and Apocalypse Now, for me at least. Of course. There's more crime, fast-moving crime movies, like Scarface.
Starting point is 00:19:09 I also love True Romance. 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 had, I will say true romance is the best movie ever made. Yeah, I mean, true romance is super fun.
Starting point is 00:19:30 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 unbelievably, 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, like, you know, what do what you like you like about,
Starting point is 00:19:55 films, it's the idea to be in a world. They're not real. They're never real, but you want to be in these fake worlds that people have invented. 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 a sort of legendary super racist discussion. Rant. Dennis Hopper is just sort of dream dad. Yeah, dream dad. And just that interaction is legendary. You got even Brad Pitt There's a pot-head on a couch. Gary Oldman. Gary Oldman.
Starting point is 00:20:27 Gary Oldman. 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. It's endearing. The Elvis is a character. It's kind of like a mini-GTA-type game.
Starting point is 00:20:46 Some of the same beauty, the comedy, the love. Crossed with play it again, Sam. It 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,
Starting point is 00:21:09 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. From the first scene onwards, it's just got these amazing set-piece
Starting point is 00:21:27 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
Starting point is 00:21:45 and movie that shows that. 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 because the movie makes no sense.
Starting point is 00:22:04 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's spread apart by ages in the book to assemble. I think they filmed the book pretty much verbatim that would have been as like a six-hour movie then edited this impressionistic thing
Starting point is 00:22:21 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.
Starting point is 00:22:44 I love Robert Redford, rest in peace. That film, it's just impossible to imagine anybody 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.
Starting point is 00:23:06 They were always on TV. I knew, 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 One 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.
Starting point is 00:23:46 From movies to video games, when did you first fall in love with video games? games. Literature was the first love. No, films. Films. Films was always, well, what I loved first as a kid was films. Older, began reading books properly aged at about eight, was watching films long before that. And then probably it was always bouncing between the two, which I preferred.
Starting point is 00:24:13 I could at different things. Games, I played and above all watched a lot of games as a kid as being a young kid. and, you know, other people playing them. 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.
Starting point is 00:24:33 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 have 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
Starting point is 00:24:55 that's really emerged to 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 other story, but just suddenly saw what they could do and could be and what. 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.
Starting point is 00:25:31 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, and before that, it was PS1 or even before that, games looked terrible. You know, that you would be like it's eight pixels.
Starting point is 00:25:58 It's a car. You know, it was not a car. It was, 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, because you couldn't make them remotely real. And suddenly we had, 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
Starting point is 00:26:23 and we were trying to give it even more, at least the illusion of even more life and yet you could tell a story in three or using time in four dimensions and that felt very inspiring. Yeah, I think GTA 3 is probably one of the most influential games of all time. It created a feeling of an open world.
Starting point is 00:26:46 What do you think it takes? create that feeling. You know, there was like these looming skyscrapers, there was a 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 in a way that didn't feel scripted. Yes, and it wasn't scripted. It was really, really, really low rent AI, like it was a simulation that you could prod and push and see what happened. And I think that was incredibly, it was a, It was two things. It was the fact that here was a simulation that you could mess about with.
Starting point is 00:27:22 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.
Starting point is 00:27:45 And the world, not in GTA 3, but by vice-sill. you could begin rudimentary talking and the world was there and existing and so it was an idea of like almost something that really tried to explore in lots of games the idea of being a digital tourist
Starting point is 00:27:59 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
Starting point is 00:28:12 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's 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 is these interlocking game rules and systems that interact with each other and produce emergent behavior.
Starting point is 00:28:46 and that emergent behaviors 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 combined,
Starting point is 00:29:02 the feeling like you could do anything and the feeling like there's a world that is also doing anything it wants, that creates this incredible feeling of like this, world is alive. And I'm in it. And it's the combination of those two things, I think, is very powerful. And I think with GTA 3, 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,
Starting point is 00:29:34 actually a way can do something. And it, we were really sort of scratching, began to scratch the service 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 as you start to mess with these systems they also feel alive and and interesting uh there's often been attention through your work between uh an open world at freedom and the narrative driven storytelling and i think you've often maybe always gotten the balance right so what is it what is the value of each and how do you get the balance right? Well, I think the open world is intrinsically pretty fun.
Starting point is 00:30:19 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 had 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
Starting point is 00:30:44 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
Starting point is 00:30:56 it means we know the big features because 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
Starting point is 00:31:10 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 is 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 4, which I worked on and loved and I thought the story was great, but we got criticized because people felt there was
Starting point is 00:31:52 almost too much story and that meant you cared too much about Nico 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 2. Or when playing as Trevor in GTA 5, if you wanted to be crazy. I think those were when it really worked. The character, absolute freedom. Because also you didn't want in any game, you don't really want to compel the player.
Starting point is 00:32:20 If you're giving them freedom, you don't want to say, well, I'm giving you freedom, but I'm taking away, because 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
Starting point is 00:32:29 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. You felt the depth. You've actually talked about the really powerful concept of creating a 360 degree character.
Starting point is 00:32:49 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 NPCMI? Can I imagine myself in every point?
Starting point is 00:33:06 I tried to do that very much when I look at human history, when I look at the Roman Empire, when I look at World War II, well, then the German side, the Russian side, the British side, the American side. I imagine myself if I was a soldier,
Starting point is 00:33:18 but like that exercise, like if you put Trevor as a soldier in World War II, what would he do? 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 it in order to create the full character.
Starting point is 00:33:37 what does it take to create that kind of 360 character? How hard is it? It was a lot of thinking, a lot, like a year sometimes from when we begin talking about a project and dialing it. And I would just get some initial ideas very, like one sentence, they are a Serbian immigrant, or they are a retired gunfighter with a wife. in, you know, type, very, very simple stuff and then just start to think through it from every angle and, you know, start to think, well, would it work if they were acting like this? Would it work if you acted like that?
Starting point is 00:34:21 If this is the world, how does it contrast with the world? Because I always thought that the games were kind of a 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. You know, it's, so almost always at least one or more of the protagonists, because obviously in GTA 5, we had more than one, we'd have someone who'd move to the place or was in a new part of the place or moved to a new part of the map. Because it was really, as a player, I think it was really much more easy to identify with your avatar when they, like you, were fish out of water. And even when they weren't, we still made them dissatisfied and feel like a fish out of watering 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?
Starting point is 00:35:23 You know, and then 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 for them apart from money is worth dying for? And then you start to build it out from these kind of 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.
Starting point is 00:35:55 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 the evil side. of that human that is a part of all human beings. So you're basically living in that character. 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.
Starting point is 00:36:19 You've been working on recently as part of a better paradise world, which is more dystopian, dark, tragic, still funny, philosophically deep. 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
Starting point is 00:36:41 with it has like 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
Starting point is 00:36:55 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
Starting point is 00:37:07 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
Starting point is 00:37:15 because the AGI has this human-like good and evil in it it's conflicted and it's chaotic it wants to be human it wants to be loved maybe it wants to love
Starting point is 00:37:29 but the children monsters it creates are the ones that are doing the world domination, the maximizing paperclips. Anyway, that's a character. You have to build that out. You have to think through that. So you've been living with that one for a while?
Starting point is 00:37:43 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 about him 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.
Starting point is 00:38:06 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 because one dad was called Nigel and one dad was called Dave. And, um, Just he's riddled with these conflicts and riddled with his, it's going to become clear in the next, or clearer, in the next volume of the book and in the game, he's riddled with his dad's previous careers.
Starting point is 00:38:46 But he is, the idea of it, he's almost infinitely intelligent or can learn almost everything that 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 hacking, to someone's phone and watch them. But he's pressed against, he can't actually get into our world. So 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.
Starting point is 00:39:13 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, because 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
Starting point is 00:39:29 love is. And he's, so I think he's but he might be a sociopath, and he might have certainly a 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 a side character. But an ever-present one... Yes, or nearly ever-present.
Starting point is 00:39:59 occasionally sulks and goes off and hides somewhere and stops paying attention. Yeah, but there's some characters that really created 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, the CEO of the company. that's also a character
Starting point is 00:40:31 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 is he hated humanity more
Starting point is 00:40:48 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 having more than the reality of us. earth. Do you think that's always going to be the case, for the most part, that power, money
Starting point is 00:41:05 is going to corrupt the people that create ASI? Yes. I mean, I think there's 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 because what they're saying is I like humans apart from the bad bits. Yeah. 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, you know, hideous perfectionists want to get rid of, you know, the rough and the nasty and the ugly and the dirty.
Starting point is 00:41:47 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 is, it's so counterintuitive, but the people that say, we're, 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, it's so fascinating that we have to like the bad bits, we have to love the bad bits about humans, we can't, at those, those bugs are features. Yeah, and there's, there's bad bits, and then there's flaws, and I think we've all flawed, and we can really try, to be better people,
Starting point is 00:42:29 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 return to that Soljinnitin line of the line
Starting point is 00:42:46 between good and evil runs to the heart of every man, and he also, like, the full description of that is really powerful, which is the line moves as from day to day, from month to month throughout the life of the person as they understand better and better and as the perspective shift
Starting point is 00:43:02 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.
Starting point is 00:43:23 When you forget there's good and evil in you, in others, in the world that there is both good and evil and they're certainly good and that all we can try to do is be better and it's funny that Nido Dave
Starting point is 00:43:36 by the way I liked and they grew on me very quickly has that line and is struggling with it that's fascinating to watch it's really as a character and there's also going to be a video game of a better paradise potentially yes
Starting point is 00:43:49 okay yeah we've got that in early development in Santa Monica 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.
Starting point is 00:44:21 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, it's obvious, you know, the replicants are better than the humans. And so this, I finally felt we found an interesting hypothesis.
Starting point is 00:44:43 The AI is more intelligent than us, but is also as broken as we are. That was an interesting hypothesis to explore. You know, what happens when AI runs rampant. in its own fate, digital world. 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.
Starting point is 00:45:05 And it would be incredible to create a sort of AI video game as the world is developing smarter, smarter AI's. 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,
Starting point is 00:45:22 as a person, a person who loves literature and one of, if not the greatest writer in video game history, Kurt in the book, A Better Paradise, has this nice line that I think is thoughtful. At one point in college, I even want 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, some of the most legendary narratives in recent history. How do you feel about LLMs being able to write in a way that looks awfully human?
Starting point is 00:46:06 I'm not that afraid of them for large, stale 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, you know, I began and I was too shy to tell anyone want 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 doing, and then working on little bits and pieces. And then it, you know, I'd luckily done enough work that when GTA 3 turned up was the first thing that was resembled real writing. I had all of these
Starting point is 00:46:48 small bits of skills that I could assemble into it. Um, Based on my fairly limited understanding of how language models work, they're not going to, 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 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 sort of 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,
Starting point is 00:47:35 with things like facial animation, always been the last bits and pieces 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
Starting point is 00:47:51 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, it's, 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've been reading the Stieffsky in both languages and using Lumps to translate back and forth,
Starting point is 00:48:14 because I was preparing to have a conversation with the translators of Dosteofsky. Which ones? Richard Pervere and Larissa Volokonsky. Yeah, I read quite there 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.
Starting point is 00:48:36 And they're, you know, that couple of translators are world-class experts 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. captures the human experience. So they can do some really incredibly human-like, the 90% like you mentioned, human-like phrasing about, like the bulk of the storytelling, but the magic, you know,
Starting point is 00:49:09 whether it's the endings of Red Dev Redemption 1 and 2, 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. Yeah. But it's, what is that magic? And again, that could be just a romantic human side of being this thing,
Starting point is 00:49:30 that L.O.S. 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, and we could break it up on Grand Theft Auto. GTA 4 is when they really started ramping up. How much writing went into the Grand Theft Auto?
Starting point is 00:49:53 series. How many words are we talking about? I saw some thousands of pages. I mean, when we printed out the scripts for GTA 4, it was about this high. And GTA 5 is about that high. But that was including all the pedestrians who'd have 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? A bit by bit by bit over several years. But you start with, once people had determined, oh, here's the, here's the world. We're doing one based on a version of New York, say GTA4.
Starting point is 00:50:33 And I was living in New York. I've 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 the GTA4 again recently. And it's really dark. and I was like, oh, that's why, you know, I was a single and miserable and I wasn't to try and understand America. My life thought in a lot of flux as a company, we'd had all that
Starting point is 00:51:01 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 relative personal stability from GTA3 by City, San Andreas, suddenly 2005, six, seven early seven life felt very unsure um and that kind of bled into it but in terms of the process it was uh 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 2000 and late when the game came out and then tell it story from a different angle as an immigrant which i thought made it made it interesting.
Starting point is 00:51:49 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, you know, while you 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 how the order we want to travel around the map in characters of this, what was an interesting take 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,
Starting point is 00:52:27 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 us 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
Starting point is 00:52:51 told all the other people on the senior people on the team okay I'll have a story draft to you Monday morning I can't even remember it was say February the first and then the weekend before was in a cabin
Starting point is 00:53:02 we had upstate and just stayed up all night knocking these notes into shape assemble about probably a 30 page documents a story synopsis and a character synopsis
Starting point is 00:53:13 for each of the major characters and then hand that over and that gets broken That would get broken down with me and the designers. And I was always clear, I'm not a game designer. I'm a sort of creative director with me and break it down into missions. And then that takes another year or so of that slowly assembling and then begin. But the bulk of my work is then done for a bit so I can relax and offer opinions on other people's work and feel, be lazy for a bit.
Starting point is 00:53:39 And then start to worry because then I've actually soon, I've got to start writing dialogue. and for GTA 4 in particular is that we're going to try and write our animation's going to be a lot better our character models are going to start look better the world is going to look amazing therefore we can support better longer scenes we can have more in-depth characters but we've got to find a tone that works that with the game
Starting point is 00:54:01 easy no problem and I start to worry and worry and worry and also writing as a Serbian immigrant and I was an immigrant but I'm not Serbian and trying to capture what on earth that would feel like so start to worry it starts to worry again avoid work for as long as possible and then just sit down
Starting point is 00:54:19 and start hammering away at a keyboard again late at night hammering away at a keyboard and going does that right is that and once I get one speech one turn of phrase that I would like for a character then they suddenly come alive in my head and so it's writing with Nico and just he's a kind of he's awkward
Starting point is 00:54:38 he's out of town but he's got more self-assurance in some way not of the American characters And so once I kind of taught him through him, he's just stepped slightly back from their ridiculousness. And then he started to come to life. And then I would juxtapose him and his cousin, who had this much more Americanized energy.
Starting point is 00:54:57 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. So then we'd motion capture small chunks. And then the other writer to write the mission dialogue for small chunks. and we'd slowly assemble the game sort of 10, 15 missions at a time over the next year and a half.
Starting point is 00:55:19 Do you remember a few maybe lines that brought Nico to life? Yeah, I think so. I mean, it was a couple of, it was 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 foot,
Starting point is 00:55:35 which was a kind of comic moment, and then they go to the cousin's flat. And the cousin also, even though he was a sort of a failure, was still upbeat. And then when he talked to the cousin and he talked about his wartime experiences and how harrowing they were and I was like, can I make this work in a game?
Starting point is 00:55:52 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 the game's so pretty. The artist's doing such an amazing job. The game's looking, you know,
Starting point is 00:56:07 I think we can get away with this. Let's try it. And then they motion capture, the animation came back. I was like, yeah, it kind of works. And I think that moment, those were both pretty early. Once we had those, you go, 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.
Starting point is 00:56:31 War is where the young and stupid are tricked by the old and bitter into killing each other. I was very young and 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
Starting point is 00:56:54 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
Starting point is 00:57:08 you know whether he's got agency or not's a whole other question. Of course he doesn't because he's a character in a video game. But, you know, whether he ever could have escaped in another way, who knows? I think he's probably the greatest character for me created in the Grand The Auto series. Of all the characters you've written in Grand Theft Auto, would Nico be the best character you created? I think he's the most innovative and the most morally defensible in some ways. He normally, he does a lot of stuff where he's fighting for 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
Starting point is 00:57:56 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 and San Andreas. I thought Maylay did such. He's got, 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 bought so much humanity to this character who's so flawed, who is such a, you know, he has no principles. He sells everyone out. We just kind of, I think Ned Luke did such an amazing job and didn't necessarily get as many, as many applaud it.
Starting point is 00:58:35 as Stephen Ogg got for Trevor, and he was also wonderful, but I think the Ned Luke character is so, kind of anchors that game so much. So I like all of them in different ways, but I probably love Nico the most. And of course, Michael's from Grand The Otto 5, and he's one of three protagonists
Starting point is 00:58:52 with also Franklin and Trevor, and you said that of the things you're proud of creating and you think it was a great accomplishment, it was Red Dead Red Dead Redemption 2, the ending of Red Dead Redemption 1, all of Grand Theft Auto 4 and the middle part of Grand Theft Auto 5 when the three characters come together. Can you speak to the Grand The Otto 5? Is there some degree? I don't know if you're a Dostoevsky guy, but is there some aspect of the three protagonists sort of, you know,
Starting point is 00:59:24 brothers Karamazov, Alyos Admitri, and Ivan, sort of using the protagonists to explore the spectrum of human nature and just the tension between them that's, that allows you, The three of them become a character in themselves. Their relationship. Their relationship. It was, I think, one of the reasons 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 sim and GTA1 about stealing, you know, two top-down cars. And we always try to innovate with the narrative and innovate with the, with the, with.
Starting point is 01:00:05 the art direction and innovate with every piece of the game. And I think having done, you know, GTA4, which was this kind of operatic journey for this big lead character and then these two extra stories that came afterwards, 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,
Starting point is 01:00:35 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 because they hurt so much around what happens if you do this then do that it's just this is so hard why have we decided to do this it's horrible
Starting point is 01:00:50 and then it all came together but I think the idea was developed 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
Starting point is 01:01:05 by ego, one is really driven by it, 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 GTA5 from a fan, GTA5 is my favorite game ever made. I spent over 1,000 hours in the world of GTA5 and GTA online. GTA 4 is a hard second or third. It never ceases to impress me.
Starting point is 01:01:33 When you lead a team of over 1,000 people to make a masterpiece like GTA 5 or Red Dead Redemption 2, how do you ensure that the bar perfection has always met? How is 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 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 just, you know, and also an ambition to make. I think we were like, we thought GTA 3 could be
Starting point is 01:02:17 really popular, but really popular to us meant quite honestly it's going to sell two or three million copies. And we thought we were making something pretty innovative. 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 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
Starting point is 01:02:40 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
Starting point is 01:02:58 you know there was a bit was a it was 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 said 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 technical limitation. It was just making it cohesive. And then it was also just everyone committing to a culture of excellence. Navi Kansari, 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.
Starting point is 01:03:34 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. Finishing it is certainly, it's tough, but it also is, you know, intensely, rewarding and you get something done and you've made something and that feeling is is as you say really really incredible I mean because sometimes feel a bit empty as well because it's when you finish
Starting point is 01:04:09 it you're like and my life's got nothing to it and then you have to you know but that's the same with any big undertaking you take I don't think they're 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 all of the time so you have to just manage it slightly differently and that's such a heavy thing about the human experience. I've talked to Olympic gold winners, and many of them face real depression after they win the gold medal. Yeah. Because they've been pursuing a thing that they deeply care about. This has been everything, and they're truly happy to do it, and then it's like, what else is there in life? Compared to this, what else is there? So, that's the ups and downs of life.
Starting point is 01:04:52 It's, you need the darkness, 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 6. Same was true for GTA 5 and GTA 4, 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,
Starting point is 01:05:25 and it just saying, and 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.
Starting point is 01:05:47 I tried not to copy someone else. I probably done all of the above. You know, try to bring something new to it. And we, as a group, made some, 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, you couldn't sit there and worry about financial results. You know, 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
Starting point is 01:06:15 form of creativity. It's a commercial art form, you know, so you have to be in long, mind, you're spending large amounts of someone else's money. You have to be in long mind. You're spending large amounts of someone else is money. You have to try and make it back for them. But at the same time, my argument with myself was, well, the way to make it back is try and make something great. So both pressures are pointing the same direction. I think GTA4 was very pressured because there'd 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. GTA3, the company was basically broke. But I was young, I didn't we care. I wasn't living in the grown-up world yet. All of them had their
Starting point is 01:06:56 own pressure. All of the games had their own pressure. All 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 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. You know, I think with Red Dead too when we were behind schedule, we were over budget so much, I didn't even 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, anybody's doing something new. You know,
Starting point is 01:07:40 the new stuff, there's not necessarily pressure on releasing a comic book or 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 4, GTA 5, and now GTS6? 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.
Starting point is 01:08:06 I like this one. I didn't like that one as much because they are pretty different. So there would be simultaneously where you know what's going to happen. It's a grand daughter. 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 meant people being really excited to play it. And we were good at marketing them as well.
Starting point is 01:08:24 We really tried to market them in a way that felt like an update of classic film marketing, where you were 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 Theftan No. 6. What's it feel like Grant Dr. 6 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 and our 80s childhoods
Starting point is 01:08:57 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 we made it in 2002 so 16 years after and now it's way past 16 years since Vice City came out so it was 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.
Starting point is 01:09:18 Oh, yeah. Especially if you're thinking about satirizing American culture, it has this duality of a glossy surface and a dark underworld. As the influencers, has the crypto bros, the yachts, bikinis, plastic surgery,
Starting point is 01:09:30 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?
Starting point is 01:09:46 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 say move it to any of those and it would work, you know. So, yeah, there's a melting pot aspect to New York also, right? Yeah, a melting pot aspect to L.A. 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 for GTA,
Starting point is 01:10:16 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, big, all kinds of characters in a melting pot. Any of these global cities worked 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.
Starting point is 01:10:44 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
Starting point is 01:11:03 in London or anyone else you needed guns you needed this large and alive characters it just felt like it was the game was so much about America you know possibly from an outsider's perspective but, you know, that was so much about what the thing was that it wouldn't really work in the same way elsewhere.
Starting point is 01:11:21 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 bittersweet to say, to not be part, to say goodbye to the Grand Theft Auto world and having to watch Grand Theft Auto 6 released? Or is it more excitement? Is it, what's the feeling?
Starting point is 01:11:41 I think it's... How would I describe it? Of course, it's 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 something I worked on it one way or another for like 20 odd years, you know, and wrote on 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 a big change and sad in a way because each of the games was a kind of standalone story it's not quite the same 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 someone working on that. But again, that will probably happen too. They're not, I don't own the IP. That was the 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,
Starting point is 01:12:54 when you're done with Red Dead 2, like you're saying goodbye to Arthur? Like, the characters you've created, you're walking away. You kind of are. It's like to Arthur in the end of the game, even before the end of the game. 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, okay, that's done. And sometimes people would ask me questions about older games. And certainly when I was in the middle of making new ones in the set, I couldn't really
Starting point is 01:13:23 necessarily even remember. I've got a pretty good memory normally because you kind of have to let it go. So it's not, 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.
Starting point is 01:13:49 It's a real goodbye. There's a real sadness to finishing a video game. I hope so. Legitimately a sad experience, not just because the story is sad. 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.
Starting point is 01:14:07 and it's I mean it's like saying goodbye to a friend that's when you finish a book you love it's the 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
Starting point is 01:14:31 wanted to achieve in games that we didn't know was even possible so to hear people say that is incredibly awarding yeah the end of on the road by carouac forlorn rags have grown old i just remember closing that 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 it's so rare in video games to be able to achieve that with red dead and for me it was grant dothal four with nico i had to ask about in the 2018 interview you talked about satirizing american culture which i think gretaf thought i was trying to do and you've made, I think, a really powerful observation
Starting point is 01:15:08 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 for Grant Aftaro 6, if it's possible to satirize
Starting point is 01:15:27 because by the time you release the thing, it's already going to be outdated in terms of the satire, become reality, essentially. First of all, it'd be nice to get your updated view on that. 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, there's lots of questions in there.
Starting point is 01:15:55 One of the things we've enjoyed about doing a comic book is that 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, 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. 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.
Starting point is 01:16:36 So American Capers, 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 wonderful, wonderful storyteller. What means you said, one I said in Wyoming? I hadn't seen a modern story there that I knew about. I 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 and upstate New York. and thought never really captured it quite right.
Starting point is 01:17:05 And just the idea of these places as they change, it 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 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.
Starting point is 01:17:27 There's a devout suburban Mormon who commits, I think, serial murder. with a shovel as a former religious atonement. He is not necessarily, you know, 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.
Starting point is 01:18:05 Yes. Who loves to manually harvest bull semen. Accurate? I mean, this is the nose I've been taking. He is a somewhat confused, longevity obsessed, 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, Roy. roiding HGH and making money.
Starting point is 01:18:35 And he's 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 D.C. Yes, based on someone I know who got completely red-pilled, and I was fascinated by the fact that this was happening to people.
Starting point is 01:18:58 Yeah, so, you know, satire of American culture. Quick pause. Bath and break? Sure. I think GTA 5 had the biggest launch of video game history, and GTA 6 has the potential to topping that. First of all, do you think it will, and more broadly, what was your definition of success for a video game?
Starting point is 01:19:20 I would assume it will because it's so anticipated, and anticipation is the best driver of early sales, as we saw with GTA 4 versus Red Dead Red Dead of Redemption 1, you know, GTA 4, Farmer, I 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 spending someone's money. So the number one success is, oh, you're making that money back plus a dollar.
Starting point is 01:19:50 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 that you have to make a small profit. If you think in that way, that keeps you being creative. I think that was trying to forget about that. It's not really an option.
Starting point is 01:20:09 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'm at. And 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 really? to make billions of dollars when if you look at like the 80s and 90s you know nobody took
Starting point is 01:20:36 video games seriously and even in the odds and it and now they're basically it's very possible if you look at 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 as a business proposition they've already done that but I think that's not you know as a 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. 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 we spent 20 years saying games of the future, games of the future.
Starting point is 01:21:24 And, you know, being sneered at, them being laughed at, them being, having people nod their heads. And then it kind of happening. So, you know, at the same time, much as you might say something, you don't necessarily believe it's going to be true. But it has become true. And I think still, games are only going to 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.
Starting point is 01:21:51 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 weird, wacky ideas that we got to embed in the game and then we kind of had to follow through with that I think was helpful.
Starting point is 01:22:26 That we got to be very creative before. or 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 GTA4, 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.
Starting point is 01:22:55 Some people think it may be a little over the top, But 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 itself 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 kind of technical know-how, a very, very strong team and really strong material. Where did you have to go to in your mind, maybe philosophically, maybe spiritually, to be able to create the RDR world? so of course it was based on Red Dead Revolver
Starting point is 01:23:30 but that's a fundamentally different I mean that leap into the great mythic story that was Red Dead Red Dead Redemption 1 and then even more so Red Dead Red Dead Redemption 2 that was unlike anything you or maybe anyone has ever created in video games so like what drugs were involved no drugs
Starting point is 01:23:54 okay No, no. Stop the drugs long before. Okay. That's why I did all that work. I had nothing else to do. So open, open world video games were very good for my mental health in that way. Kept me busy.
Starting point is 01:24:08 But Red, so Red, I'll tell you, I'll give you the, my version. Now, games are made by big teams. Yeah. So 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 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.
Starting point is 01:24:40 Didn't think too much more about it and that was a bunch of other stuff to work on. And slowly 2005, 2006, the game started to come to life, began to meet with the lead designer, Christian Cantomessa and thrash out a few ideas and story ideas for the game and begin to think about some stuff and start thinking about what works on an open-mole game, what works for a cowboy game, and again was being lazy or procrastinating. Can we just, in a small tangent, when you mention you take notes when you're being lazy, what do those notes look like? They look like either a yellow pad or a BlackBree in those days or an iPhone in these days.
Starting point is 01:25:24 I'll write the subject matter and then just email myself a note. Here's a good idea, or it might be scribbling on a pad. And then I'll assemble, if they're done digitally, then I'll assemble them into one long word file.
Starting point is 01:25:37 And then I'll look at them and go, here's an idea, here's an idea, and see if it comes to anything. See if I aggregate them together and then read through them. There's anything coherent there. You know, some other character like this,
Starting point is 01:25:49 a character like 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, or what about this relationship, as a start to just play around with, what about if we start in that place, go to that place,
Starting point is 01:26:03 just start to play around with all of the different bits and pieces. And we begun 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, of writing any actual dialogue
Starting point is 01:26:24 and I didn't have a clue how to go about it and it'll come, it'll come and then I kept I could postpone if ages were doing GTA4 and I kept worrying about it and then my work was wrapped on GTA4 but the game wasn't out yet
Starting point is 01:26:41 and we've done a bunch of the marketing stuff and I 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 in the, well, she sat there either cooking for me or watching TV or reading and I went and sat in the room all day every day
Starting point is 01:27:03 and just sat there and stared at the computer and tried to think about how can I do this 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?
Starting point is 01:27:21 and after about three days it just started to come and then suddenly I wrote about nine, ten scenes in the next couple of days and after that, I knew I had it. And I don't know if it was that, that was 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 to what extent that bled in there,
Starting point is 01:27:44 but I think it bled in there to some extent. So that was part of the 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 is trying to step away from that and be a man, be a grown-up, and can he get away from it? And then 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, feeling just, I mean, she hadn't given birth yet, but I was beginning to grapple with the ideas of I'm going to become a parent.
Starting point is 01:28:16 So I hope some of that, and obviously then it probably didn't write any more for six months. So later on we had a child, but certainly if 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. I mean, there's probably so much work went into making it feel real and believable. and like that like uh like a shakespearean type of drama but not the cheesy kind
Starting point is 01:28:55 well just wanted it to feel when they spoke i mean 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 him 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 going to 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 he didn't know them. When did you know how you're going to end Red Dead Red Dead 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
Starting point is 01:29:39 discussing the last bit and said, I think he's got to die. And he leapt on that idea and went, yes, yes. And then I went, no, it can't work. Games can't work like that. They can't work if he's dead. And then I began to think through a war 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, I was still torn. I thought it was clever narratively. But I was torn if it was going to work technically as a piece of game design, but I think it did. Yeah, and spoiler alert, of course.
Starting point is 01:30:19 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. that sends troops to kill him. And there is dialogue. I mean, that's just, I think the two times I shed a tear
Starting point is 01:30:49 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 less is more.
Starting point is 01:31:14 It was just so crisp that, 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.
Starting point is 01:31:44 Yeah, but it does, again, I went, the actor was so good. I'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 with that point, like, I think those lines are best when they're really short and punchy. And so I knew he'd be able to make that line sound good. So you were imagining his voice. Yeah, and I think all of those actors on Red Dead Redemption 1 were so strong that they really bought that game to life.
Starting point is 01:32:14 If them and Rod the director had done such a good job, it would have sounded cheesy as hell. Yeah, you've said that the ending of that ending of RDR1 is one of the best things you've been a part of creating. Why? Why is that ending so powerful to you? what does it represent um i think because for the story to work i mean 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 four fifth or sixth open world game i'd worked on and i you know spent all these years before that working at how these stories worked how to make them work technically
Starting point is 01:33:03 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 free in the character to go and wrap up all the side stories to play forever. We're not going to be 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 to have you play as a different character. And the narrative is going to be, if we've done a good job, compelling enough, or you're not going to care about that. or you're going to be upset
Starting point is 01:33:32 that he's dead, but you're going to actually have this emotional moment so I think it was a big risk from a technical perspective of us to do that and then it worked. So I think that was something very, full of fear and it worked, it worked out, okay. I mean, I think people were really upset
Starting point is 01:33:48 and angry at us for doing it because I think it was going to happen, but I think they also had that kind of experience you're describing, it's that kind of creative moment where, you know, transcendent moment with characters in a piece of fiction, which is what we've always aspired to Giving people.
Starting point is 01:34:01 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 4 kill Nico, but you couldn't do it. You know, the game doesn't work that. So it was this thing where we hadn't done it. I 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.
Starting point is 01:34:20 Let's try it. And it worked. Yeah. What about the decision with the son? You know, John give so much effort to make sure that Jack doesn't end up in a life. of violence and then it's uh 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 a hundred percent the best ending from a pure storytelling perspective i don't know um
Starting point is 01:34:52 but i know that we had to make the game work interesting so it was i think it was i think it kind of worked in that way where jack can't escape but i always always always also wanted a version of it where Jack did escape, but that wasn't, you know, both were interesting to me. Can you just dig in a little deeper? Like, what do you mean about for the game to work? It's such a direct, it's like a Kubrick talking about for this movie to work. It has to have, because from my perspective, I just think about the story.
Starting point is 01:35:18 What's the technical aspect for the game to work? You know, the mechanical experience is you have an avatar, you control, and you, you know, the games don't really end, and you have to be able to wander around the world and do stuff. So at the end of the game, you had 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 run up to someone and shoot them or run up to someone and rob them or run up to someone and talk to them. And that's kind of, you know, 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, you know, if they wanted 100% the game, as opposed to just finishing the story,
Starting point is 01:35:59 you have to have an avatar to do that stuff with. So that was the sort of challenge of Jack's character slash wrapping up the story is Jack. Although there's real power for the avatar to end, the finiteness. Yeah, both the Red Dead Sea obviously change avatar, which we got, you know, and then did it again. I think there's something interesting about that moment when you change from one character to another,
Starting point is 01:36:25 because they are you and they're not you, you know, and then there's suddenly someone else. 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? To create that experience, that's what great films do, that's what great books do.
Starting point is 01:36:46 It's that, I mean, it's that and the world building games. I think the experience of being in this fake place and then taken 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 Red Dead and Redemption 2 is the best character ever created in video games ever. I think there's not even close.
Starting point is 01:37:14 I mean, John will be the same. Which is hilarious to say. But like 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.
Starting point is 01:37:35 But what if you start as a tough guy? Someone who already is very strong, someone that is 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 roller coaster when his worldview gets taken apart.
Starting point is 01:37:54 So it's... It's very different than the normal journey of a character. Yeah, in a game. In a game. I wanted to reverse it. Yeah. 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.
Starting point is 01:38:11 So it was almost like an anti-Western, an Eastern. You're traveling east. You're traveling into civilization. And I don't think I would have been grappling with those ideas early in my career. Because I was so, you know, excited. getting a different kind of strength and a 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 prospect of, like real sort of fear of death, realization of death.
Starting point is 01:38:45 Yeah, I thought that was really, part of the story. Really fun thing to play with John dies in Red Dead 1 and 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, and then I'd always been obsessed by TB. As diseases go, it's a great literary device, you know, because it is this long-drawn-out slow death,
Starting point is 01:39:10 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,
Starting point is 01:39:37 this guy getting weaker, who felt like he was immortal. And essentially he was immortal. He was the protagonist in a video game. He could not die. And suddenly he is becoming mortal. And, you know, but that helps him see stuff. I thought that was a different way of doing a lead character in a game. Yeah.
Starting point is 01:39:54 Do you think it's the greatest character we 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, 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, the, the, the, the, Art team did such an amazing job.
Starting point is 01:40:26 It was their idea with the journal and that kind of, like 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, like, his flawed relationship with his old girlfriend. Things like that, all the side, you know, the bits that kind of turned up around him. So you also like the side characters. You like the flavor of the full cast.
Starting point is 01:40:50 What are some of the favorites you've created? I'm sure the one you're currently working with. You call them a side character. Well, he's not a protagonist. He's like a god, he's 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.
Starting point is 01:41:13 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 anywhere, a little bit in my head. I knew it was his bigger gang stuff, and then I sort of saw exactly who he was. And so that felt, 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. Yeah. In both of the Red Dev Red Dev Redemption Games,
Starting point is 01:41:39 and he's the leader of the gang. And there's a father-son relationship with Dutch, with Arthur, with John. I mean, there's a family feeling to the gang that you explore all of those dynamics, and then the feeling of betrayal. and Arthur were facing tuberculosis. You're going against the family, going against the father,
Starting point is 01:41:59 because he is transforming his sense of the world, of morality, of all those kinds of things. So all the kind of very Shakespearean dramas 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. He's just drowning in his ego,
Starting point is 01:42:23 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
Starting point is 01:42:33 and that's mostly off camera. But, and then just, you know, I've always been, as an individual, I've always been very susceptible to charming people. And he's charming.
Starting point is 01:42:43 And so I always kind of, I can see how people get captivated by charming people. And the idea of here was a very charming person and the roads run out for him. I personally, I'm afraid of how much I love human beings and how susceptible I am to charm and charisma.
Starting point is 01:43:01 Yeah. Because it can cloud your judgment about human nature. Completely. And that's what he, 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.
Starting point is 01:43:18 Oh, completely. Arthur was completely, you know, platonically in love with him. He was worshipping 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 I thought was really interesting. Yeah, it's truly tragic for Arthur to be losing his identity, lifelong identity, and the sense of belonging and losing his life at the same time. In facing the mortality, he is realizing that he's not.
Starting point is 01:43:52 All of it has been a lie. But he gets to do some, well, depends on what the choices you make. But he gets to do some good. Yes. And so he, you know, he gets his moment of redemption. Just a little bit. But realizing your whole life, you've been living not a good life. Yes.
Starting point is 01:44:09 You've been not a good man. Isn't that we're all afraid of? I guess it's never too late to change your ways. So the biggest, most important question, primary, 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?
Starting point is 01:44:34 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 is the letter for this theory that has some evidence that may be due to trauma,
Starting point is 01:45:05 the split personality disorder was created. This Gavin was created inside Nigel's mind. Theory two is Gavin is dead and Nigel simply in denial. Theory three is that it's just a troll and rock star intentionally created. an unsolvable mystery to drive players crazy. I also heard theory fours, Gavin is the Strange Man. So there's this fascinating character,
Starting point is 01:45:29 The Strange Man, this supernatural character that has a presence in RDR1 and a little bit in RDR2 also. Yeah. So which theory is closest to the truth? Not three or four. Somewhere, in my mind, somewhere between one and two. Yeah.
Starting point is 01:45:48 And 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. 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 on people?
Starting point is 01:46:29 Yes and no. I mean, 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 Red Red Red and Rich in One that everyone was obsessed by, and I really wasn't expecting that. So we try and put a few characters in. I mean, Gavin was supposed to be amusing.
Starting point is 01:46:49 I thought he was amusing. But you never know what people are they're getting obsessed by. There are other characters I think are funny and the 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 will have edited it.
Starting point is 01:47:09 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. That little piece of writing gets, like, analyzed. Oh, but we certainly talked about it in depth. And if Mike was here, I'd ask you, he might remember. I can't mean we do so much of those things.
Starting point is 01:47:28 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 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 person. And then we were going to over subsequent games that provide more information. So in some sense, you yourself don't quite know. You kind of have an idea.
Starting point is 01:47:54 So he could, like, which way do you lean more, theory one or two? Is he dead in the guy 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, were we going to reveal that Gavin was dead or was Gavin going to turn up
Starting point is 01:48:16 having long since abandoned this maniac. You know, that was what we're still playing around with. I think the idea was that he was never going to meet, he was never going to meet
Starting point is 01:48:24 Gavin in this game. 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.
Starting point is 01:48:37 That was like what we'd done before, constantly looking as you do, you know, I think I did, you know, somewhere between 15 and 20 of these guys. James 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.
Starting point is 01:48:50 Just like, you realize there's like millions of people worrying about where and who Gavin is. Thank God. It's fascinating that they're having, think about people reading like James Joyce or something and thinking about the, 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.
Starting point is 01:49:22 Yeah, the mystery. But 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, it was just something funny about an English person screaming Gavin. I don't know why. Yeah, some of that humor. I mean, there's certain in Red Dead Red Dead Red Dendent. mention of those humor, but there's a lot of ingratheft order.
Starting point is 01:49:46 And it's hard to put into words why that's funny, why it becomes mean, why it becomes viral, because it's just funny. I know why I think it's funny, but 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 50 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 is funny? You just feel it.
Starting point is 01:50:16 I know what I think is funny. You just giggle out of yourself. Because 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 fun. I just thought it might be funny. And he just said it in such a funny way.
Starting point is 01:50:29 Yeah. And then it just became funny. 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 off. They're fine, but they're not amazing. That guy just bought that stuff to life.
Starting point is 01:50:41 Yeah. And there's a backstory too. I mean, Londoner and not. Yeah, I know, that was what, you know, just there's something sometimes fun, an English person saying the name Gavin is quite funny. Yeah. I don't know why.
Starting point is 01:50:53 So about the strange man, aka the man of black, is there some element with Michael and the therapist in Grand Theft Auto Five? Like, who is the strange man? Well, the strange man was, again, was someone we came up with quickly. We made Red Dead One,
Starting point is 01:51:10 and we were making Red Dead One, and we were making Red Dead One. And we'd made this, we felt quite compelling story and quite interesting open world. But, and we would, we'd already made a bunch of Grand Deft autos, obviously. But unfortunately, we'd taken out the machine guns, because it was a cowboy game, apart from the big fixed position ones. And we'd taken out the cars. And we've 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
Starting point is 01:51:42 and having to improvise and we filled it with these things we call random events that would be these sort of mocap moments that you could interact with and it was they were they were, they were, the designers did an amazing job at those, they were really fun but there was not enough of them and then we felt we needed more story because the story was perhaps
Starting point is 01:51:58 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'd go and meet someone they'd set you a slow problem like go and collect me 15 bunches of flowers
Starting point is 01:52:14 and when you came back it would resolve your story and so the one was go and get them for my bride and you come back and the bride's dead you know they tried to make them like these short stories with a stinging tale and he came out as I was trying to come up with ideas
Starting point is 01:52:31 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 shadow, your karma, the devil,
Starting point is 01:52:52 somewhere, you know, just saw the world. And then we built out his backstory over time and decided, you know, so in Red Dead 2, you could interact with him again 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
Starting point is 01:53:10 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, and 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? And I don't think we necessarily ever clarify that. He's certainly able to do it for you. I mean, there's the narrative. There's techniques to reveal a kind of self-reflection analysis of the main character's thoughts. I mean, that's why I brought up the therapist with Michael.
Starting point is 01:53:51 That was a really powerful, interesting thing to do in the video game. I don't think I've seen that that's such a cool. I mean, there's a soprano's element there with a therapist. A little bit, yeah. I really love an opportunity for a character to just self-reflect through that technique. It also changed depending what you'd done. Yes. So it was sort of slightly...
Starting point is 01:54:13 It wasn't as interactive as it could be, but it was slightly interactive or slightly responsive to what you'd done. So I felt it was still valid video game content because it was living up to a point. And I just thought the character, Dr. Friedlander was just funny because he was awful. So it was like L.A., you're in therapy.
Starting point is 01:54:29 It's very L.A., but he's also very L.A., he wants to write a book and betray you, which felt like a good twist. And it was... He felt like a Grand Theft Autotherapist. But... Just like the idea of making the player in a game, and games are intrinsically kind of physical. And, you know, you walk, you punch things, you run around, you drive cars, you shoot people, whatever.
Starting point is 01:54:52 These 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's just added to the feeling
Starting point is 01:55:18 that the world is real so I have to ask what are some of your favorite insanely specific intricate details in RDR and give you some options internet's favorite
Starting point is 01:55:33 is horse testicle shrinking in cold weather those guys did an amazing job on those Yeah. I mean, I just, and there must have been a meeting and there must have been engineers and graphic designers. I think, just artists, modelers. I think, I don't think it was that hard. Okay. Thank you. Thank you for that. Arthur's hair and beer grow in real time. So gun maintenance matters. Firearms get dirty and perform worse over time.
Starting point is 01:56:04 Animal carcasses decompose realistically. Yeah, you feel like they do. That's still extremely rare in video games. Yeah. The temporal aspect. Yes. That permeates through time. You know, NPC is remembering you.
Starting point is 01:56:16 That's the best. I mean, that's the thing I love. Playing around a lot of stuff in the new games around that. I think it's super interesting. It's really powerful. Yeah, really interesting. I think it's a really fun way of giving you kind of narrative content that is also systemic and procedural.
Starting point is 01:56:35 Yeah. Is it technically really difficult to do for, for the game for the game to feel like it remembers you 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 uh the mud physics uh 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 one is a super dusty game make you know the problem with cowboys is that if you've tried to make a great hits of the cowboy game and then you've got to make a sequel you've got to come up with different
Starting point is 01:57:11 geographies 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 one and then the challenge is how do make mud good in the game and guys did an amazing job i mean this the snow storm that starts the game rDR2 i don't remember 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. So they're acting. They feel, they feel cold. Yeah, that's right. And they feel desperate.
Starting point is 01:57:44 That was that feeling of sort of exodus, like you're running away from something that gives the game sort of energy at the start. And it was at night, oh man, it was just massively done. And there was a big group of them. The other country, you know, first game started as a lone wolf, suddenly you were in this big group, so it felt very different. In Arthur's body, bullet wounds persist.
Starting point is 01:58:01 So that temporal consistency, that's really important. And then underweight Arthur looks gone and overweight Arthur gets a gut and 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.
Starting point is 01:58:22 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. 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.
Starting point is 01:58:46 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. now 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
Starting point is 01:59:15 and I'm sure stuff was cut because you have to choose what's the process of deciding what to cut what the cut scenes like is is there any scenes that you had to let go of that you really miss a wish you could have
Starting point is 01:59:29 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 and he was not very sympathetic to his occasional girlfriend who 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
Starting point is 02:00:08 even more interesting. Like he was not a likable character at the start, and we ended up making him slightly more like it. 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 I like that little bit.
Starting point is 02:00:26 It spoke to me personally. there and just is an inability to access his emotions I thought was really strong because then later in the game you get very emotional but there's also always little bits and pieces that get trimmed you know and and don't well missions that just are not going to work technically usually it's like this mission's not going to work technically oh god we got to cut it okay how do we glue the story back together and 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, editing film and
Starting point is 02:01:04 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 have been changes. If you fall in love with something and everyone else goes, let's change it. That could be, of course, that would be upsetting. ways. Otherwise, you didn't care about it. But, you know, if I was involved in the big creative thing and he goes, 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.
Starting point is 02:01:40 Is there DLCs, like, for RDR, GTA that you wish you had the time when you were there to have created? Of course. There's always things I wish I'd done. I always wish 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 GTA5 that never came out. And we also never really worked on another
Starting point is 02:02:04 game. But I like the idea of it that was a GTA zombie game that would have been funny. I think that could have been quite fun. What was the GTA5 DLC? It was one when you played as Trevor, but he was a secret agent. Oh. It was, it was cute. It was never quite came together and it was never finished.
Starting point is 02:02:20 It was about half done when it got a manned. But I think if that had come out, probably wouldn't have got 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 GTA4 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.
Starting point is 02:02:41 So I would have, I would personally like to have done more of that in that company. 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
Starting point is 02:03:00 is moving towards more online, less single player DLC? Maybe that observation isn't correct, 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.
Starting point is 02:03:17 And so the gaming 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 Day Red Dead Redemption, too, 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
Starting point is 02:03:34 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.
Starting point is 02:03:52 Yeah. And also a lot of, like, 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 with new IP. It's just extremely hard. So luckily, we are, like, 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.
Starting point is 02:04:25 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 consider while at Rockstar and afterwards you didn't go with? So, like, worlds, I don't know, pirate games. I mean, I would love to see the notes of possible options. Never thought a lot about a pirate game. My son is obsessed by that game Sea of Thieves at the moment,
Starting point is 02:05:03 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. It's the agent. Agent. And it had about five different iterations.
Starting point is 02:05:18 So good. I don't think it was. I concluded, and I keep thinking about it sometimes, as someone's lying bed thinking about it. And I've concluded as an open, what makes them really good as film stories makes them not work as video games or need to think through how to do it
Starting point is 02:05:36 in a different way as a video game. So for people who don't know, it would be hypothetically set in 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. We worked up with so many different teams. But it would be more geopolitical,
Starting point is 02:05:50 like espionage and assassinations I don't know what it would have been because it never really we never got it enough to even doing a proper story on it we're doing the early work as you get the world up and running
Starting point is 02:06:03 it never it never really found its feet in either of the 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 know you've got to go here and save the world
Starting point is 02:06:17 you got to go there and stop that person being killed and then save the world and 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 you're just doing what you want, and I want freedom, and I want to go over here and do what I want, and I want to go over and do what you want, and that's why it works well being a criminal,
Starting point is 02:06:36 because you fundamentally don't have anyone telling you what to do, and 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 the car and listen to the radio.
Starting point is 02:06:58 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 for spiders. That's brilliantly put. But to me, there's such a espionage and assassinations and the geopolitical international context. It's so interesting. But you're right. I just want to listen to what is.
Starting point is 02:07:18 it, Laslo and... Yeah. On the radio. You've got to save the world. And so you need this time pressure. With a Russian accent or something. Yeah. Wow.
Starting point is 02:07:27 Wow. Yeah, that's really interesting. And then we played around with the Knights concept that was... 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, I would have to go. never got to writing any of it,
Starting point is 02:07:50 just did some backstory and played around with a few ideas, but it was a, it's 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?
Starting point is 02:08:08 Is 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. Yeah. It was, and I moved to America to do it and grew up doing it, and I was always living in New York. It was at times very intense and at other times magical experience, but it was also just a huge chunk of my life.
Starting point is 02:08:35 The lows and the highs. And the middles. It was just my life. You know, 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.
Starting point is 02:08:59 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 who didn't know anything, and I wanted to be a writer, but I still wasn't writing. And I bought a notebook, and I had occasionally scribble in it. And I 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,
Starting point is 02:09:33 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 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 at work on Open World Games and all the skills I'd half learnt over the previous years.
Starting point is 02:10:04 And my way of thinking, 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 Open World Games. It felt like it was meant to be. It was fun to explore, but really fun to explore with this routine that was, you know, Alex Horton and Naveed 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 100 voices. We've got no money.
Starting point is 02:10:30 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 were speaking 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
Starting point is 02:10:54 writing yet, just becoming that. It felt lots of, 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 kind of 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 experience of being this immigrant. And it still felt that we were still only scratching the surface. I mean, it still feels like that now in some ways, but it's still felt like that and then that five games, you know, GTA, four and five, Red Dead One and two, all the extra packs for
Starting point is 02:11:32 them and Max Payne three, 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, from a business and sort of early creativity period, the period 2001 to 2005 was probably the most exciting. original starting team, we're all doing well, personal life is doing okay, didn't feel like such a mess. And then from 2007 onwards, 7-8, 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, it was just, and the budgets got really big. So I had his other stress. So there's always, always good bits and stresses. But, you know, always just, just,
Starting point is 02:12:18 try 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,
Starting point is 02:12:32 first of all, were you surprised? 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,
Starting point is 02:12:44 when he was 20, said that he's going to be, 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 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. You couldn't go that deep on a PS2 game. So it was also just the technology evolved. I don't know. I felt like I felt like I was good at doing it and well trained for it.
Starting point is 02:13:28 And 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. You know, I think I was, you know, and I saw the world in a holistic way and saw society. journalistic 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. Lasel mentioned that it was another legend who you're still working with.
Starting point is 02:14:00 He mentioned that you would lock yourself in a... Writing dialogue for radio, I think. You would lock yourself in a room and get anchovies and onion pizza and crushed I Coke. Is this accurate information? Very accurate. For which periods of your life was this a fuel for your creative process? Enchiori is an onion pizza?
Starting point is 02:14:21 I would also get pepperoni on my half, just to be technically accurate. He wouldn't, because he claimed to be a vegetarian in those days. But then he'd admit to me, kept chicken wings hidden in the freezer. Yeah. So it was a sort of fake vegetarian. That was, I think we still do it now sometimes as a sort of memorialize. But that began in 2001. And the office at Rockstar was so small and we were so broke.
Starting point is 02:14:43 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. I was literally sitting in a cupboard. So there was no room and I could, it had a desk and a chair just for myself. So we, 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 we'd have these good writing sessions where we realized
Starting point is 02:15:23 we got on well with each other and 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 because I got to outsource most of the real work and he's a brilliant radio producer. So it was a great partner in that way. And then that was how that relationship began. And then I'd get him, I'd say, well, we've got to record these 80 voices, come and help me, because I can't direct 80 people at once. So he would help 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.
Starting point is 02:16:02 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 Laslo. what's it been like working with him for over 20 years he's working with you still he's a kind of this flamboyant colorful personality much loved for being a voice also on radio in the grant of daughter 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 so into a point when he's having his head shaved and you know being punished by everybody. Even game after game, he got work. He began as his quite, and GCA3 is a
Starting point is 02:16:44 quite likable character. And then, you know, 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, he like, 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. Um, and just he's, he's really fun to work with and he's, you know, always will put creativity first. And he's ridiculous, you know, he's just a ridiculous.
Starting point is 02:17:19 In the best possible way, yeah. Yeah. Outside of, uh, the games you've participated in and created, um, what do you think are some candidates for the greatest game of all time? Tetris. Tetris. Tetris game boy. No question.
Starting point is 02:17:34 Tetris and a game boy. Yeah. It was the perfect device for playing that game. I never liked as much on anything else. 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 that was obsessed by it,
Starting point is 02:17:52 dreaming about it. And when you blink two together with the cable, and if I got four, it would push yours four up. It was like the perfect game design. So from a pure puzzle perspective, nothing comes close. Yeah, it's extremely simple. Yeah. Pure gameplay, no narrative.
Starting point is 02:18:08 No, no, nothing. No, no personality at all. It's a completely different thing. But perfect in its way. Open world games can't be that perfect. Yeah. But you always dream of making something like that. It's Super Mario.
Starting point is 02:18:21 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, suddenly it was like these games, they were live. Or they're believable in a different way. I think that was very interesting. It looks like anything else. Nintendo has that look, doesn't it? Always. Yeah.
Starting point is 02:18:44 And I think that's the, they're known for this Nintendo polisher. Every pixel has a purpose. Yes. 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.
Starting point is 02:19:02 And of course, Zelda really pioneered a lot of sort of the feeling of a world. but it's not quite open. 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.
Starting point is 02:19:21 It's quite systemic, but 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, without 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 to me. They are these amazing things that could only be video games.
Starting point is 02:19:43 They couldn't be anything else. For me, another really powerful open world is the Elder Squirrels world. It's role-playing, it's fantasy, dragons, all that kind of stuff. Todd is great at what he does. Yeah. They're slightly, they're more, I mean, from a technical perspective, we're always involved, I'd be in the same with the new games. we're constantly trying to find the balance between
Starting point is 02:20:09 you know RPG a role-playing game and an action game and you know and try to go with 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 our is easy to play 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 For what we do, we always want very punchy dialogue, so don't give big trees, but still have it interactive.
Starting point is 02:20:42 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 written dialogue and it'll feel more, a slightly more cinematic experience. Yeah, I think the Elder Scroll series have almost always leaned a little more towards the open world. Yes, they're real RPGs. Yeah. You know, we've not, the games that, you know, I've worked on, they're,
Starting point is 02:21:05 not really been RPGs. They've had RPG elements onto a story-driven action game. It's a kind of, just a slightly different emphasis. But I still think what they do is amazing. He's brilliant at doing it. And I think Grant Aftato, Red Dev Redemption, and Skyrim are games where you have millions of people that just walk around or drive around. And feel the world. Feel the world. Just feel the world. And the Witcher. Same thing. And Balder's Gate 1, 2, and 3. Really interesting They really tried to make every choice that you make, genuinely branched the game to where it's not the illusion of choice. It's really, choice really does something.
Starting point is 02:21:47 And that's really hard to pull off technically. Yes, and hard to pull off. You've 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 game-making team, the whole, you know, the teams kind of have to figure out where they want to fall on that line. A difficult topic.
Starting point is 02:22:12 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. you know he was a lawyer but he was also a jazz musician and he did both to the best of his abilities you know and that to value family as more important than either of those things you know he was a present guy I think and and you know he loved books always loved books always loved but love
Starting point is 02:22:58 films love music didn't wasn't into video games but like that we were doing with things. Was he proud of you? Yeah. I think so. I hope so. And he was,
Starting point is 02:23:11 he was, for a lawyer, he really venerated at some level, giving the man, the quote, unquote, the man the finger.
Starting point is 02:23:22 Like, you know, whenever life goes crazy, he just was always on the side of the underdog and the ridiculous. And I think that,
Starting point is 02:23:30 you know, he always wanted to answer people back, always give, the silly comment, and I've certainly, you know, taken that from him to my detriment, probably, but it makes life more fun. Like, he always would just say the obnoxious thing. It just didn't give a fuck.
Starting point is 02:23:45 And that was, you know, 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 towing the line. I think I speak for most of human civilization that, fortunately, you have that as part of it. as part of who you are, because it comes through your stories. I think it made school difficult.
Starting point is 02:24:12 You know, they sent me this very formal school. Yeah. It was like it might as well have been set in the 1870s in the 1990s. And but then they want, you know, always getting trouble just for not for doing anything that wrong, just answering teachers back all of the time. Couldn't be quiet. How often do you think about mortality? Are you personally yourself afraid of death? Well, my father passed away in May, so a lot more since then, obviously.
Starting point is 02:24:47 I mean, I think about 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 go up and settled, of course, for them. I don't know. Aside from that, some days, I feel. feel, you know, spiritually connected to the universe and not afraid of death at all.
Starting point is 02:25:09 And other days, I feel like a sort of random piece of good luck who's going to 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 in itself is terrifying. Yeah, that is terrifying. I mean, I tend to, you know, I've spent long periods of my life, tormented by that stuff the last few years
Starting point is 02:25:38 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 and not quite sure if it matters
Starting point is 02:25:48 if there is a god or not we should probably live our lives the same way either way but I tend to think that there is a metaphysical purpose to life and part of that purpose is to you know
Starting point is 02:25:59 search for the purpose but at other points you can get you know 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 Heist by Emily Bronte, you said that you have been by fortune struck with a bit of a capacity
Starting point is 02:26:18 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, you know, times it's both, or times it's one or the other.
Starting point is 02:26:44 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 wonderful when you're feeling like, you know, bereft and set adrift by the world and that you can't connect it 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
Starting point is 02:27:12 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 of it without the other? No.
Starting point is 02:27:28 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 or I'm not perfect. You said you often feel like a hack. Is that self-critical part of your brain? Is that a feature or a bug? I think it's the new thing that we're going to lean into, the bug feature. Yeah. It's both, isn't it?
Starting point is 02:28:03 I mean, it cannot lead that self-critical brain. I think lots of people suffer from, 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 Conte, who's a legendary psychiatrist, a 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.
Starting point is 02:28:49 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, and 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 put 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
Starting point is 02:29:33 comments and one bad comment. And remember the bad comment. So that, and that becomes fuel for the negative voice. I don't know anyone that's strong enough not to, you know, 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 a 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 there's probably a hero's journey of being extremely self-critical at first for the
Starting point is 02:30:21 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 uh 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 i could not be more cynical than i was as a child you know i could not see goodness any where I couldn't see, you know, I don't think late 1970s to early 1990s, England was a great, it was a great, you know, optimism and naivety. 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
Starting point is 02:31:13 innocent in some ways and always tried to see the flawed good in people. You know, I've tried to And I've had to force myself to be like that because, you know, the other way is not fun. It's not nice to, it's not nice to not be nice. As a brief aside, you had a wonderful conversation with Ryan McCaffrey at L.A. 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 got to attend a Comic-Con and just be there in the audience.
Starting point is 02:31:45 And like we're saying offline, the L.A. 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. 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.
Starting point is 02:32:07 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 guest picked their five favorite, most impactful books and so on. Uh, you picked five fiction books, one for each decade of your life for the audience. They should go listen to that conversation, but, uh, you picked, uh, winter holiday by Arthur Ransom, uh, second one was Wuthering Heights by Emily Bronte, then tenders the night by F. Scott Fitzgerald, uh, the thin red line by James Jones and middle March by George Elliott. But just zooming out, reflecting back on that conversation, what do you think if an alien
Starting point is 02:32:47 came, what are some candidates for books that you'll recommend to them? Middle March. It's the best novel written in English. War and Peace. It's one of the best novels written in Russian, I would argue.
Starting point is 02:33:02 I think both of those are because if you've only got one book, you want a long book. And 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
Starting point is 02:33:23 different ways. So I think that there's something amazing about, you know, Vanity Fair. I used to love the novel, not the, not the magazine. Because the same thing, all of life is here. You also spoke highly of Scott Fitzgerald and Hemingway. I was obsessed by them in my 20s, completely obsessed. As one must be. Absolutely. 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 not obscurity but into decline. I think it's that their relationship is itself very novelistic. That, by the way, is a phenomenon of writing maybe no longer, maybe
Starting point is 02:34:11 still that, you know, people like Franz Kafka who died in obscurity. Like all these writers to die in obscurity, nobody knows them, and they become famous later. Yeah. That is just so interesting. That's such an interesting, you know, that Franz Kafka, and Franz Kafka, in particular, is fascinating
Starting point is 02:34:29 because he wanted all of his work to be burnt, like, destroyed. So that insecurity, speaking of the critical voice is just, and I think he's one of the best writers of the 20th century. Of course, the dystopian novels are really interesting, 1984. a brave new world
Starting point is 02:34:49 love 1984 had never listened to it or read it and then I think I did it on talking book or maybe read it I can't remember during COVID and became I think I did both
Starting point is 02:34:57 became obsessed by it and it's got the elements of that creeping into a better paradise but it's so good I hadn't realized how good it was and it's so of the moment
Starting point is 02:35:07 it's almost like because of its fame and it's almost like cliche and you think of her the character and I remember the year 1984 I remember the song, you know, it's too much. It can't be that good.
Starting point is 02:35:20 And then it was that. I came to it completely cold. Just, oh, I should work my way through this because 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. 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.
Starting point is 02:35:43 I remember, you know, I was a kid. in the Cold War in London, and we were always terrified of Eastern Europeans. You were going to 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, worked for us and worked with us. And I was sitting a few years ago, sitting around a campfire in upstate New York, surrounding with the campfire was built by our old nanny's husband, who's Ukrainian,
Starting point is 02:36:12 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 I'm now just hanging out with. Everything changes. You think these things are permanent and they're really not. Yeah. You know, we face some of that now where you think these structures are permanent and they're
Starting point is 02:36:28 going to change. And you also mentioned the three great World War II books are the Thin Red Line, Life and Fate by Vesea Grossman and the End of the Affair, Crown Green. What Makes for 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,
Starting point is 02:36:53 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,
Starting point is 02:37:11 probably is life and fate, which is amazing. And it was written by the city Grossman. He experienced Stalingrad firsthand, and there's also just a deep flow softbook component. And the bit in Treblinker 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. And he's just incredible piece of humanism. And also just, I mean, Man Search for Meaning by Victor Franco.
Starting point is 02:37:40 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 search for meaning is when everything is taken from you you know the little remains of love for in this case his wife it's the thing that is a little flame that burns and uh let's say a grossman's 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 there's a whole, and everyone's
Starting point is 02:38:26 scared of being killed by Stalin, because 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 all his nonsense. And I thought that section is incredible, because you realize, like, 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, it was because 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,
Starting point is 02:39:11 all of the revolutionaries from 1917 that were then killed by Stalin, which was all of them apart from him and him and Lenin. And that was, you know, people in modern day politics talk about communism. Like, it's trivial that it would lead to atrocities, but I don't think it's that trivial. It's this idealism of humans. Yeah. It's like why, you know, why can't basically why can't we all get along?
Starting point is 02:39:38 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, in those, given that set of technologies,
Starting point is 02:40:00 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, discovering all these atrocities had 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, from, and whether either of them, any, what we would call left now or call right now, does it have any bearing on
Starting point is 02:40:39 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 go I think is worth fighting for is go whenever either side starts to move towards thought control
Starting point is 02:40:52 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
Starting point is 02:41:05 freedom individual freedom is a prerequisite it for happiness for in a 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 uh than does 1984 I don't know I think 1984 with the fake wars and the way that it revealed that everything in it was a set up for him There's something, if he could have seen the internet, there's something, it's like, it's like an analog internet that world they build around the main character.
Starting point is 02:41:48 What advice would you give to a young person today about, let's say, 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 face. has always thrown me a bone. You've traveled in South America and had hobos chase you with machetes. Yeah. Yeah.
Starting point is 02:42:17 So that happened. That was a series of poor life decisions. Yeah. And I ran away. You know, I mean, 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.
Starting point is 02:42:30 Yeah. I came to America. That was a good decision. I ran, came to L.A., 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. L.A. is still amazing for creativity and entertainment, the wider entertainment industry stuff. I think that's been fun.
Starting point is 02:42:52 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 in a life because you're going to spend the whole of your life in your own head. So the more interesting you find your own head,
Starting point is 02:43:19 the more interesting you find the world, the less you're going to annoy yourself. So I would say, I would say, do not do a vocational degree as an undergraduate. That's my, I would say do something else, do something, you know, random. 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 going to make them all irrelevant
Starting point is 02:43:44 anyway. So, you know, it's interesting to see everything changes. Jobs are not that hard. You know, turn up, be enthusiastic, turn up in person, be enthusiastic, help people say, you'll be fine in any job. 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 I did the big times where the chance to move to America.
Starting point is 02:44:16 For me, that was a big moment. My life was a mess. That was weird timing. I read that Sam wrote you an email in South America. I literally, I was in South America in Colombia when there was a war raging there. Yep. 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 nine, but the muggers started at eight.
Starting point is 02:44:47 And so I was out walking along the beach at eight, and these guys, this raster turned up who I'd been talking to the day before was 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 because he owed the money or he'd bought me to them but I did notice one of them had a machete and they 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
Starting point is 02:45:16 and got to the chance once in my life to run over to a road, jump into a taxi and scream you know, take me anywhere, I feel like I'm an action movie and the guys chasing after the machete And the taxi driver looks back, sees the dude with the machete and goes, see, con amigos! And they're not my friends, get me out of here. And then 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.
Starting point is 02:45:43 And I got out of the car and then cut my foot on a rock. That was some total of my injuries. And then went to an internet cafe because 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 because I was getting into silly stuff. And so went to New York and they're just starting Rockstar. And so I got to sort of write the mission statements and what, not there and help set the tone for that and just ended up staying. You know, had to come and go a bit while all visas got sorted out and then just ended up staying for it till I stay for a year because
Starting point is 02:46:24 New York's pretty fun. It actually was not that. This was the height of Giuliani four years a maniac so he you couldn't when you went to bars you were told
Starting point is 02:46:35 you couldn't dance because they were trying to clamp down on New York being fun so it was actually less fun than London but there's still
Starting point is 02:46:40 a great energy in New York and got exposed to the kind of madness of New York capitalism By the way as we hear
Starting point is 02:46:48 sirens in the background that always makes me think in New York whenever I'm in New York there's always sirens steam coming out of the floor people screaming at you
Starting point is 02:46:55 I mean you get people screaming at you in L.A. at least. Yeah, but it's more spread out. You can get a bit more quiet here. And I love the energy. You know, 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 work 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
Starting point is 02:47:27 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. And so to have someone that was strong and saying, no, no, we stick to stay to the course and then having the confidence to push through with these big projects.
Starting point is 02:47:48 Are you excited for the future of video games? Yeah. I think completely. I still look at, 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 is 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, do it better. And I've got, you know, some of the stuff we're working on now is going to do stuff that people haven't really seen before. And I think it's just, I think the, games can get so much better.
Starting point is 02:48:25 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 both make each of those parts better and tie them together better. I think it's the technology, to me it still feels like it's only just beginning. You know, it's been cinema evolved from like 19, 18, 95, whenever it was, until they invented talking in 1930 or whatever. that was. It's not that and then it's
Starting point is 02:48:54 kind of found its modern form and then by 39 they're shooting in color and that's 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. There's so many different parts of the tech that it's still got a long way to go and you can go in all different
Starting point is 02:49:10 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. You've already made me fall in love with absurdiverse and you've made me fall in love with a better paradise, and now I am going to sit depressed to realize I'm going to have to wait.
Starting point is 02:49:29 I can, of course, read. We should have some little short cartoons coming out in a while from absurdiverse and more stuff coming in the next period. But, yeah, it just takes a little bit of time. And I think, I mean, movies, big movies are four years plus from start to end. Yeah. You know, with all the legal stuff at the start, you know, we'll be about the same. Yeah, and certain movies from ideas,
Starting point is 02:49:52 to completion, I mean, take 10 plus years. Yeah, a lot of that's just that development process that is really sometimes feels like it's designed to not make stuff. A bit more of a 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?
Starting point is 02:50:15 They're inspired by Red Dead. They're aspiring of all the incredible open worlds and narratives you've created. Like, how is it possible, have a chance of doing something like that. I mean, it's part of the two ways. Try and do it cheaply with yourself in a small group or join a company that you think is doing it the right way.
Starting point is 02:50:34 You know, and I think there's upsides for either of those. I think if you want to make something that's cinematic, 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 the 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 out and figure out how you get to
Starting point is 02:51:00 work there. Do you have hope for AI helping with some of the video, some of the video generation, some of the world generation, 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. Yeah. 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
Starting point is 02:51:29 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
Starting point is 02:51:42 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?
Starting point is 02:51:58 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
Starting point is 02:52:34 heart speaking of love thank you what a pleasure thank you ma'am thank you for everything you've created in this world me and millions of diehard 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, because I always like to make this very clear. Yeah. 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.
Starting point is 02:53:03 And we can't wait to keep exploring the world as 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 Hauser. 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 some words from Ernest Hemingway, one of Dan's and my favorite writers. The world breaks everyone,
Starting point is 02:53:35 and afterward, many are strong at the broken places. Thank you for listening, and hope to see you next time. I don't know I'm gonna... ...you know. ...woulda... ...you know. ...theid...

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