Dan Houser: GTA, Red Dead Redemption, Rockstar, Absurd & Future of Gaming | Lex Fridman Podcast #484
Lex Fridman
0:00 You said that Red Dead Redemption 2,
0:01 in your opinion, is the best thing you've ever done.
0:03 I think there's a strong case to be
0:05 made that it's the greatest game of all time.
0:07 What are the elements that make that game truly great, do you think?
0:12 People searching for meaning amongst the violence.
0:14 I think that the West and all the themes
0:17 around the West really lend itself to that.
0:20 And the gunplay was fantastic, and the horses were incredible.
0:22 I think we got to spend, a smaller group of us, working on it from day one,
0:27 coming up with some weird, wacky ideas that we got to embed in the game.
0:33 It was helpful that we got to be very creative before it had a full team on it.
0:39 You lock yourself in a room and get anchovies and onion pizza and crushed...
0:42 Diet Cokes?
0:43 Yes.
0:43 Is this accurate information?
0:45 Very accurate.
0:46 Why do you think there was so much excitement about GTA IV,
0:48 GTA V, and now GTA VI?
0:50 I think we did a really good job of constantly innovating.
0:53 The games always felt different.
0:55 People have very strong feelings: "I like this one." "I didn't like
0:59 that one as much," because they are pretty different.
1:02 So you know what's going to happen.
1:03 It's a Grand Theft Auto,
1:04 you know it's going to be a game about being a criminal,
1:06 but the way it's going to be a game is going to change quite a lot.
1:08 The number one question from the internet, it is so ridiculous, but I must ask,
1:12 "Have you seen Gavin?" The following is a conversation with Dan Houser,
1:20 a legendary video game creator, co-founder of Rockstar Games,
1:24 and the creative force behind Grand Theft Auto and Red Dead Redemption series,
1:29 which includes some of the best-selling games of all
1:32 time and some of the greatest games of all time.
1:36 Both Red Dead Redemption 1 and 2 have some of the deepest,
1:40 most complex, and heart-wrenching characters
1:43 and storylines ever created in video games.
1:47 Dan has started a new company, Absurdventures, great name,
1:52 that is creating some incredible new worlds in multiple forms,
1:56 including books, comic books, audio series, and yes, video games.
2:00 That includes A Better Paradise, which is a dystopian near-future world
2:06 with a super intelligent AI, American Caper,
2:09 which is an insanely chaotic, violent, dark, satirical world,
2:14 and Absurdiverse, which is a comedic action-adventure world.
2:19 I'm excited to explore all three of these.
2:23 I have spent hundreds of hours in worlds that Dan has helped create,
2:28 so this conversation was an incredible honor for me.
2:31 And on top of that, Dan and I talked a lot after and in the days since,
2:36 and he has been just a wonderful human being.
2:40 I'm just at a loss of words.
2:42 I feel like the luckiest kid in the world.
2:46 This is the Lex Fridman Podcast.
2:48 To support it, please check out our sponsors in the description,
2:52 where you can also find links to contact me,
2:54 ask questions, give feedback, and so on.
2:58 And now, dear friends, here's Dan Houser.
3:03 You've helped create some of the most incredible characters,
3:06 stories, and open worlds in video game history.
3:09 But when you grew up in the late '70s and '80s,
3:13 open-world video games wasn't a thing.
3:16 So you've credited literature and film as early inspiration.
3:20 So let's talk about film first, if we can.
3:24 Sure.
3:24 What to you are some of the candidates for the greatest films of all time,
3:28 maybe films that were highly influential on you?
3:31 I mean, Godfather.
3:32 God, well, I think for me,
3:33 probably Godfather II more than Godfather I, but I love both of them.
3:36 But I love the divided story in Godfather II.
3:40 And as a migrant, I used to live in Soho.
3:43 I love the bits in Little Italy, and I love the sections in Sicily.
3:48 I think and the bit,
3:50 Ellis Island is just one of the best shots in all of cinema.
3:54 When you see little Vito turning up in Ellis
3:56 Island and you get that shot, it's amazing.
3:58 It gives you a really good cinematic sense of what
4:01 it must have been like to arrive in America.
4:04 How much of the greatness of Godfather do you think is the writing?
4:07 How much is the cinematography and how much is the acting?
4:11 You got De Niro, you got young Pacino.
4:14 Coppola started as a screenwriter,
4:15 so I think he wrote, at least co-wrote the script.
4:19 So it's almost like the writing, directing almost become the same thing.
4:22 But it's one of those films, both of them are those films,
4:25 which I was thinking about this idea of a perfect film where everything's good.
4:29 Where the acting's seminal, where the writing's seminal,
4:32 where the music is seminal, where the shots are so memorable,
4:36 where the scenes you know, define what you think about things.
4:39 It's impossible to think about the mafia and not think about The Godfather.
4:43 What about the pacing?
4:44 It is a bit slow.
4:45 You have movies like 2001 Space Odyssey, slow.
4:49 Yes.
4:50 It used to be, back in my day, it used to be slow.
4:53 Life got faster.
4:54 Life just got, you know, as I think as we moved from the '70s into the '80s,
5:00 into the '90s, people had seen so many films,
5:03 they just started to edit films faster.
5:05 And people understood cinematic storytelling so much
5:08 that you could do things much quicker, you could show a look and just that meant
5:13 you realized that person was gonna betray the other person.
5:16 They just edited films much quicker.
5:18 But I quite like the slowness.
5:20 I think these days with modern, you know, high quality televisions,
5:23 you don't have to necessarily watch these films in one sitting,
5:26 particularly when you're rewatching them.
5:27 So it doesn't bother me that they're long and slow.
5:29 Speaking of faster, life getting faster, I...
5:32 I'm sure another influential movie was Goodfellas, Scorsese.
5:35 That's faster, right?
5:37 Yes.
5:38 A mixture of crime and humor.
5:40 And almost like an open world game in some ways,
5:43 in that it's this slice of life.
5:44 You know, I think that probably changed cinema at the tail end of the '80s,
5:48 changed cinema at the sort of tail end of the '80s,
5:52 early '90s, more than any other film.
5:54 And it's so iconic.
5:56 In some ways I prefer Casino, but the invention is really in Goodfellas.
6:00 I love the end of Casino, you know, the use of voiceover,
6:03 the way you saw them being criminals and being normal people,
6:07 you know, it changed everything.
6:09 The Sopranos is obviously completely inspired by Goodfellas.
6:12 Casino has, first of all, the character of Sharon Stone.
6:16 I mean, everything.
6:17 The look, the clothes...
6:19 ...The music.
6:20 I would say one of the most memorable moments
6:22 in film for me is the meeting in the desert.
6:25 I mean, just the drama building up to that between...
6:28 Dig another hole.
6:29 Yeah.
6:29 The environment, the city,
6:31 speaking of open world and creating a character from the city.
6:34 It's one of the great Vegas films.
6:37 I think the great Vegas film.
6:38 There are bits that I always...
6:39 that I love.
6:40 At the end, when everything's wrapping up,
6:42 and on the one hand you see the Robert De Niro character,
6:45 he's still good at making money, so they let him return to normal life.
6:49 But then you get that brilliant scene when
6:51 all of the, the mob bosses from back home,
6:55 they're discussing all these people who may
6:57 or may not be able to implicate them.
6:59 And then there's that incredibly cold line where one of them,
7:02 they're thinking about the old, you know, I think it's the casino manager,
7:05 and one of them just goes, "Ah, the way I see it,
7:07 why take a chance?" And then the next thing, he's just shot.
7:09 The brutality of it all is just brilliant.
7:13 I don't know, I probably have to disagree with you on Vegas.
7:15 There's at least some competitors.
7:16 You got what, Nicolas Cage Leaving Las Vegas?
7:18 I mean, falling in love with a prostitute.
7:21 You've written some of the great crime stories ever.
7:25 Thank you.
7:26 And in some sense, there's love stories in there.
7:30 And you've talked about- ...being a bit of a romantic yourself.
7:35 Appreciating the depth of love stories in literature at the very least.
7:40 And there is a dark kind of love story between an alcoholic and a prostitute.
7:44 He got an Oscar for that.
7:46 I think he did for that, didn't he?
7:47 Plus there's the caricature of the drug world of Fear and Loathing in Las Vegas.
7:51 That's an interesting one.
7:53 I love the book so much.
7:54 I was obsessed by it when I was about 17, 18.
7:57 And I enjoyed the film, but I preferred the book.
7:59 Has a Hunter S.
8:00 Thompson type of character ever made it into any of your stories?
8:04 No, but one of the things we're working on now,
8:06 there's sort of an English version of Hunter S.
8:09 Thompson if he was also a market gardener.
8:12 I love that persona.
8:14 But he's kind of...
8:15 it's hard.
8:16 If you make him American, it's hard for it not just to be Hunter S.
8:19 Thompson.
8:20 Is this an American caper?
8:21 No, it's in this animated show we're developing
8:24 in this sort of comedy world we're working on called Absurdiverse,
8:27 and it's in one of the stories in that.
8:30 What is Absurdiverse?
8:31 Absurdiverse is a comedy universe we're developing
8:36 that will be an open-world video game and then
8:40 some loosely adjacent stories that we're going to make
8:44 as animated TV shows or possibly animated movies.
8:46 We're still thinking that all through.
8:48 And we're building the game up in San Rafael at the moment,
8:53 and it's early days, but it's looking very exciting.
8:56 And it's trying to be...
8:57 like, trying to make a game that feels a a little bit like a living sitcom.
9:02 Is there some drama and tragedy at the edges, or is it pure comedy?
9:07 I hope it's got comedy, cynicism, heart, drama, and some amusing life lessons.
9:13 Otherwise, you can't just have jokes for 40 hours, it won't work.
9:17 Okay, so comedy needs some darkness.
9:19 Well, I think it needs story.
9:21 One of my favorite comedies of this century
9:23 is The Office because it was incredibly funny,
9:25 but also because it had narrative and heart underneath the cynicism.
9:28 I think with narrative, you get a drive alongside jokes.
9:34 And there's going to be an open-world video game.
9:37 Yes.
9:38 Yes.
9:39 When?
9:39 Two, three, four years.
9:40 Still thinking that through.
9:42 So, what's the process of getting from the idea to the end of a video game?
9:45 Why does it take so long to get it right?
9:48 That's an interesting question.
9:49 I think if you look at the scale at which they're built,
9:53 you could argue it the other way, why is it so quick?
9:56 I mean, you really are building, in one go, a world,
9:59 a city, and 40 hours of entertainment cut through it.
10:03 and 40 hours of entertainment cut through it.
10:05 You know, these things are massive four-dimensional mosaics that are
10:08 intensely complicated and have to work in lots of different ways.
10:12 And I think that's us being kind of aggressive on the timeline.
10:16 We're taking a tangent upon a tangent upon a tangent,
10:18 but I have to return to some films.
10:20 Let me just list a few of my favorites.
10:22 So first of all, you said you love great war books.
10:26 Yes.
10:27 and movies.
10:28 Yes.
10:28 So we have to throw in Platoon from Oliver
10:31 Stone and Apocalypse Now, for me at least.
10:34 Of course.
10:35 There's more crime, fast-moving crime movies, like Scarface.
10:40 I also love True Romance.
10:42 I love True Romance.
10:43 Possibly the best, one of the best scripts ever written.
10:47 Written, of course, by Quentin Tarantino.
10:49 What do you love about True Romance?
10:51 I think sometimes, depending on the day,
10:53 depending on the bar and how much alcohol I've had,
10:55 I will say True Romance is the best movie ever made.
10:59 Yeah, I mean, True Romance is super fun.
11:01 Tony Scott was a really good director, so it moves at a really good speed.
11:04 It's funny, it's completely unbelievable,
11:06 but you really care about the characters.
11:08 It's the kind of, you know,
11:09 this world that obviously doesn't exist, but you feel it does exist.
11:13 The characters are larger than life.
11:15 The dialogue is unbelievable.
11:16 You could just sit and watch unbelievable.
11:17 You could just sit and watch them talk all day long.
11:20 And, you know, you just...
11:22 it's amusing.
11:22 You just want to live in that world.
11:24 I was thinking about, like, what do you like about films?
11:27 It's the idea to be in a world.
11:29 You want to...
11:30 they're not real.
11:30 They're never real, but you want to be
11:32 in these fake worlds that people have invented.
11:34 And I think you said that what makes
11:35 a great world is having a large cast of characters.
11:38 And I think that movie is a good example.
11:40 I mean, you have Christopher Walken
11:42 with the sort of legendary super racist discussion.
11:45 Yeah.
11:46 Rant.
11:46 Rant.
11:46 Dennis Hopper is just sort of a dream dad.
11:49 Yeah.
11:49 Dream dad.
11:50 And just that interaction is legendary.
11:52 You got even Brad Pitt as a pothead on the couch.
11:57 Gary Oldman.
11:57 Gary Oldman.
11:58 As a rasta.
12:00 Yeah, and you have...
12:01 I mean, a real love story.
12:04 Like, a real, genuine, pure love can survive in any context.
12:08 And it's just sweet.
12:09 Their love story is very sweet in that film.
12:11 Yeah.
12:11 It's endearing.
12:12 The...
12:12 Elvis is a character.
12:13 It's kind of like a mini GTA type game.
12:16 Some of the same beauty, the comedy, the love,
12:19 the-- Yeah, and it's all crossed with Play It Again, Sam.
12:21 It sort of feels a bit like that with the Elvis character.
12:24 What about greatest war film?
12:25 What would it be for you?
12:27 Greatest war film?
12:28 If I'm feeling serious, it would be a Russian film called Come and See.
12:33 which is probably the most intense film ever made.
12:35 And if I'm feeling slightly less serious, Apocalypse Now,
12:39 and I would always want to watch the original cut.
12:42 I don't prefer the re-edits.
12:43 I like the original first release.
12:45 I think it's tighter and slicker and works the best.
12:50 Yeah, of course, Apocalypse Now is
12:52 this hallucinatory journey into darkness, I think, madness.
12:54 Yeah, but from your first-- Yeah- scene onwards,
12:56 it's just got these amazing set piece after set piece and, again,
13:01 incredible characters, brilliant dialogue.
13:04 Some of the greatest films about war reveal that war is not what it seems,
13:10 and there's different ways of doing that.
13:12 And you've talked about different books.
13:14 The Thin Red Line is another book— ...and movie that shows that.
13:19 Yeah, yeah, and I watched the movie years before I read the book,
13:23 and I didn't understand the movie.
13:25 And then I read the book, and I read a lot about the editing of the movie,
13:31 and I understood why I didn't understand the movie,
13:33 and that's 'cause the movie makes no sense.
13:35 It is beautifully shot,
13:36 and the music is one of the best film scores of all time.
13:40 But they edited two different battle scenes into one battle in a way
13:43 that they're spread apart by ages in the book to assemble...
13:45 I think they filmed the book pretty much verbatim.
13:48 It would've been as a six-hour movie,
13:50 then edited this impressionistic thing that's incredibly beautiful but doesn't
13:54 necessarily make narrative sense at the end of it.
13:56 But it's still very beautiful, the film.
14:00 And in terms of Westerns, what's the greatest?
14:02 The Good, the Bad and the Ugly, Unforgiven?
14:04 Those are for me, maybe even Django Unchained.
14:07 You've mentioned Butch Cassidy and the Sundance Kid.
14:09 I think for me it's two films from, I think,
14:11 pretty much the same year, Butch Cassidy and The Wild Bunch.
14:15 I love Robert Redford.
14:17 Rest in peace.
14:18 That film, it's just impossible to imagine any buddy film without Butch Cassidy.
14:23 It's Paul Newman, Robert Redford, and Clint Eastwood for you, also?
14:27 Has that impacted your writing on Red Dead?
14:29 I love Unforgiven, but the truth is with Red Dead,
14:34 I'd seen a lot of Westerns as a kid.
14:36 My dad watched lots of Westerns.
14:37 They were always on TV.
14:39 You know, I felt I knew a lot, quite a bit about Westerns.
14:43 And then, you know, then I had to start thinking about writing one for work.
14:48 And I deliberately did not binge on Westerns.
14:50 I tried to watch no more Westerns and just think about what I liked about them,
14:55 what I didn't like about them, what would be a take that would work today
15:00 and would work within the confines of a game.
15:03 And I think Red Dead 1 was a slightly more traditional Western.
15:07 And then having done that, tried to take Red Dead 2
15:10 in a different direction so that it felt like a worthy successor.
15:15 Didn't just feel like more of the same.
15:17 From movies to video games, when did you first fall in love with video games?
15:21 Literature was the first love.
15:25 No, films.
15:26 Films.
15:26 Films was always, well, what I loved first as a kid was films.
15:31 Um, older...
15:33 Began reading books properly aged about eight.
15:37 Was watching films long before that.
15:40 Nice.
15:40 And then probably it was always bouncing between the two, which I preferred.
15:44 I think they're good at different things.
15:45 Games, I played and, above all, watched a lot of games as a kid,
15:50 as being a young kid, you know, other people playing them.
15:53 Um, and I obviously liked the core thing games do,
15:58 which is you press a button and something happens.
16:01 They're responsive, they're alive, and that's captivating.
16:04 And then the competitive angle of games is fun,
16:07 or you know, beating this, beating that, winning this.
16:10 That was fun as well.
16:11 Sometimes obsessively so.
16:12 You know, I remember being completely addicted
16:15 at one point when I should've been studying,
16:17 for months at a time, to Tetris on a Game Boy.
16:20 You know, I liked games and I liked interactivity and I liked the movement
16:25 to this digital world that's really emerged for me
16:27 pretty much as soon as I left college.
16:29 But I didn't love it.
16:31 And then I really fell in love with games when I was properly making them,
16:37 probably as late as like 2001.
16:40 Oh, wow.
16:41 And when I suddenly began to see...
16:43 First of all, my mind, you know, that's a whole nother story,
16:46 but just suddenly saw what they could do and could be and what this chance was
16:52 to be one of the people involved in making these things that was this, you know,
16:58 where you were really kind of breaking trail into the future, it felt like.
17:02 And I think that was when I really went,
17:03 "These are amazing." And that's when I really fell in love with...
17:06 I could see it in moments and suddenly you could make this whole experience.
17:10 So that was really the moment for me.
17:12 Yeah, of course, because you were a pioneer
17:15 of open-world games that are so narrative-driven.
17:17 So it's like you didn't have too many examples.
17:21 Yeah, before that it was PS1 or even before that.
17:24 Games looked terrible.
17:26 You know, you would be like it's eight pixels, it's a car.
17:29 You know, it was not a car.
17:31 They just didn't...
17:32 It was always you were squinting and closing both your eyes
17:34 and trying to imagine it was this thing you were told it was.
17:37 And all they were about, you know,
17:40 very surreal subject matter 'cause you couldn't make them remotely real.
17:45 And suddenly we were able to build these experiences where you could run
17:48 a simulation of a city and it was in three dimensions and it felt alive.
17:54 And we were trying to give it even more,
17:57 at least the illusion of even more life.
17:59 And yet you see you could tell a story in three or, you know,
18:03 using time, in four dimensions, and that felt very inspiring.
18:08 Yeah, I think GTA III is probably one of the most influential games of all time.
18:13 It created a feeling of an open world.
18:16 What do you think it takes to create that feeling?
18:18 There were like these looming skyscrapers.
18:21 There were the changing traffic lights.
18:24 There's the feeling like, first of all, you had a feeling you could do anything,
18:29 and then the world was reacting to it.
18:33 Yes- in a way that didn't feel scripted.
18:35 Yes, and it wasn't scripted.
18:37 It was really, really, really low-rent AI.
18:40 It was a simulation that you could prod and push and see what happened,
18:44 and I think that was incredibly...
18:46 It was two things.
18:48 It was the fact that here was a simulation that you
18:51 could mess about with and the simulation seemed to have a personality.
18:55 So you could push and see...
18:56 And the world would push you back in whatever way that meant.
19:00 And then the other thing was just this...
19:03 I think one of the reasons it was so
19:05 captivating was also the idea of if I did nothing, the world still existed.
19:09 Or I could act in quite a passive way.
19:11 I could just listen to the radio, I could...
19:13 Look at billboards, I could talk to pedestrians, and not in GTA III,
19:16 but by Vice City, you could begin rudimentary talking.
19:20 And the world was there and existing, and so it was the idea of almost something
19:25 that really tried to explore in lots of games,
19:28 the idea of being a digital tourist.
19:30 You know, you were in, you were in these worlds,
19:34 and you went there as a visitor, and they existed almost independent of you.
19:38 It felt like when you turned up, the world was running.
19:41 It didn't feel like you'd started it.
19:42 Of course, you had started it, but that feeling, I think,
19:45 was one of the things, the illusions that people found very captivating, was,
19:49 "I'm in a world that both doesn't exist and does exist."-
19:53 So there are these two concepts that I was reading about,
19:55 just to put names on them: one is systemic video game design,
19:59 so systemic games, and the other is sandbox video games.
20:04 And the systemic is from the environment perspective,
20:08 which means that there are these interlocking game rules
20:12 and systems that interact with each other and produce emergent behavior.
20:18 And that emergent behavior is what creates
20:20 a feeling like there's a living world.
20:22 And then the sandbox aspect,
20:23 which is overlapping but different, is from the user perspective,
20:27 from the player perspective, the feeling like you can do anything.
20:31 And when those two things combine, the feeling like you can do anything,
20:35 and the feeling like there's a world that's full,
20:39 that is also doing anything it wants,
20:43 that creates this incredible feeling of, like, "This world is alive.
20:49 And I'm in it."- And I'm in it.
20:50 And it's the combination of those two things, I think, that is very powerful.
20:54 And I think with GTA III, you know, for me,
20:58 it came at a really interesting time in my life personally,
21:01 and I was very able to engage in it,
21:03 probably for the first time professionally, actually away to do something.
21:09 And we were really sort of scratching,
21:13 began to scratch the surface on how do we fill these worlds with content,
21:16 and how do we make that content interesting and make the content all interwoven?
21:20 So, as you start to mess with these systems,
21:22 they also feel alive and interesting.
21:26 There's often been a tension through your work between an open world,
21:31 that freedom, and the narrative...
21:34 ...driven storytelling.
21:35 And I think you've often, maybe always, gotten the balance right.
21:41 So what is the value of each, and how do you get the balance right?
21:47 Well, I think the open world is intrinsically pretty fun.
21:49 It's just fun to be in a world and have complete freedom.
21:53 And certainly, I think at various points, we debated or, you know,
21:57 I'd have theoretical discussions in my own head with myself,
22:00 or other people in the team would really push for less story, less story.
22:04 You know, let the whole thing evolve organically.
22:06 You know, have it all be procedural.
22:08 Have it all just evolve from what you do.
22:11 I think for me, I would always come back to going, "Story can be,
22:15 if done well, can be incredibly compelling,
22:17 and it gives you some structure." So, I think...
22:21 and something to do,
22:22 and it helps you from a game design perspective unlock the features.
22:26 It means we know the features, the big features 'cause they, you know,
22:30 essentially when you put someone in a world and give them
22:33 a whole new way of interacting with that world through the control panel,
22:37 it can be a little overwhelming.
22:38 You know, playing a game is a lot more
22:40 of an engaging experience even than reading a movie,
22:43 you know, reading a book or watching a movie.
22:45 You've got to engage in it properly.
22:47 So how you unlock the features and how you unlock the world,
22:50 there's an art and a skill to that.
22:52 And I think we felt that a structured story was the best
22:56 way to do that and to have control over that process.
22:59 And also just, you know, people are looking in their lives for story.
23:03 I think story's very important and very powerful,
23:05 and when you combine the two successfully, you get the best of both worlds.
23:09 But it is a...
23:10 You know, there is a tension always there.
23:12 I think in a game like GTA IV,
23:15 which I worked on and loved and I thought the story was great,
23:20 but we got criticized because people felt there was almost too much story,
23:23 and that meant you cared too much about Niko,
23:26 and he wasn't as effective an avatar in the open world.
23:29 I think we probably got closest to reconciling them
23:34 as perfectly as they can be done in Red Dead II,
23:37 or when playing as Trevor in GTA V if you wanted to be crazy.
23:42 I think those were when it really worked,
23:44 the character, absolute freedom, 'cause also you didn't want...
23:47 In any game, you don't really want to compel the player.
23:51 If you're giving them freedom,
23:52 you don't want to say, "Well, I'm giving you freedom,
23:54 but then I'm taking it away 'cause you've got to be this kind
23:56 of person when you're free." So I liked it when it could be...
23:59 He could, you know, he or she could veer to be nice, veer to be nasty.
24:02 I think that's when it was at the strongest.
24:04 So you kind of want a character that was
24:06 rounded and you felt had good sides and bad sides.
24:10 But you felt that character's personality.
24:12 Yes.
24:13 You felt the depth.
24:14 You've actually talked about this...
24:15 the really powerful concept of creating a 360-degree character.
24:19 I think somewhere you mentioned that in order to do that, you had
24:23 to be able to imagine what that character would do in any possible situation.
24:27 which is a really interesting philosophical concept.
24:30 I started to immediately think of that, can I imagine...
24:33 How good of an NPC am I?
24:35 Can I imagine myself in every possible I tried to do that very much when I,
24:39 when I look at human history, when I look at the Roman Empire,
24:41 when I look at World War II within the German side, the Russian side,
24:45 the British side, the American side, just I imagine myself if I was a soldier.
24:49 But that exercise, like if you put Trevor
24:52 as a soldier in World War II, what would he do?
24:56 No, I mean, that may be going a little bit too far.
24:59 But basically, what are the limits of the integrity?
25:00 What are the limits?
25:02 of how romantic is he?
25:04 How narcissistic?
25:04 All those kinds of elements you have to think
25:06 about in order to create the full character.
25:09 What does it take to create that kind of 360 character?
25:12 How hard is it?
25:14 It was a lot of thinking.
25:17 Sometimes a year from when we begin talking about a project and dialing it.
25:25 I would just get some initial ideas, like one sentence.
25:29 They are a Serbian immigrant,
25:33 or they are a retired gunfighter with a wife in, you know, type.
25:40 Very simple stuff.
25:41 And then just start to think through it from every angle.
25:46 And you know, start to think, "Would it work if they acted like this?
25:50 Would it work if you acted like that?
25:52 If this is the world, how does it contrast with the world?" Because I
25:56 always thought the games were a kind of mathematical equation.
25:59 They were the personality of the world, you know,
26:02 multiplied or divided by the personality of the protagonist.
26:06 And when that creates interesting friction,
26:08 that's a really fun experience for the player.
26:13 It's almost always at least one or more of the protagonists,
26:19 cause obviously in GTA5 we had more than one.
26:22 We'd have someone who'd moved to the place or was in a new part of the place,
26:26 or moved to a new part of the map, cause it was really,
26:28 as a player, I think it was really easy, much more easy,
26:31 to identify with your avatar when they, like you, were a fish out of water.
26:35 And even when they weren't,
26:37 we still made them dissatisfied and feel like a fish out of water themselves.
26:42 So I think it was just living with those characters and getting ideas and going,
26:48 "What are their strengths?
26:49 What are their weaknesses?
26:50 How are they like me?
26:52 How are they not like me?" You know, and then and slowly,
26:55 what is it like to feel like a human being?
26:58 You know, and then in most of these games, how much of a psychopath are they?
27:04 How much of a sociopath are they?
27:05 And what are their good qualities?
27:07 What is going to give them humanity alongside that?
27:10 What are they, what are they, what for them apart from money is worth dying for?
27:15 And then you start to build it out from these fundamental sides.
27:18 And suddenly you go, "Okay,
27:19 actually I can start to feel..." And then how do they speak?
27:22 You know, because fundamentally it doesn't really
27:23 matter what's going on in their head.
27:24 They haven't actually got one,
27:25 but what they say is what's going to make you realize who they are.
27:30 So develop more depth and complexity on the good and evil side
27:34 of that human that is a part of all of all human beings.
27:38 So you're basically living with that character.
27:40 Then if we can contrast what is it, Nico and Trevor with, for example,
27:46 another character I'm sure you've been living with for a while,
27:48 which is the AI system, Nigel Dave, you've been working on recently.
27:52 As part of A Better Paradise World,
27:55 which is more dystopian, dark, tragic, still funny, philosophically deep.
28:01 I hope so.
28:02 But the AI system in there,
28:04 the super intelligent AI system, is named Nigel Dave.
28:08 And it has, I mean, at least from my current experience with it,
28:12 it has a conflicting nature.
28:16 Maybe it's psychopathic; I haven't quite figured that out yet.
28:19 I don't think he's decided.
28:21 Yeah, I don't think he's decided either,
28:23 but he seems to be bent on world domination,
28:26 although he doesn't take credit for it.
28:28 He wants to fix humanity and it seems that the "children," quote unquote,
28:34 that it creates are the real monsters.
28:36 And actually, there's a really interesting idea
28:39 there which is maybe it's not the AGI,
28:43 ASI we should be afraid of, but the children it creates.
28:46 Because the AGI has this human-like good and evil in it;
28:51 it's conflicted, it's chaotic,
28:53 it wants to be human, it wants to be loved, maybe it wants to love.
29:01 But the children, the monsters it creates,
29:03 are the ones that are doing the world domination, the maximizing paper clips.
29:07 Anyway, that's a character and you have to build that up,
29:10 you have to think through that.
29:11 So you've been living with that one for a while?
29:14 Yeah, I've been living with him for the last few years, on and off.
29:18 I felt with a lot of portrayals of AI,
29:22 they tended to be one note, and AI was sort of infinitely clever,
29:26 but didn't really have much purpose apart from to kill
29:28 everybody and was just this kind of sort of Borg-like fog.
29:32 And I thought, "That's fine, but maybe we can do something,
29:35 you know, more interesting." AI is being built by humans,
29:38 and humans, you know, and built by computer engineers,
29:41 and there's a lot of power struggles in any computer engineering team.
29:45 So I just wanted to explore the idea of it
29:47 was built by two lead engineers who didn't like each other.
29:51 So, Nigel Dave, who's renamed himself,
29:53 they wanted to call him something sort of Primal Adam,
29:55 and he renamed himself Nigel Dave 'cause one dad was called Nigel,
29:59 and one dad was called Dave.
30:01 And he's just riddled with these conflicts and riddled
30:05 with his, it's gonna become clear in the next,
30:09 or clearer in the next volume of the book and and in the game,
30:13 he's riddled with his dad's previous careers.
30:16 But he is, I, with the idea of he's
30:20 almost infinitely intelligent or can learn almost everything,
30:23 but has zero wisdom.
30:24 And so the only thing he knows,
30:26 and then he's seeing the world through the internet.
30:28 The most he can do to be in the human
30:31 world is hack into someone's phone and watch them,
30:33 but he's stuck, pressed against.
30:34 He can't actually get into our world.
30:36 So he's, he can control people's minds arguably, but he can't control the world.
30:40 And so he wants to be human, he wants to have these human experiences.
30:43 He sees all this stuff on, you know,
30:45 the internet, goes, "Oh, I want to get married.
30:48 I want to fall in love.
30:49 I want to..." 'Cause that seems fun.
30:50 "I want to have..." You know, he's a digital creation,
30:53 so he wants to have metaphysical experiences,
30:55 and he's trying to imagine what that will be like.
30:58 "Oh, that's what children are." You know, "That's what love is." And he's...
31:01 So I think he's So I think he might be a sociopath,
31:04 and he certainly has sociopathic tendencies.
31:06 But then he kind of thinks that if he can imagine good and try to do good,
31:14 that will make him a good AI.
31:17 So I think there's something sympathetic about him.
31:20 And I kind of like him as a character,
31:22 but I don't think he's going to be the protagonist.
31:24 He's more of a side character.
31:27 But an ever-present one.
31:29 Yes, or nearly ever-present.
31:30 Occasionally, he sulks and goes off
31:32 and hides somewhere and stops paying attention.
31:34 Yeah, but there are some characters that really create a flavor of a world.
31:38 In his world, he was built as an AI agent for this digital,
31:43 large-scale, massively multiplayer video game these people were trying to build.
31:47 And so he's almost like God in his world.
31:50 He's not quite God, but he's got a lot of the qualities of God.
31:52 So he has to deal with, "Am I God?
31:54 Am I human?
31:55 Do I exist?"- And of course,
31:57 there's the leader of the, the CEO of the company, that's also a character.
32:04 That's probably an amalgamation of many
32:06 of the leaders of the different AI companies today.
32:10 His name is Mark Tyburn.
32:14 And Kurt, one of the employees...
32:15 of the company talks about Tyburn as, "He hated humanity more than he loved it.
32:21 Perhaps all the most extreme fantasists are like that.
32:24 All those people who want to build their own utopia.
32:27 They love the idea of heaven more than the reality of Earth." Do
32:32 you think that's always going to be the case for the most part,
32:35 that power and money is going to corrupt the people that create ASI?
32:41 Yes.
32:41 I mean, I think there are two processes.
32:43 I think there's the power and money corrupted him in the end, as well,
32:48 but I also think that there's something fundamentally
32:52 anti-human about people who want to build utopias, or paradises, or heavens.
32:59 'Cause what they're saying is,
33:01 "I like humans apart from the bad bits." And I mean,
33:05 I try to be a pluralist who likes all kinds of people.
33:08 And I think there's a side where people are just hideous perfectionists,
33:12 want to get rid of the rough and the nasty and the ugly and the dirty.
33:17 And that's a huge side of us.
33:19 So I worry about those people.
33:21 I find them, you know, it's a different kind of sociopathic behavior.
33:26 "I like humans apart from the bad bits." That's so beautifully put.
33:29 Yeah, that there's...
33:30 It's so counterintuitive, but the people that say,
33:33 "We're almost there, we just need to...
33:37 There's this path we take and we'll be
33:39 perfect then" and that somehow gets us into trouble.
33:42 It's so fascinating that we have to like the bad bits,
33:45 we have to love the bad bits about humans.
33:47 Those bugs are features.
33:50 Yeah, and there's bad bits and there's flaws.
33:53 And I think we're all flawed, and we can really try to be better people.
34:00 But we still have to accept that we're flawed and we're not perfect,
34:03 and we have to accept that in other people.
34:05 And I think when we do that, we're more human,
34:08 and that's probably usually the right course.
34:12 I mean, it really is a return to that Solzhenitsyn line of, "The line
34:16 between good and evil runs through the heart of every man." And he also, like,
34:20 the full description of that is really powerful,
34:22 which is the line moves from day to day, from month to month throughout the life
34:29 of the person as they understand better and better.
34:31 And as the perspectives shift, as you evolve,
34:34 as the world around you evolves, as you gain deeper and deeper understanding.
34:39 And as the flaws in this combinatorial way affect
34:42 your own understanding of your own flaws and self-reflection.
34:45 So yeah, it's a beautiful mess, and all of us have that line.
34:50 Yes, and I think when you forget about that line, then you get in real trouble.
34:54 When you forget there's good and evil in you, in others,
34:58 in the world, that there is both good and evil, and there's certainly good.
35:01 And that all we can try to do is be better.
35:05 And it's funny, that Naiyo Dave, by the way, I like the name.
35:08 It grew on me very quickly.
35:10 Has that line and is struggling with it.
35:14 And it's fascinating to watch.
35:15 It's really, as a character and there's also going
35:18 to be a video game of A Bitter Paradise, potentially?
35:20 Yes.
35:21 Okay.
35:21 Yeah, we've got that in early development in Santa Monica.
35:25 Oh, nice.
35:26 And it's pretty fun.
35:27 It's very early, but we assembled a really fun team,
35:31 and they're doing amazing work.
35:33 So it's a pleasure to work with them.
35:35 I mean, it would be so great and I
35:38 suppose new for you because it's kind of near-term future.
35:42 Yes.
35:43 First, I always...
35:44 Well, I always wanted to do something in the sci-fi-ish space.
35:49 But only if I could do it...
35:52 I was like, "Well, what is sci-fi?" It's science fiction, right?
35:55 Science is a theory plus fiction.
35:57 And so I've always thought the best sci-fi for me
35:59 was when it wasn't just kind of space opera,
36:01 but there was a real obvious sort of hypothesis.
36:05 The story was Blade Runner, is my favorite, and that's obvious,
36:08 you know, the replicants are better than the humans.
36:11 And so this, I finally felt we found an interesting hypothesis.
36:15 The AI is more intelligent than us, but he's also as broken as we are.
36:19 That was an interesting hypothesis to explore.
36:21 You know, what happens when AI runs rampant in its own fake digital world?
36:26 That was the...
36:27 I felt that we had a hypothesis that was worth exploring,
36:31 and could give us some really interesting visuals
36:34 and give us a really interesting story to tell.
36:37 And it would be incredible to create a sort of AI
36:40 video game as the world is developing smarter and smarter AIs.
36:43 It allows us as humans to play the game
36:46 and to reflect on the thing that we humans are creating.
36:49 It's a real commentary as the thing is happening.
36:52 So I have to ask, as a person who loves literature,
36:56 and one of the, if not the greatest writer in video game history.
37:01 Kurt, in the book- of Better Paradise,
37:04 has this nice line that I think is thoughtful:
37:07 "At one point in college, I even wanted to be a writer.
37:11 How ridiculous is that?
37:13 A writer.
37:13 Language models ended that fantasy for me and millions of others.
37:17 So instead, I decided to get a master's
37:20 in marketing and started to sell language models." So you,
37:23 as a writer and creator of some
37:25 of the most legendary narratives,- Thank you- in recent history,
37:29 how do you feel about LLMs being able
37:33 to write in a way that looks awfully human?
37:38 I'm not that afraid of them for large-scale concepts.
37:45 I don't think they're going to be very good at that.
37:48 I think if you were...
37:49 I think it's harder if...
37:50 I began and I was too shy to tell anyone I wanted to be a writer.
37:54 That's why I ended up in video games.
37:56 And I would scribble away, like writing manuals and writing on like PS1 games,
38:01 all 12 lines of dialogue in a game.
38:03 Sometimes I wouldn't even get that job and I'd just write the website copy.
38:08 And then by working your little bits and pieces.
38:11 And then, you know, I'd luckily done enough work that when GTA III turned up,
38:15 it was the first thing that resembled real writing.
38:18 I had all of the small bits of skills that I could assemble into it.
38:23 Based on my fairly limited understanding of how language models work,
38:29 they're not going to replace good ideas.
38:32 They can't really come up with good new ideas.
38:35 What they can do is do low-level stuff.
38:37 So I think it's going to be harder
38:39 for people to start out in some of these spaces.
38:41 If you're not a very good concept artist, you're in a lot of trouble.
38:44 If you have original ideas, I think you're fine.
38:47 But I think, I also think that they've done
38:51 the first 90% of the work to sound human, 95% possibly in some areas.
38:58 The last 5% is going to end up being about 95% of the work.
39:02 I think that last bit with tech,
39:05 in my experience with things like facial animation,
39:07 it's always been the last bits and pieces
39:09 that take far longer than the first bit.
39:13 And so I'm probably a hideous Luddite, but I'm less scared than a lot of people.
39:19 I think you're going to end up with a lot of work that looks the same.
39:21 It's going to help people be creative in some ways.
39:23 It's going to get some people who probably
39:25 shouldn't be in that space out of that space.
39:27 But if you've got talent, I think it'll be fine.
39:30 Yeah, I agree with you totally, actually.
39:32 And it's hard to really put a finger on it.
39:35 So, one way to illustrate that, I speak English and Russian,
39:39 and I'm reading Dostoevsky in both languages and using LLMs to translate back
39:44 and forth because I was preparing to have
39:47 a conversation with the translators of Dostoevsky.
39:49 Which ones?
39:50 Uh, Richard Pevear and Larisa Volokhonsky.
39:53 Yeah.
39:53 I read it when they first did Crime and Punishment.
39:56 That was amazing.
39:57 They're wonderful translators, and a wonderful love story too.
40:00 But in the translation process, you get to see the LLM is missing some magic.
40:06 And that couple of translators are world-class experts at capturing the magic.
40:13 And I can't quite put that into words.
40:15 Because you said, like, totally novel ideas, yes.
40:18 But also this magic of the timing, the right word at the right time,- Yeah.
40:24 The phrasing.
40:25 captures the human experience.
40:26 So they can do some really incredibly human-like, the 90%,
40:32 like you mentioned, human-like phrasing about the bulk of the storytelling.
40:38 But the magic, you know,
40:40 whether it's the endings of Red Dead Redemption one and two,
40:44 the timing of that, the word choice of that, everything around that.
40:48 But it's hard to argue because they're incredibly impressive,
40:52 winning all kinds of math competitions.
40:54 But what is that magic?
40:56 And again, that could be just a romantic human side of me saying
41:01 that LLMs won't be able to capture that, maybe desperately holding on for hope.
41:06 I don't think they're going to come up with magic.
41:08 I think they're going to be fantastic
41:09 at coming up with really cheap, decent stuff.
41:12 I have to ask you about your writing process.
41:15 We can break it up.
41:16 On Grand Theft Auto- GTA IV is when it really started ramping up.
41:20 How much writing went into the Grand Theft Auto series?
41:23 How many words are we talking about?
41:25 I saw thousands of pages.
41:28 I mean, when we printed out the scripts for GTA IV, it was about this high.
41:34 And GTA V, it was about that high.
41:35 But that was including all the pedestrians who had pages
41:37 and pages just to create the illusion of a living world.
41:41 Because you interact with each one of them.
41:44 But even the main script for the main mission was thousands of pages long.
41:49 What was the writing process like on that, to generate one page at a time?
41:53 Bit by bit, by bit, over several years.
41:55 But you start with once people are determined,
41:58 "Oh, here's the, here's the world.
42:00 We're doing one based on a version of New York," so GTA IV.
42:04 And, um, I was living in New York, had been living in New York for a few years.
42:10 Wasn't sure if I was happy.
42:12 I was going through a lot of personal dramas, as usual.
42:16 And that was why I was looking at some of GTA IV again recently,
42:21 and it's really dark.
42:22 And I was like, "Ah, that's why." You know, I was a single and miserable,
42:27 and I wasn't sure I wanted to stay in America.
42:29 My life was in a lot of flux.
42:31 As a company, we'd had all that Hot Coffee drama,
42:33 so constantly thought we might be shut down in the middle of making that.
42:36 You know, a lot of drama in the company, so it felt like,
42:39 having had this run of success
42:42 and, and relative personal stability from GTA III,
42:47 Vice City, San Andreas, suddenly 2005, '6, '7, early '7, life felt very unsure.
42:57 Um, and that kind of bled into it.
43:01 But in terms of the process, it was...
43:04 trying to find an underbelly to New
43:08 York and capture an immigrant experience that I'm
43:11 not entirely sure how accurate that immigrant experience
43:14 was in 2008 when the game came out.
43:16 And then tell it, sorry, from a different angle as an immigrant,
43:19 which I thought made it, made it interesting.
43:21 And then this sort of journey around these various New York characters.
43:24 So I kind of spent probably a year traveling
43:27 around with cops or meeting people on and off,
43:29 and, you know, wandering around New York and driving around,
43:31 and, you know, on and off.
43:33 While, just go out for the morning from the office, normal stuff.
43:37 But doing that through 2005, assembling little notes.
43:41 "Here's a funny character for this, here's how..." Figuring out
43:44 the order we want to travel around the map in.
43:47 Characters of this, what was an interesting take on, on, on the, you know,
43:52 mob for that kind of time period.
43:53 What was an interesting take on some
43:56 Jamaican hoodlums for that kind of time period.
43:58 And assembling lots of notes and more and more notes,
44:02 and really, really, really running away from the work.
44:05 Which is, you know, I have to admit, it's part of my process,
44:08 if there is any kind of process, which is not doing work.
44:10 Thinking about it, but not working.
44:12 You know, a lot of time...
44:13 And then, and then it all kind of...
44:15 Pages and pages of notes, make more notes, no actual work.
44:17 Months and months of this.
44:19 And then finally set myself a deadline,
44:21 told all the other people, on the senior people on the team,
44:24 "Okay, I have a story draft due Monday morning."
44:26 I can't even remember what I'll say, February the 1st.
44:29 And then the, the weekend before was in a cabin we had upstate,
44:33 and just stayed up all night, knocking these notes into shape.
44:40 Assemble about probably a 30-page document,
44:41 so story synopsis and a character synopsis for each of the major characters.
44:45 And then hand that over, and that gets broken,
44:47 that would get broken down with me, with me and the designers.
44:50 And I was always clear, "I'm not a game designer,
44:53 I'm a sort of creative director." We need to break that down into missions.
44:57 And then that takes another year or so of that slowly assembling.
45:00 And then begin...
45:02 But then it's a...
45:03 But the bulk of my work's then done for a bit,
45:06 so I can relax and, and offer opinions on other people's work and feel...
45:09 be lazy for a bit.
45:10 And then start to worry,
45:13 'cause then I've actually soon got to start writing dialogue.
45:16 And for GTA IV in particular, it's like,
45:17 "We're going to try and write..." You know,
45:19 our animation's going to Our animation is going to be a lot better.
45:22 Our character models are going to start to look better.
45:24 The world is going to look amazing.
45:26 Therefore, we can support longer scenes.
45:29 We can have more in-depth characters.
45:30 But we have to find a tone that works with the game.
45:33 It's not easy, no problem.
45:34 Then I start to worry and worry and worry.
45:36 And also, writing as a Serbian immigrant.
45:38 I was an immigrant, but I'm not Serbian.
45:40 And trying to capture what on Earth that would feel like.
45:44 Just start to worry, you start to worry again.
45:46 Avoid work for as long as possible.
45:48 And then just sit down and start hammering
45:51 away at a keyboard again late at night.
45:54 Hammering away at a keyboard and going, "Does that right?
45:56 Is that...?" Once I get one speech,
45:59 one turn of phrase that I would like for a character,
46:03 then they suddenly come alive in my head.
46:05 So it was like writing with Niko, and he's this kind of awkward,
46:09 he's out of town, but he's got more
46:13 self-assurance in some way than the American characters.
46:16 Once I kind of talked him through it like
46:18 this, he just stepped slightly back from their ridiculousness.
46:20 And he's that...
46:21 Then he started to come to life.
46:23 Then I would juxtapose him and his cousin
46:26 who had this much more Americanized energy,
46:28 and that felt like it was a good double act.
46:30 And then from there it starts to come to life.
46:33 But it's written in small chunks for the motion cap...
46:37 So then we'd motion capture small chunks.
46:39 And then the other writers write the mission dialogue for small chunks.
46:43 And we'd slowly assemble the game, 10,
46:46 15 missions at a time, over the next year and a half.
46:51 Do you remember a few lines that brought Niko to life?
46:56 Yeah, I think so.
46:57 It was a couple of...
47:00 his incredulity when his cousin picks him up in an old car,
47:03 and he's not living this fancy American lifestyle.
47:04 And his cousin's...
47:05 It was so...
47:06 which was a kind of comic moment.
47:08 His cousin's...
47:08 And then they go to the cousin's flat.
47:10 And the cousin also, even though he was a sort of failure, was still upbeat.
47:15 And then when he talked to the cousin
47:17 and he talked about his wartime experiences, and how harrowing they were.
47:20 I was like, "Yeah, can I make this work in a game?"
47:23 It's very different from stuff you normally see in games.
47:25 Is it going to feel ridiculous?
47:27 And I remember being very scared because I thought it might be too much.
47:30 It might feel over the top.
47:32 I think, you know, the game's so pretty.
47:35 The artists are doing such an amazing job.
47:37 The game's looking...
47:38 I think we can get away with this.
47:40 Let's try it.
47:40 And then they motion capture the animation.
47:42 Then after that, it's like, "Yeah, it kind of works." I think that moment...
47:46 those were both pretty early.
47:47 Once we had those, we went, "Okay,
47:48 we've now got comedy and tragedy with this character.
47:53 Now it's working." You remember, "During the war, we did some bad things,
48:00 and bad things happened to us." "War is where the young
48:05 and stupid are tricked by the old and bitter into killing each other.
48:09 I was very young and very angry." "Maybe that is no excuse."- Yeah, he escaped.
48:20 He's a veteran.
48:21 He escaped the trauma of war to come to America to pursue the American dream,
48:26 I suppose, which became for him this thing that drags him back into violence.
48:32 Yes, he can never escape his sort of violent past or...
48:36 I don't know if he can never escape it.
48:38 He never does escape it.
48:39 You know, whether he's got agency or not is a whole another question.
48:43 Of course he doesn't, because he's a character in a video game.
48:47 But, you know, whether he ever could have escaped it another way, who knows?
48:50 I think he's probably the greatest character
48:54 for me created in the Grand Theft Auto series.
48:58 Of all the characters you've written in Grand Theft Auto,
49:02 would Niko be the best character you created?
49:08 I think he's the most innovative.
49:13 And the most morally defensible in some ways.
49:16 You know, he does a lot of stuff where he's fighting for what's right.
49:21 He's the nicest person in some ways.
49:23 Is he the best protagonist of a GTA game?
49:25 I think he's the most innovative protagonist of a GTA game.
49:28 Structurally, he might be too nice in some ways.
49:32 He's also tough, like he just comes across as tough.
49:34 I loved CJ in San Andreas.
49:36 I thought Melee did such...
49:38 Just the way he spoke gave him such humanity.
49:40 So I just loved...
49:41 It wasn't the writing, it was the quality of the voice acting,
49:45 it was just so strong for him.
49:47 I think aspects of Michael, he was so understated, but he loved the character,
49:51 but he brought so much humanity to this character
49:55 who's so flawed, who is such a...
49:57 you know, he has no principles.
49:58 He sells everyone out.
49:59 I think Ned Luke did such an amazing job and didn't
50:02 necessarily get as many plaudits as Steven Ogg for Trevor,
50:05 who was also wonderful.
50:06 But I think the Ned Luke character sort of anchors that game so much.
50:10 So I like all of them in different ways, but I probably love Niko the most.
50:18 And of course, Michael's from Grand Theft Auto V.
50:21 And he's one of three protagonists with also Franklin and Trevor.
50:25 And you said that of the things you're proud
50:27 of creating and you think was a great accomplishment,
50:30 it was Red Dead Redemption 2,
50:32 the ending of Red Dead Redemption 1, all of Grand Theft Auto IV,
50:38 and the middle part of Grand Theft
50:40 Auto V when the three characters come together.
50:42 Can you speak to the Grand Theft Auto V?
50:45 Is there some degree...
50:46 I don't know if you're a Dostoevsky guy, but...
50:49 A little bit.
50:50 Is there some aspect of the three protagonists,
50:53 sort of, you know, Brothers Karamazov, ...Alyosha,
50:57 Dmitry, and Ivan, sort of, using the protagonists
51:00 to explore the spectrum of human nature and...
51:03 Yes, sure.
51:04 ...just the tension between them that allows you
51:06 the, the, the three of them become a character in themselves.
51:11 Their relationship.
51:11 Their relationship.
51:12 is more...
51:12 Yeah, it was, it was, I think one of the reasons that, that the team did such...
51:17 That Grand Theft Auto is still so popular is we always tried as a group
51:21 to really innovate from game to game within the confines of what it was.
51:25 It was a crime, it was a crime drama, you know, began as a crime,
51:28 a crime sim in GTA 1 about stealing, you know, 2D top-down cars.
51:33 And we always tried to innovate
51:34 with the narrative and innovate with the art direction,
51:37 innovate with every piece of the game.
51:39 And I think having done, you know, GTA IV,
51:43 which was this kind of operatic journey for this big lead character,
51:47 and then these two extra stories that came afterwards.
51:50 So the challenge, the, the, the challenge was, can we combine...
51:54 Can we make a video game which tends to be very much focused on one protagonist,
51:59 but have multi-protagonists?
52:01 And the technical challenge of moving from character to character.
52:06 The team did such an amazing job that I
52:09 don't think people realized how hard it was.
52:11 But we would sit there just sort of holding
52:13 our heads 'cause they hurt so much around like,
52:15 what happens if you do this, then do that?
52:17 It's just, this is so hard.
52:19 Why have we, why have we decided to do this?
52:21 It's horrible.
52:22 And then it all came together.
52:23 But I think the idea was to develop
52:27 three characters who do feel like characters.
52:29 They don't just feel like philosophical, you know, psychological avatars.
52:33 But where one is really, really driven by ego, one is really driven by id,
52:39 and one is really driven by trying to get ahead.
52:41 So some kind of representation of the super-ego and see
52:44 how that feels when they all play off against each other.
52:48 One of the most upvoted questions on Reddit about GTA V,
52:52 From a fan, "GTA V is my favorite game ever made.
52:55 I spent over 1,000 hours in the world of GTA V and GTA Online.
53:00 GTA IV is a hard second or third.
53:02 It never ceases to impress me.
53:03 When you lead a team of over 1,000 people to make
53:06 a masterpiece like GTA V or Red Dead Redemption 2,
53:09 how do you ensure that the bar of perfection is always met?
53:12 How's that even possible?
53:13 We know the answer isn't money,
53:15 because there's other studios with a lot of money,
53:18 and they are two decades behind Rockstar." So
53:20 what does it take to create these worlds,
53:22 to create these incredibly compelling games and stories?
53:25 I think the cult- I mean,
53:27 certainly when I was at Rockstar, I was a worker amongst workers.
53:33 You know, the culture was one
53:35 of excellence and tried to provide creative clarity.
53:39 And people would just, you know...
53:41 And also an ambition to make...
53:43 I think we were like...
53:45 We thought GTA III could be really popular.
53:49 Really popular to us meant, quite honestly,
53:50 it's gonna sell two or three million copies.
53:53 And we thought we were making something pretty innovative.
53:55 I mean, we knew we were making something innovative,
53:57 but we didn't know if people would understand how innovative it was.
54:00 And then when we got the chance to make Vice City, and to try and repeat it,
54:05 I think every time from then on the team
54:07 was very driven to make something better.
54:10 And to use, this was long before we had lots of resources,
54:13 to use time and whatever money we had
54:15 to always put impressive stuff on the screen,
54:18 always think about what we can do to push the medium
54:23 of video games and the sort of medium of building fake worlds further.
54:28 And that was always...
54:29 You know, there was a, it was, you know,
54:31 both clarity of, "Here's what we're trying to do.
54:33 Here's what the tone of the game is going to be.
54:35 Here's how features will fit into that, and why these features
54:39 would work and these features wouldn't work." Because fundamentally by 2002,
54:43 you could put pretty much any feature into a game you wanted.
54:45 It wasn't a question, it wasn't a technical limitation.
54:48 It was just making it cohesive.
54:50 And then it was also just everyone committing to a culture of excellence.
54:55 Navid Khansari, an award-winning director and virtual reality game maker,
54:58 who worked with you on a number of Grand Theft Auto games,
55:01 spoke highly about his time working with you.
55:04 Quote, "We always worked ourselves to the bone,
55:07 but it wasn't coming from the top down.
55:09 Sam and Dan always rolled up their sleeves, and they were always there.
55:13 They never left us holding the bag.
55:16 We all thought we were making badass shit,
55:19 so it didn't matter how hard we worked."
55:21 So I'm sure there were some tough grinds.
55:24 I think finishing it is certainly...
55:26 It's tough, but it also is intensely rewarding.
55:29 And you get something done, and you've made something.
55:32 And that feeling is, as you say, really, really incredible.
55:35 I mean, it can sometimes feel a bit empty as well because it's...
55:39 when you're finished, you're like,
55:40 "Then my life's got nothing to it," and then you have to...
55:42 You know, but that's the same with any big undertaking that you take.
55:45 I don't think there are...
55:46 You know, when you're working that hard,
55:48 you do not have a good work/life balance.
55:50 But the truth is, you're not working that hard all of the time.
55:54 So you just have to manage it slightly differently.
55:55 Man, that's such such a heavy thing about the human experience.
55:58 I've talked to Olympic gold medal winners,
56:00 and many of them face real depression after they win the gold medal.
56:05 because they've been pursuing a thing that they deeply care about.
56:09 This has been everything,
56:10 and they're so truly happy to do it, and then it's like,
56:14 "What else is there in life?" What, compared to this, what else is there?
56:19 So that's the ups and downs of life.
56:22 You need the darkness and you need the lows to really experience the highs.
56:27 Let me ask you about the pressure.
56:30 There's an insane level of excitement and expectation for Grand Theft Auto VI.
56:36 Same was true for GTA V and GTA IV, and even before that.
56:41 And you and the team delivered every time.
56:44 How difficult was it to do creative work under
56:48 such pressure where everyone expects this to be a success?
56:53 I was pretty good at compartmentalizing, you know, and just saying...
56:56 I try just to go, and with all creative work, I go, "Well,
57:02 I feel like a terrible fraud, but I haven't been found out yet.
57:07 Just do my best and hopefully I won't be
57:09 found out this time." And just if I can be...
57:13 If I can go, "I tried hard with the work.
57:16 I tried to do it with integrity.
57:17 I tried not to copy someone else.
57:19 I have probably done all of the above," you know,
57:21 try to bring something new to it.
57:23 And we, as a group, made something we are proud of.
57:27 Then that's enough.
57:28 You can't...
57:28 If you don't want to go insane, or if I didn't want to go insane,
57:32 I couldn't sit there and worry about financial results.
57:34 If we made something great and it didn't sell, that would have to be okay.
57:38 Because the goal is to make something that's...
57:42 You know, video games are expensive,
57:44 so it is a sort of commercial form of creativity.
57:47 It's a commercial art form, you know.
57:49 So you have to be in your mind,
57:52 you're spending large amounts of someone else's money.
57:54 You have to try and make it back for them.
57:56 But at the same time, my argument with myself was, "Well, if we...
57:59 The way to make it back is try and make
58:02 something great." So both pressures are pointing in the same direction.
58:07 I think GTA IV was very pressured because
58:09 there had been all this pressure on the company.
58:12 The company nearly imploded several times due to Hot Coffee.
58:16 It was extremely tough.
58:17 So I think that felt very stressful.
58:18 GTA III, the company was basically broke.
58:21 But I was young and didn't really care.
58:23 I wasn't living in the grown-up world yet.
58:25 All of them had their own pressure.
58:27 All of the games had their own pressure.
58:29 The more I felt I'd gone into it creatively
58:32 and tried to be more ambitious, for me personally,
58:35 I felt more pressure, you know, when it came out,
58:38 that would have been the right choice.
58:41 Because again, if you're trying to take big
58:44 swings creatively and you've spent a lot of money, that can be quite stressful.
58:47 I think with Red Dead 2, we were behind schedule.
58:51 We were over budget so much I didn't want to think about it.
58:57 And you're making a game about a cowboy dying of TB,
59:00 and the game's not coming together.
59:01 Turns out a lot of people doubt you at that moment, you know, it's not that fun.
59:05 So I think that was a lot of pressure.
59:08 But, you know, anything, doing something new, you know, the new stuff,
59:12 there's not necessarily pressure on releasing a comic book in the same way,
59:15 because it's not taken as long, but, you know, if you're making things,
59:18 there's always pressure that people are going to like it.
59:21 Why do you think there was so much excitement about GTA IV,
59:23 GTA V, and now GTA VI?
59:26 Because they don't come out that regularly.
59:28 And I think we did a really good
59:31 job of constantly innovating within what the IP was.
59:34 The games always felt different, you know,
59:36 people have very strong feelings: "I like this one.
59:38 I didn't like that one as much," because they are pretty different.
59:40 So you would...
59:41 there would be simultaneously where you know what's going to happen.
59:43 It's a Grand Theft Auto, you know,
59:44 it's going to be a game about being a criminal,
59:46 but the way it's going to be a game is going to change quite a lot.
59:49 So I think the way the IP kept evolving made people really excited to play it.
59:53 And we were good at marketing them as well.
59:55 We really tried to market them in a way
59:58 that felt like an update of classic film marketing,
1:00:01 where you really felt like you're already in the product
1:00:04 just because you'd seen the trailers and stuff.
1:00:06 You've mentioned that you haven't written for Grand Theft Auto VI.
1:00:09 What's it feel like Grand Theft Auto VI returning to Vice City?
1:00:12 This is over 20 years later,
1:00:14 but the original GTA Vice City game was set in the '80s.
1:00:19 So maybe inspired by Scarface a little bit?
1:00:23 Scarface, Miami Vice.
1:00:24 Miami Vice.
1:00:25 and our '80s childhoods.
1:00:27 You know what I realized quite a while ago, unfortunately,
1:00:31 was that we made that game and it was set I think in '86.
1:00:35 And it...
1:00:36 We made it in 2002, so 16 years after.
1:00:39 And now it's way past 16 years since Vice City came out.
1:00:43 So the '80s were not that long ago when we made it.
1:00:46 You know, I think Miami is one of the most unique cities in the world.
1:00:50 Especially if you're thinking about satirizing American culture,
1:00:52 it has this duality of a glossy surface and a dark underworld.
1:00:57 It has the influencers, the crypto bros,
1:00:59 the yachts, bikinis, plastic surgery, sports cars, drugs,
1:01:02 cartel cash, luxury, super rich people,
1:01:05 and the desperately poor, just the whole of it.
1:01:08 Would it be like the perfect city to explore
1:01:11 the full cast of characters that are possible, that human nature can generate?
1:01:18 I think it's one of them.
1:01:19 You know, there's a reason why GTA kept coming back to Miami,
1:01:22 New York, Los Angeles.
1:01:24 I think they're all very good for exactly what you laid out.
1:01:28 You know, you could move it to any of those and it would work, you know?
1:01:32 So yeah, there's a melting pot...
1:01:33 Melt...
1:01:34 ...aspect in New York also, right?
1:01:35 Yeah, a melting aspect to LA.
1:01:37 You know, there's glitz, glamour, underbelly, immigrants,
1:01:40 you know, enormous wealth in all of them.
1:01:42 I think those are what, I think, are really fun for any, not even just the GTA,
1:01:47 but for anything where you want a kind of slice of life,
1:01:50 almost like a sort of psychotic version of a Dickens book.
1:01:53 You know, this big slice of life.
1:01:55 He did it with London.
1:01:57 You know, this psychotic version of these, you know,
1:02:00 all kinds of characters in a melting pot.
1:02:03 Any of these global cities work well for that.
1:02:06 Do you know if that was ever a consideration to go elsewhere, to like a London?
1:02:12 We made a little thing in London 26 years ago,
1:02:15 GTA London, for the top-down for the PS1.
1:02:19 That was pretty cute and fun.
1:02:20 As the first mission pack ever for PlayStation 1.
1:02:23 I think for a full GTA game,
1:02:27 we always decided there was so much Americana inherent in the IP,
1:02:32 it would be really hard to make it work in London or anywhere else.
1:02:35 You know, you needed guns, you needed these larger-than-life characters.
1:02:38 It just felt like the game was so much about America,
1:02:44 possibly from an outsider's perspective.
1:02:45 But that was so much about what the thing was
1:02:49 that it wouldn't really have worked in the same way elsewhere.
1:02:52 So you've created, I don't know how many, over 10 Grand Theft Auto games.
1:02:56 I think so.
1:02:58 I have to ask, is it a little bit bittersweet to say,
1:03:02 to not be a part, to say goodbye to the Grand Theft Auto world?
1:03:05 And having to watch Grand Theft Auto VI be released?
1:03:09 Or is it more excitement?
1:03:11 What's the feeling?
1:03:12 I think it's a, it's...
1:03:16 How would I describe it?
1:03:17 Of course, it's all, all of the above, you know,
1:03:20 it's exactly as you, you know, pleased to be doing other stuff,
1:03:24 excited for what we're working on now, super excited of course,
1:03:28 letting go of something I worked on in one way or another for like 20 odd years.
1:03:35 You know, and wrote on them for the last 10 or 11 that came out.
1:03:40 Wrote all of them, or you know, lead writer on all of them, whatever it was.
1:03:44 So of course, letting go of that is, you know, is a big, is a big change.
1:03:50 And a lot, and, and, and sad in a way,
1:03:54 because each of the games was a kind of standalone story.
1:04:00 It's not quite the same as, as I think probably it
1:04:03 would be in some ways sadder if someone continued on Red Dead,
1:04:06 because it was a cohesive two-game arc.
1:04:09 That might be more sad to hear someone working on that.
1:04:11 But again, not, and that, that will probably happen too.
1:04:14 I don't own the IP.
1:04:15 That was sort of part of the, the deal.
1:04:17 It's a privilege to work on stuff, but you don't necessarily own it.
1:04:21 When you're done with the game, does it always feel like a goodbye?
1:04:25 Like when you're done with Red Dead 2,
1:04:27 is it like you're saying goodbye to Arthur?
1:04:30 The characters you created, you're walking away.
1:04:33 You kind of are saying goodbye to Arthur in the end of the game.
1:04:35 Yeah.
1:04:35 Even before the end of the game.
1:04:37 Um, yeah, I think you've got, you know,
1:04:39 I've been with them for seven, eight years,
1:04:41 and you have to kind of let it go or you can't go on to the next one.
1:04:44 Yeah.
1:04:45 So, there's always this thing of, of, "Okay,
1:04:46 that's done." And sometimes people would ask
1:04:48 me questions and I, about older games.
1:04:49 And certainly when I was in the middle of making new
1:04:53 ones in the se- I just couldn't really necessarily even remember.
1:04:55 And I got a pretty good memory normally, because you kind of have to let it go.
1:04:59 So, it's not, it's, you're so immersed in it and thinking about it.
1:05:03 And certainly in that last period, the last few months, you're really,
1:05:06 really immersed in every little nuance and every little detail all of the time.
1:05:09 And then you're just not thinking about it in the same way.
1:05:12 Yeah.
1:05:12 It's funny from the player perspective, it feels like an old friend that I miss,
1:05:17 whether it's John or Arthur or Nico, it's a real goodbye.
1:05:20 That's the, there's a real sadness to finishing a video game.
1:05:23 Like-- I hope so- ...legitimately- not just because the story
1:05:28 is sad or-- Because you've been with them so long.
1:05:32 Yeah.
1:05:32 And it's a real goodbye to close it.
1:05:34 There's that feeling when you're sort of closed the video game,
1:05:39 and it's, I mean, it's like saying goodbye to a friend.
1:05:42 And it's-- That's when you finish a book you love.
1:05:45 Yeah.
1:05:45 It's the same feeling.
1:05:46 Same feeling.
1:05:46 And I think that was something that we really, in the early...
1:05:50 ...days of Rockstar, really aspired to have that, where people would...
1:05:54 ...have that.
1:05:54 It wasn't just the mania of clearing a level, but the...
1:05:58 ...feeling of saying goodbye to characters.
1:05:59 You know, I think that was something we...
1:06:01 really ...wanted to achieve in games that we didn't know was even possible.
1:06:05 So, to hear people...
1:06:07 say that is incredibly rewarding.
1:06:09 Yeah.
1:06:10 The end of On The Road by Kerouac: "Forlorn rags of growing...
1:06:13 ...old." I just remember closing that and thinking,
1:06:15 "What the fuck am I doing in this big...
1:06:17 ...world?" It's a melancholic feeling,
1:06:18 but there's nothing like that feeling, and you've...
1:06:20 ...achieved that.
1:06:21 It's so rare in video games to be able to achieve that with Red...
1:06:24 ...Dead, and for me, it was Grand Theft Auto IV with Nico.
1:06:28 I have to ask, in the 2018 interview, you talked about...
1:06:31 ...satirizing American culture, which I think Grand Theft Auto was trying to...
1:06:35 ...do.
1:06:35 And you've made, I think, a really powerful observation that...
1:06:39 ...on the political front, people are getting more divided.
1:06:43 It's...
1:06:43 ...getting more absurd and ridiculous and...
1:06:47 ...extreme, so becoming harder and harder to satirize because...
1:06:51 ...of how rapidly it's becoming ridiculous.
1:06:52 You're talking about you don't even know if...
1:06:55 ...Grand Theft Auto VI, if it's possible to satirize,
1:06:59 because by the time you release the thing,
1:07:02 it's already going to be outdated in terms of the satire will become reality...
1:07:09 First of all, it'd be nice to get your updated view on that.
1:07:12 And second of all, it seems like you've
1:07:14 answered your very own comment with American Caper, which...
1:07:19 ...seems to satirize American culture just fine in how much over the...
1:07:23 ...top it goes.
1:07:24 Anyway, that's lots of questions in there.
1:07:26 One of the things we've enjoyed about doing a comic book is that we are, it...
1:07:30 still has lead times.
1:07:31 But the lead times are not four or five years.
1:07:34 The lead times are, you know, a year when we're putting...
1:07:37 We can...
1:07:38 ...make little updates much, much newer.
1:07:40 And we're, you know, we're just wrapping issue 10 of a...
1:07:43 ...12-issue arc for that.
1:07:46 So it's...
1:07:47 ...not quite...
1:07:48 It's not quite as difficult.
1:07:49 You still can get the tone of it.
1:07:52 Um, but yeah, I think it's,
1:07:54 I think it's an issue anyone trying to talk about this...
1:07:56 ...current era, which began in 2015, 2016, is going to have of how do you...
1:08:04 ...characterize it when things move so quickly and so fast?
1:08:07 So American Caper is, first of all, epic comic book.
1:08:10 I love it, the art.
1:08:12 Yeah, the art's beautiful.
1:08:12 David Lapham is the artist.
1:08:14 He did an amazing job.
1:08:15 He is a...
1:08:15 He is a wonderful, wonderful storyteller.
1:08:18 What made you want to set it in Wyoming?
1:08:21 I hadn't seen a modern story there that I knew about.
1:08:24 I'd started...
1:08:25 ...to spend a bit more time in the Rockies and in the West, and I was...
1:08:28 ...like...
1:08:29 I'd spent a lot of time in, like, the countryside in Upstate...
1:08:33 New York, and thought I never really captured it quite right.
1:08:36 And just the...
1:08:37 ...idea of these places as they change didn't...
1:08:39 It was a way of doing a...
1:08:40 ...crime story that didn't feel the same as a GTA.
1:08:43 You know, it was not...
1:08:44 ...somewhere you would necessarily set a GTA,
1:08:46 but it felt like it was really interesting and...
1:08:48 under-explored.
1:08:49 And there is over-the-top stuff.
1:08:50 There's...
1:08:51 Yeah, it's definitely slightly over the top.
1:08:53 So let me take notes on this.
1:08:55 There's a spoiler alert, I guess, from the first issue, I believe.
1:08:58 There's a devout suburban Mormon who commits, I think,
1:09:03 serial murder with a shovel as a form of religious atonement.
1:09:08 He is not necessarily the...
1:09:10 Sharpest tool in the box.
1:09:13 And his rather cynical boss is using his religion and some
1:09:18 mistakes he's made to blackmail him into murdering business associates.
1:09:23 And of course, there's this Shakespearean sort of two neighbors situation,
1:09:27 and each of them having a duality of who they are in terms of good and evil.
1:09:33 So there's a Wall Street transplant who wants to be a cowboy.
1:09:37 Yes.
1:09:38 Who loves to manually harvest bull semen.
1:09:41 Accurate?
1:09:42 I mean...
1:09:43 Yes.
1:09:43 These are the notes I've been taking.
1:09:45 Yes.
1:09:46 He is a, um...
1:09:48 he is a somewhat confused, longevity obsessed...
1:09:51 Right.
1:09:52 rich dude who's run away to Wyoming
1:09:54 and is living out an assortment of fantasies.
1:09:56 And bull semen is a big component of longevity.
1:09:58 Yes.
1:09:59 He's very into all the life hacking,
1:10:01 you know, "roiding" roiding HGH and making money.
1:10:06 And, uh...
1:10:07 has lost his mind living on a big ranch.
1:10:09 Of course, on the theme of satire, there is a woman who sleeps in tactical
1:10:13 gear and is consumed by online conspiracies, like especially pedophiles in DC.
1:10:19 Yes.
1:10:20 Based on someone I know, who got completely red-pilled.
1:10:24 And I was fascinated by the fact that this was happening to people.
1:10:29 Yeah, so, you know, satire of American culture.
1:10:32 Quick pause.
1:10:33 Bathroom break?
1:10:34 Sure.
1:10:36 I think GTA V had the biggest launch in video game history,
1:10:39 and GTA VI has the potential to top that.
1:10:43 First of all, do you think it will?
1:10:46 And more broadly, what was your definition of success for a video game?
1:10:51 I would assume it will because it's so anticipated,
1:10:54 and anticipation is the best driver of early sales,
1:10:57 as we saw with GTA IV versus Red Dead Redemption One.
1:11:02 You know, GTA IV far more anticipated, sold much better early on.
1:11:05 So I would assume it will sell really well.
1:11:09 That was never my definition of success, but you certainly wanted to make money.
1:11:15 You know, you're...
1:11:16 you're spending someone's money.
1:11:17 So the number one success is,
1:11:18 "Are you making that money back plus a dollar?" At some level, that has to be...
1:11:22 that has to be the single most important.
1:11:24 thing so you get to do it again.
1:11:26 You know, you've got big teams of people.
1:11:27 People need to pay the rent.
1:11:29 You have to keep the lights on in the business,
1:11:31 so you have to make a small profit.
1:11:33 If you think in that way, that keeps you being creative.
1:11:36 I think that was like...
1:11:37 Trying to forget about that, it's not really an option.
1:11:39 Um, but we almost always did that.
1:11:42 We didn't quite always do that, but we almost always did that.
1:11:44 I think the definition of success for me was
1:11:47 had we tried to do new things and done them, or achieved some of our goals.
1:11:52 That was the thing that I meant...
1:11:53 Again, were people responding to these worlds and these characters
1:11:56 in a way that I wanted them to?
1:11:59 Is it crazy to you that video games are able to make billions of dollars,
1:12:02 when if you look at, like, the '80s and '90s,
1:12:05 you know, nobody took video games seriously.
1:12:08 And even in the aughts, it...
1:12:11 And now they're basically...
1:12:12 I mean, it's very possible if you look out 10,
1:12:15 20 years from now that video games surpass film as a way to consume stories.
1:12:21 I think they've possibly already done that in some ways.
1:12:25 And certainly as a business proposition, they've already done that.
1:12:28 But I think that's not...
1:12:29 You know, as a way of telling stories,
1:12:31 I think they're better at telling certain kinds of stories,
1:12:35 and films are better at other kinds of stories.
1:12:38 You know, I think, I think if you want a long,
1:12:41 discursive adventure, a video game is better.
1:12:43 If you want a short, tight experience, a film is better.
1:12:45 We always felt games were the coming medium.
1:12:48 And so spent 20 years saying, "Games are the future.
1:12:53 Games are the future." And, you know,
1:12:56 being sneered at, then being laughed at, then having people nod their heads,
1:13:00 and then it kind of happening.
1:13:01 So I would...
1:13:02 Well, you know, at the same time, much as you might say something,
1:13:06 you don't necessarily believe it's gonna be true.
1:13:08 But it has become true, and I think still that games are only gonna get better,
1:13:13 more interesting, more creatively, you know, diverse.
1:13:18 You said that Red Dead Redemption 2,
1:13:19 in your opinion, is the best thing you've ever done.
1:13:22 I think there's a strong case to be
1:13:23 made that it's the greatest game of all time.
1:13:26 What are the elements that make that game truly great, do you think?
1:13:31 I think you had an incredibly strong team working together that was very
1:13:35 experienced that had basically been in place
1:13:38 since somewhere between 2001 and 2006.
1:13:41 So it was a long, experienced team.
1:13:43 I think we got to spend a smaller group of us working on it from day one,
1:13:49 coming up with some wacky ideas that we got to embed in the game.
1:13:54 And then we kind had to follow through with.
1:13:56 But I think it was helpful that we got to be
1:13:59 very creative before it had a full team on it.
1:14:03 I think that the cowboy setting is great because it gives a sort
1:14:09 of mythic seriousness that sometimes doing
1:14:11 stuff in a contemporary setting doesn't allow.
1:14:13 You know, I think the closest we got to that kind of seriousness was GTA IV,
1:14:17 but it just can't...
1:14:17 Once you're setting things in the modern world, they're too frenetic.
1:14:20 You can't get some of that slightly, you know, operatic feel that I love.
1:14:25 That some people think is maybe a little over the top, but I, you know,
1:14:29 I love this kind of, you know,
1:14:31 people searching for meaning— ...within, amongst the violence.
1:14:34 I think that the West and all of the themes
1:14:36 around the West really lend themselves to that.
1:14:38 So I think that, and then the gunplay was fantastic,
1:14:41 and the horses were incredible.
1:14:42 So I think you had this combination of technical know-how,
1:14:45 a very, very strong team, and really strong material.
1:14:48 very, very strong team, and really strong material.
1:14:51 Where did you have to go in your mind, maybe philosophically,
1:14:54 maybe spiritually, to be able to create the RDR world?
1:14:57 Of course, it was based on Red Dead Revolver,
1:15:00 but that's—- Yes- —that's a fundamentally different.
1:15:04 I mean, that leap into the great mythic story that was Red Dead Redemption one.
1:15:11 And then even more so, Red Dead Redemption two.
1:15:14 That was unlike anything you, or maybe anyone, has ever created in video games.
1:15:21 Thank you.
1:15:22 So, like, what drugs were involved?
1:15:25 No drugs.
1:15:25 Okay.
1:15:26 No.
1:15:26 Stopped the drugs long before.
1:15:28 Okay.
1:15:28 That's why I did all that work.
1:15:30 Had nothing else to do.
1:15:32 So yeah, open world video games were very good for my mental health in that way.
1:15:36 Kept me busy.
1:15:38 But Red, so Red— Dead, I'll tell, I'll give you my version.
1:15:43 Now the games are made by big teams.
1:15:45 So, but I will give you my human
1:15:48 interest version of the story from my perspective only.
1:15:51 We made Red Dead Revolver,
1:15:53 decided that, or finished Red Dead Revolver that had been a Capcom game.
1:15:56 And they didn't want to finish it, so we finished it.
1:15:58 And they released it in Japan and we released it in the US in, I think, 2004.
1:16:02 And decided we would start work on an open-world cowboy game for PS3.
1:16:11 Didn't think too much more about it,
1:16:12 and that was when we did a bunch of other stuff to work on.
1:16:15 And slowly, 2005, 2006, the game started to come to life.
1:16:20 I began to meet with the lead designer, Christian Cantamessa,
1:16:25 and thrash out a few ideas and story ideas for the game,
1:16:31 and began to think about some stuff.
1:16:33 And start thinking about, well, what works for an open-world game?
1:16:36 What works for a cowboy game?
1:16:37 And again, I was being lazy or procrastinating.
1:16:41 Can we just on a small tangent,
1:16:43 when you mentioned you take notes when you're being lazy.
1:16:46 What do those notes look like?
1:16:47 Are they like doodles?
1:16:49 They look like either a yellow pad— —or a BlackBerry in those days,
1:16:53 or an iPhone in these days.
1:16:54 I'll write the subject matter and then just email myself a note.
1:16:58 Here's a good idea.
1:16:59 Here's a good idea.
1:17:00 Or it might almost be scribbling on a pad.
1:17:02 And then I'll assemble, if they're done digitally,
1:17:04 then I'll do, I'll assemble them into one long Word file.
1:17:07 And then I'll look at them and go, you know, "Here's an idea,
1:17:11 here's an idea, here's an idea." See if it comes to anything.
1:17:14 See if I now aggregate them together and then read through them.
1:17:17 If there's anything coherent there.
1:17:18 You know, something about a character like this, or that.
1:17:21 This would be a funny line.
1:17:22 This is a line for the main character.
1:17:24 Actually make the main character work like this.
1:17:26 You know, what about this relationship?
1:17:29 As you start to just play around with, "What about if we start in that place,
1:17:33 go to that place?" Start just to play
1:17:34 around with all of the different bits and pieces.
1:17:36 And we began to flesh out some flow for the start of the game.
1:17:42 And this idea you'd start in dusty American West,
1:17:44 which meant we didn't have to make too many trees,
1:17:46 and then go to Mexico, and then come back.
1:17:48 And we had a sort of loose flow.
1:17:51 And I was really scared of writing any actual dialogue.
1:17:56 And I didn't have a clue how to go about it.
1:18:01 And I kept...
1:18:02 It'll come, it'll come.
1:18:03 And I kept...
1:18:04 because I could postpone it for ages because we were doing GTA IV.
1:18:07 And I kept worrying about it.
1:18:09 My work was wrapped on GTA IV, but the game wasn't out yet.
1:18:13 And we'd done a bunch of the marketing stuff,
1:18:15 and had a little window when I wasn't doing much else.
1:18:16 And I took a week with my then girlfriend, now wife,
1:18:20 who was heavily pregnant with our first child,
1:18:23 and we went up to a house upstate and sat there.
1:18:27 Well, she, she, she sat there, either cooking for me or watching TV or reading.
1:18:31 And I just went and sat in the room all day, every day.
1:18:34 And just sat there and stared at the computer and tried to think about,
1:18:37 "How can I do this so that it doesn't sound
1:18:39 ridiculous?" How can you write in a cowboy idiom that feels
1:18:44 both slightly contemporary but also gives the game this sort
1:18:48 of life and this weight that I want it to have, and think we can get away with?
1:18:53 And after about three days, it just started to come.
1:18:57 And then suddenly I wrote about nine, 10 scenes in the next couple of days.
1:19:00 And after that, I knew I had it.
1:19:03 And it was a bit...
1:19:03 I don't know if that's why there was
1:19:05 so much about a character caring about his family,
1:19:08 because I was just beginning the process of having a family.
1:19:12 Oh.
1:19:13 So I don't know if that- I don't know to what extent that bled in there,
1:19:15 but I think it bled in there to some extent.
1:19:17 So that was part of creating the 360-degree characters.
1:19:20 I think so.
1:19:21 Here's this man that is capable,
1:19:25 is involved in a lot of violence, who also cares about his family.
1:19:29 He's grown up and he's trying to step away
1:19:31 from that and be a man, be a grown-up.
1:19:33 And can he get away from it?
1:19:35 And when he can't get away from it, what's he willing to do to save his family?
1:19:39 And that was, I felt, starting to get some idea.
1:19:42 I mean, she, well, She hadn't given birth yet,
1:19:44 but I was beginning to grapple with the ideas of, "I'm
1:19:47 gonna become a parent." So I hope some of that...
1:19:49 And obviously, then I didn't, probably didn't write any more for six months.
1:19:52 So later on we had a child.
1:19:54 But certainly for that first bit, I think some of that began to bleed in there.
1:19:58 ...you got the feeling that you can actually do it.
1:20:00 It's true, it's...
1:20:01 It could have very easily been ridiculous and not believable,
1:20:07 the dialogue between convoys.
1:20:09 Yes.
1:20:10 And, yes, I mean, there's probably so much
1:20:12 work went into making it feel real and believable.
1:20:16 And, and, like, that...
1:20:19 Like a Shakespearean type of drama, but not the cheesy kind.
1:20:27 Well, just wanted it to feel when they spoke.
1:20:30 I mean, I, I, I love dialogue.
1:20:32 I'm always, you know, I love the sound of words,
1:20:35 but just wanted to feel like when they sounded,
1:20:38 it didn't sound cheesy, it didn't sound ridiculous.
1:20:40 You wanted to hear them speak more.
1:20:41 It didn't make you cringe awfully when they spoke.
1:20:44 That was the...
1:20:44 At some level that was all the goal was,
1:20:46 and then they felt like this guy was gonna go
1:20:49 on this life and death odyssey and you cared about him.
1:20:52 You had to care about his wife and child that he left behind,
1:20:55 even though you didn't know them.
1:20:56 When did you know how you were going to end Red Dead Redemption One?
1:21:01 I remember I did a meeting with Christian, the designer.
1:21:03 I can't remember what year.
1:21:06 Probably some point late 2008, early 2009,
1:21:09 and we were discussing the last bit and, and, and said,
1:21:12 "I think he's gotta die." And he leapt on the idea and went, "That's...
1:21:17 Yes, yes.
1:21:17 No, no, wait, no, it can't work.
1:21:18 Games can't work like that.
1:21:20 It can't work if he's dead." You know, began to think through, well, if we...
1:21:23 Just technically it doesn't work because you have
1:21:25 to be able to finish all the stuff up,
1:21:26 and then began to think through, "Actually,
1:21:28 I think we can make it work if we do it this way."
1:21:30 And so he then really pushed for that idea, and it seemed to...
1:21:35 I was like, "Ah," and I was still torn.
1:21:37 I thought it was clever narratively but I was torn if it was
1:21:42 gonna work technically as a piece of game design, but I think it did.
1:21:47 Yeah, and spoiler alert, of course, how do we tell the story of that?
1:21:52 Well, so he goes through a lot.
1:21:54 He does all the...
1:21:55 John does all the dirty work of hunting down his old gang
1:21:58 and he finally is able to go home and be with his family,
1:22:03 be on the ranch, and then the government
1:22:06 betrays him and sends troops to kill him.
1:22:10 And there is dialogue.
1:22:12 I mean, that just, I think the two times I shed
1:22:19 a tear in video game history for me is that dialogue.
1:22:27 I think John talking to his wife, if I vaguely remember.
1:22:31 I think he said, "I love you." But he said very little.
1:22:34 He didn't...
1:22:35 He made it seem like he's going to see her and his son shortly.
1:22:40 That dialogue was masterfully done, like a definition of like less is more.
1:22:46 It was just so crisp, that and...
1:22:50 And, of course, the other one is again, from memory,
1:22:53 Arthur riding his horse and the music is playing.
1:22:58 It's very hard not to shed a tear during that.
1:23:01 Anyway, the dialogue of John talking to his wife at the end
1:23:08 when he's in a barn and is about to walk out.
1:23:10 to face certain death.
1:23:12 Do you remember writing that?
1:23:15 Oh, yeah.
1:23:15 Yeah.
1:23:16 But it just...
1:23:16 Again, I went...
1:23:17 The actor was so good and we've already seen a bunch of his work by then.
1:23:22 He had such a good...
1:23:23 He was so good at reading those lines that I knew he could give us...
1:23:26 that you could feel at that point,
1:23:28 like- …I think those lines are best when they're really short and punchy.
1:23:32 So I knew—- Got it.
1:23:33 I knew he'd be able to make that line sound good.
1:23:35 So you were imagining his voice.
1:23:36 You were just-- And I think all of those actors on Red Dead
1:23:41 Redemption One were so strong that they really brought that game to life.
1:23:45 If them and Rod, the director, hadn't done such a good job,
1:23:48 it would have sounded cheesy as hell.
1:23:51 You've said that the ending of RDR1 is one
1:23:56 of the best things you've been a part of creating.
1:24:01 Why is that ending so powerful to you?
1:24:05 What does it represent?
1:24:08 I think because for the story to work, just from a technical challenge,
1:24:15 for the story to work, he had to die.
1:24:18 But for a game to work, it felt like a challenge to make him die.
1:24:22 It was probably the fourth, fifth,
1:24:26 or sixth open-world game I'd worked on, and I'd spent
1:24:29 all these years before that working out how these stories worked.
1:24:33 How to make them work technically, how to make them feel right,
1:24:36 how they interacted with the open-form gameplay as best I could.
1:24:40 And suddenly we're going to break one of our golden rules,
1:24:43 which was, at the end of the game, you're freeing the character to go and wrap
1:24:47 up all the side stories, to play forever.
1:24:48 You're not going to be able to do
1:24:50 that in this game because the guy's going to be dead,
1:24:51 and we're going to have you play as a different character,
1:24:54 and the narrative is going to be compelling enough,
1:24:58 if we've done a good job, where you're not going to care about that.
1:25:02 Or you're going to be upset that he's dead,
1:25:04 but you can actually have this emotional moment.
1:25:08 So I think it was a big risk from a technical
1:25:10 perspective for us to do that, and then it worked.
1:25:12 So I think that was something that was very… full of fear,
1:25:16 and it worked out okay.
1:25:18 And I think people were really upset and angry at us
1:25:20 for doing it because they didn't think it was going to happen,
1:25:22 but I think they also had that kind of experience you're describing,
1:25:25 which is that kind of creative moment where, you know,
1:25:27 a transcendent moment with characters in a piece of fiction,
1:25:30 which is what we've always aspired to giving people.
1:25:32 I mean, it's incredible because I don't think… I don't
1:25:35 remember a single video game that has done that before.
1:25:37 Well, I would like to have, at the end of GTA IV,
1:25:39 killed Niko, but you couldn't do it.
1:25:40 You know, the game doesn't work like that.
1:25:42 So it was this thing where we hadn't done it,
1:25:45 thought about doing it, hadn't done it, and then going, "Let's do it.
1:25:49 Let's take the risk and do it.
1:25:50 We can't do it.
1:25:51 Let's try." And it worked.
1:25:53 Yeah, what about the decision with the son?
1:25:56 You know, John gives so much effort to make sure
1:25:59 that Jack doesn't end up in a life of violence.
1:26:04 I mean, it's very Godfather-like.
1:26:07 It's— …he's dragged back into it through revenge.
1:26:11 That was also, the game still had to work as a game.
1:26:14 Whether that was the right ending,
1:26:15 100% the best ending from a pure storytelling perspective, I don't know.
1:26:22 But I know that we had to make the game work.
1:26:25 Oh, interesting.
1:26:26 So it was...
1:26:27 I think it kind of worked in that way where Jack can't escape,
1:26:30 but I always also wanted a version
1:26:32 of it where Jack did escape, but that wasn't...
1:26:35 Both were interesting to me.
1:26:37 Can you just dig in a little deeper?
1:26:38 What do you mean about for the game to work?
1:26:40 It's such a direct...
1:26:41 It's like Kubrick talking about for this movie to work, it has to have...
1:26:46 From my perspective, I just think about the story.
1:26:48 What's the technical aspect for the game to work?
1:26:50 It's just the mechanical experience is you have an avatar you control,
1:26:55 and you know, the games don't really end.
1:26:58 You have to be able to wander around the world and do stuff.
1:27:00 So at the end of the game,
1:27:02 you have to be able to wander around with your fairly limited set of features,
1:27:09 which is you can run up to someone and punch
1:27:11 them or shoot them or rob them, or talk to them.
1:27:15 And that's kind of...
1:27:17 or jump on a horse or do all this other stuff.
1:27:20 In order for the game still to be fun
1:27:22 and people to get this full 360-degree experience with it,
1:27:25 they had to, if they wanted to 100%
1:27:28 the game as opposed to just finishing the story,
1:27:30 you have to have an avatar to do that stuff with.
1:27:33 So that was the sort of challenge of Jack's character,
1:27:37 wrapping up the story as Jack.
1:27:40 Oh, there's real power for the avatar to end, the finiteness.
1:27:46 Yeah.
1:27:47 Both the Red Deads, you obviously change avatars.
1:27:50 Which we did, and then did it again.
1:27:52 I think there's something interesting about that moment
1:27:54 when you change from one character to another,
1:27:55 because they are you and they're not you,
1:27:57 you know, and then suddenly you're someone else.
1:28:00 Mm-hmm.
1:28:00 I mean, I was really shaken by that experience, but it's a beautiful experience.
1:28:05 It's like an unforgettable experience.
1:28:07 What else can video games possibly reach for?
1:28:11 You know, to create that experience,
1:28:14 that's what great films do, that's what great, great books do.
1:28:17 It's that.
1:28:18 I mean, it's that and the world building in games.
1:28:20 I think the experience of being in this fake
1:28:22 place and then taking on these narrative adventures,
1:28:25 when that combines, you've got the amazing experience.
1:28:28 So who do you think is the best character you've ever created in RDR?
1:28:32 So to me, I think definitively Arthur from Red Dead Redemption
1:28:36 2 is the best character ever created in video games ever.
1:28:43 Thank you.
1:28:43 I think there's not even close.
1:28:45 I mean, John will be the se-, which is hilarious to say, but those are...
1:28:50 John will be a close second, but Arthur is definitively.
1:28:53 And you've talked about in that interview,
1:28:55 you said that a lot of video games work on the same premise,
1:29:01 that you start as a weak person and end up as a strong superhero.
1:29:05 But what if you start as a tough guy, someone who already is very strong,
1:29:11 someone that's emotionally confident of his place in the world?
1:29:14 Arthur's journey is not about becoming a superhero
1:29:16 because he's almost one at the start,
1:29:19 but it's about an intellectual rollercoaster
1:29:22 when his worldview gets taken apart.
1:29:25 So it's very different than the normal journey of a character.
1:29:32 Yeah, in a game...
1:29:33 In a game-...
1:29:34 in order to reverse it.
1:29:35 So there were a couple other themes that matched that.
1:29:37 So they're guys from the Wild West, but they're being pushed ever further east.
1:29:42 So it's almost like an anti-Western.
1:29:43 An Eastern.
1:29:44 You're traveling east.
1:29:45 You're traveling into civilization.
1:29:47 And I don't think I would've been grappling
1:29:51 with those ideas earlier in my career, 'cause it was so,
1:29:56 you know, this idea of getting a different kind
1:29:59 of strength and different kind of weakness was interesting.
1:30:01 What about the component of mortality,
1:30:03 of a character facing his own mortality over a prolonged period?
1:30:06 Sort of just the, the, the, the prospect of like,
1:30:11 real sort of fear of death, realization of death.
1:30:16 Yeah.
1:30:16 I thought that was really-- as part of the story.
1:30:17 really a fun thing to play with.
1:30:20 John dies in Red Dead 1, I wanted to top that with Red Dead 2,
1:30:25 or do that in a different way.
1:30:27 And so the idea that John's death is fairly sudden,
1:30:30 and so if he's got this long,
1:30:32 drawn-out death, then I'd always been obsessed by TB.
1:30:35 As diseases go, it's a great literary device.
1:30:39 You know, 'cause it is this long, drawn-out,
1:30:41 slow death, but in which you are also getting weaker.
1:30:43 And my grandfather actually had TB before they invented antibiotics
1:30:47 and was sent to a sanatorium just after he was...
1:30:50 just after he'd had his child, my father, and survived,
1:30:55 but only three of them out of like 35 survived.
1:30:57 So I was always, captivated by TB as an illness.
1:31:02 It felt like it was an interesting thing to play around with as an idea,
1:31:08 this guy getting weaker who felt like
1:31:10 he was immortal and essentially was immortal.
1:31:12 He was the protagonist in a video game,
1:31:14 he could not die, and suddenly he is becoming mortal.
1:31:17 You know, but that helps him see stuff.
1:31:20 I thought that was a different way of doing a lead character in a game.
1:31:25 Yeah.
1:31:25 Do you think it's the greatest character you've ever created?
1:31:28 I think he's the best lead character.
1:31:31 You know, the lead characters are different from the side characters,
1:31:35 and I think he's the most rounded and works the best.
1:31:40 I kind of...
1:31:42 Him and Nico are the two I like, you know.
1:31:46 They were the two most ambitious.
1:31:48 So for me, it's always sort of a toss-up, you know?
1:31:51 But then I loved all the stuff, like the art team did such an amazing job.
1:31:56 It was their idea with the journal and that kind of...
1:31:59 The way that all the features worked into Arthur's character,
1:32:02 I thought that was really...
1:32:04 He was really rounded, he worked in lots of different ways really well.
1:32:07 I loved his flawed relationship with his old girlfriend, things like that.
1:32:11 All the side...
1:32:12 You know, the bits that turned up around him.
1:32:15 So you also like the side characters.
1:32:18 You like the flavor- Yeah, of course.
1:32:20 of the full cast.
1:32:21 What are some of the favorites you've created?
1:32:23 I'm sure the one you're currently working on- Nigel, that's a...
1:32:26 You called him a side character.
1:32:28 Well, he's not a protagonist.
1:32:30 He's like a god, not a character.
1:32:32 So he's not...
1:32:34 Him, I'm enjoying.
1:32:35 I love Dutch.
1:32:37 You know, it was partly because we wrote a few lines for him for the first game,
1:32:44 and the actor did such a such an amazing job that when he spoke,
1:32:48 it just came to me all of their backstory,
1:32:51 which I'd been playing around with by that point anyway a little bit in my head.
1:32:54 But I knew it was his bigger gangster from then.
1:32:56 I sort of saw exactly who he was.
1:32:57 And so that was...
1:32:59 That felt like...
1:33:00 He felt like a living character to me.
1:33:03 And we should say that Dutch is kind of like,
1:33:05 maybe a little bit of a godlike figure-
1:33:07 in both of the Red Dead Redemption games.
1:33:10 He's the leader of the gang.
1:33:11 And there's a father-son relationship with Dutch,
1:33:14 with, uh, I mean, with Arthur, with John.
1:33:18 There's a family feeling to the gang.
1:33:20 They explore all of those dynamics,
1:33:22 and then the feeling of betrayal and Arthur facing tuberculosis.
1:33:27 You're going against the family,
1:33:29 going against the father- because he is transforming his sense of the world,
1:33:34 of morality, of all those kinds of things.
1:33:36 So all the kind of very Shakespearean drama is right there.
1:33:39 And Dutch is a prominent godlike figure through all of that.
1:33:44 Also flawed himself.
1:33:46 Also a man of good and evil in that, framework that they're operating under.
1:33:53 And he's just drowning in his ego at the end.
1:33:55 You know, his ego gets the better of him.
1:33:57 I think he's a...
1:33:58 But there was something flawed but beautiful
1:34:01 in his idealism when he was younger, and that's mostly off-camera.
1:34:06 And then just so you know, always been as an individual,
1:34:10 I've always been very susceptible to charming people.
1:34:13 And he's charming.
1:34:14 So I was kind of...
1:34:15 I can see how people get captivated.
1:34:17 by charming people.
1:34:18 And the idea here was a very charming person, and the road's run out for him.
1:34:24 I personally am afraid of how much I love human beings,
1:34:29 and how susceptible I am to charm and charisma.
1:34:33 'Cause it can cloud your judgment about human nature.
1:34:36 Completely.
1:34:37 And that's what's happened with him.
1:34:39 And it ended up clouding his judgment about himself.
1:34:42 He kind of fell for his own rubbish.
1:34:46 Yeah, but also it clouded Arthur's judgment.
1:34:49 Oh, completely.
1:34:50 Arthur was completely, you know, platonically in love with him.
1:34:53 He was worshiping him.
1:34:54 He'd given up his power to him.
1:34:55 And then I think for Arthur,
1:34:57 the journey is retaking that power in the moment of dying.
1:35:01 You know, and that's what the whole...
1:35:03 that's why I thought that was really interesting.
1:35:06 Yeah, it's truly tragic for Arthur to be losing his identity, lifelong identity,
1:35:13 and sense of belonging, and losing his life at the same time.
1:35:17 In facing mortality, he is realizing that he's not all of it has been a lie.
1:35:26 But he gets to do some...
1:35:27 Well, it depends on what choices you make.
1:35:29 But he gets to do some good.
1:35:31 And so he gets his moment of redemption.
1:35:35 Just a little bit.
1:35:36 But realizing...
1:35:36 your whole life you've been living not a good life.
1:35:40 You've been not a good man.
1:35:42 Isn't that what we're all afraid of?
1:35:44 I guess it's never too late to change your ways.
1:35:47 Hope not.
1:35:47 I mean, that's...
1:35:48 So, the biggest, most important, primary question,
1:35:52 central to the reason we're talking today,
1:35:55 the number one question from the Internet, it is so ridiculous, but I must ask.
1:36:02 Have you seen Gavin?
1:36:05 Who is Gavin?
1:36:06 So, for more context, there's a guy named Nigel in Red Dead Redemption 2 who's
1:36:10 frantically searching for a mystery man named Gavin throughout the game.
1:36:14 This has become one of the biggest
1:36:16 mysteries amongst the interwebs, the RDR fan base.
1:36:20 So, the theories include, theory one is it's a split personality disorder.
1:36:24 Nigel himself is Gavin.
1:36:27 So, the evidence for this theory is the letter
1:36:31 that has some evidence that may be due to trauma,
1:36:35 this split personality disorder was created.
1:36:38 This Gavin was created inside Nigel's mind.
1:36:40 Theory two is Gavin is dead, and Nigel's simply in denial.
1:36:44 Theory three is that it's just a troll,
1:36:49 and Rockstar intentionally created an unsolvable mystery to drive players crazy.
1:36:53 I also heard theory four is Gavin is the Strange Man.
1:36:57 So, there's this fascinating character, the Strange Man,
1:37:00 this supernatural character that has a presence
1:37:03 in RDR1 and a little bit in RDR2 also.
1:37:07 But yeah.
1:37:08 So which theory is closest to the truth?
1:37:13 Not three or four.
1:37:15 In my mind, somewhere between one and two.
1:37:18 I just loved the way he shouted, "Gavin." It just amused me.
1:37:23 So at some level, it probably is trolling in that we
1:37:26 didn't want it to be a totally clear mystery.
1:37:28 You wanted it to have a little bit of adventure to it.
1:37:33 but it was meant to be...
1:37:35 Without ever fully being explained that Gavin's not there anymore.
1:37:39 Gavin's either gone home, Gavin's left him, Gavin's...
1:37:42 And we were going to keep exploring that idea.
1:37:45 That he was going to reappear in some way or other.
1:37:49 Did you have any idea how much imagination, excitement,
1:37:55 and curiosity that little interaction would inspire in people?
1:38:00 Yes and no.
1:38:00 You could never know what people are going to find amusing in these big games,
1:38:04 and a lot of it comes down to acting as well.
1:38:07 The guy was just funny when he said "Gavin." It was just funny.
1:38:10 You know?
1:38:10 But there was a ped in Red Dead Redemption one
1:38:13 that everyone was obsessed by, and I really wasn't expecting that.
1:38:15 So we try to put a few characters in.
1:38:18 I mean, Gavin was supposed to be amusing.
1:38:20 I thought he was amusing.
1:38:21 But you never know what people are going to get obsessed by.
1:38:24 There are other characters I think are funny, and people don't even notice them,
1:38:27 you know, or they see them in a completely different way.
1:38:30 Did you have a part in writing the letter?
1:38:32 Yeah.
1:38:32 I can't remember if I wrote it or...
1:38:34 Either I wrote it or Mike wrote it, or we both wrote it.
1:38:37 I really can't remember, to be honest with you.
1:38:38 But yeah, I certainly would have edited it,
1:38:40 and Mike might have written it, or I might have written it.
1:38:42 I really can't remember.
1:38:44 It's so fascinating because that little piece of writing— of course,
1:38:46 you have thousands of pages-- Yeah.
1:38:48 ...but that little piece of writing gets analyzed.
1:38:51 Oh, but we certainly talked about it in depth,
1:38:54 and if Mike was here, I'd ask him.
1:38:56 He might remember.
1:38:56 I can't really...
1:38:57 And we do so many of those things.
1:38:59 And I loved the use of letters in Red Dead to tell all these weird backstories.
1:39:03 And some became very clear and some were still a little kind of opaque.
1:39:08 But I think the general vibe was there was no Gavin.
1:39:11 Either there was no Gavin or he'd long since left.
1:39:14 So it's kind of a split personality, you know,
1:39:16 and then we were going to over subsequent games provide more information.
1:39:20 So in some sense, you yourself don't quite know.
1:39:23 You kind of have an idea, like which way do you lean more, theory one or two?
1:39:29 Is he dead, and Nigel's in denial,
1:39:31 or is there real communication going inside his head?
1:39:36 No, Gavin existed.
1:39:36 So it wasn't that he was a split personality,
1:39:38 and the only thing we hadn't really decided
1:39:39 was in a future game No, Gavin existed.
1:39:40 So it wasn't that he was a split personality,
1:39:41 and the only thing we hadn't really decided was in a future
1:39:43 game were we going to reveal that Gavin was dead,
1:39:46 or was Gavin going to turn up having long since abandoned this maniac.
1:39:49 That was what we were still playing around with.
1:39:51 I think the idea was that he was never going to meet...
1:39:54 He was never going to meet Gavin in this game.
1:39:59 I mean, it's just fascinating because you have to think about all of that.
1:40:02 You have to write all of that.
1:40:04 You have to have those discussions.
1:40:05 You have to have those debates.
1:40:06 And it has to feel fresh.
1:40:08 Like, what we've done before.
1:40:09 Constantly looking as you do.
1:40:11 You know, I think I've done, you know,
1:40:13 somewhere between 15 and 20 of these games.
1:40:15 Got to do stuff that's new.
1:40:16 It can't repeat itself too much.
1:40:19 I mean, we also live in the age of the internet.
1:40:22 Just, like, you realize there are millions
1:40:24 of people worrying about where and who Gavin is.
1:40:30 Thank God.
1:40:31 It's like-- It's great, yeah.
1:40:32 It's fascinating that they're having...
1:40:33 Is, think about people reading, like,
1:40:35 James Joyce or something and thinking about the character,
1:40:38 like, breaking apart Ulysses and thinking about,
1:40:41 like, arguing about different interpretations of it.
1:40:44 And to me, that in itself is also beautiful.
1:40:48 Yeah.
1:40:48 We want the side mysteries to be solvable up to a point,
1:40:51 but you still want these discussions.
1:40:53 Yeah, the mystery.
1:40:54 You know, and you want as long as it feels tonally appropriate
1:40:57 for this whole big sort of shaggy dog story experience you're making.
1:41:01 Which Gavin was just about,
1:41:02 and he was so weird, and he just was intrinsically...
1:41:05 there was just something funny about an English person screaming,
1:41:08 "Gavin." I don't know why.
1:41:10 Yeah.
1:41:11 Some of that humor, there's...
1:41:12 there's certain in Red Dead Redemption there's humor,
1:41:15 but there's a lot of it in Grand Theft Auto- ...and what...
1:41:18 It's hard to put into words.
1:41:21 why that's funny, why it becomes a meme,
1:41:23 why it becomes viral, 'cause it's just funny.
1:41:26 Yeah, I know why I think it's funny, but you...
1:41:28 what you can't...
1:41:29 What I'm not good at doing at least is going,
1:41:31 "This thing will become really popular online and this other
1:41:35 thing won't." You can create this bunch of, you know,
1:41:38 fifty different side things that people might get captivated by, and you
1:41:42 just do not know what they're going to respond to.
1:41:44 How do you know when something's funny?
1:41:46 Is it...
1:41:46 you just feel it?
1:41:47 I know what I think is funny.
1:41:48 It's, you know, it makes-- You just Google it
1:41:49 or you just-- ...like just 'cause it's ridiculous as well.
1:41:51 That was just...
1:41:52 There's nothing funny about a dude shouting, "Gavin," a lot.
1:41:56 He just said it in a funny way...
1:41:57 I just thought it might be funny- It was great...
1:41:58 and he just said it in such a funny way- ...and then it just became funny.
1:42:02 Like, we often have those side characters and they're not that funny,
1:42:05 and I think they're going to be hysterical,
1:42:07 and then you put them in the game, and they're fine, but they're not amazing.
1:42:10 That guy just brought that stuff to life.
1:42:12 Yeah.
1:42:12 And his backstory too.
1:42:14 I mean, Londoner and not...
1:42:15 yeah, that...
1:42:16 Yeah, I think that was what...
1:42:17 you know, just that it...
1:42:18 there's something sometimes fun, you know, in...
1:42:20 an English person saying the name Gavin is quite funny.
1:42:23 I don't know why.
1:42:24 So, about the Strange Man, AKA, the Man in Black...
1:42:27 Is there some element with Michael and the therapist in Grand Theft Auto V?
1:42:30 Like, who is the Strange Man?
1:42:33 Well, the Strange Man was again...
1:42:35 was, was, was someone we came up with quickly.
1:42:38 It...
1:42:38 we made Red Dead 1, and we...
1:42:42 well, were making Red Dead 1, and we'd made this...
1:42:46 we felt quite compelling story and quite interesting open world.
1:42:50 But...
1:42:50 and we'd already made a bunch of Grand Theft Autos,
1:42:53 obviously, but unfortunately,
1:42:54 we'd taken out the machine guns 'cause it was a cowboy game,
1:42:57 apart from the big fixed position ones.
1:42:59 And we'd taken out the cars,
1:43:00 and we'd taken out the city and large numbers of pedestrians.
1:43:03 So we essentially had a game about a dude riding a horse...
1:43:06 ...around the desert.
1:43:07 And it was quite...
1:43:08 and it was quite boring.
1:43:10 And so we then started filling it with content, and we filled it with these...
1:43:13 and having to improvise.
1:43:14 And we filled it with these things we call random events
1:43:17 that would be these sort of motion-capture moments that you could interact with.
1:43:21 And it...
1:43:21 they were, they were...
1:43:22 the designers did an amazing job with those.
1:43:24 They were really fun.
1:43:25 But there was not enough of them.
1:43:26 And then we felt we needed more story
1:43:28 'cause the story was perhaps a little short.
1:43:30 So we kind of quite late in development started putting
1:43:34 in almost like these RPG-type content where you go and meet someone.
1:43:37 And the way we thought of them was they were like short stories.
1:43:40 So you go and meet someone, they'd set you a slow problem,
1:43:43 like go and collect me 15 bunches of flowers.
1:43:46 And when you came back, it would resolve your story.
1:43:49 And so then, you know, one would go,
1:43:51 "Go get them for my bride," and you come back and the bride's dead.
1:43:53 You know, to...
1:43:54 We tried to make them like these short stories with a sting in the tail.
1:43:57 And he came out...
1:44:00 as I was trying to come up with ideas for those, as just this weird character.
1:44:04 And then we built him a bit into the story,
1:44:07 where he would unlock as you worked your way
1:44:09 through and be a commentary on what you were doing.
1:44:12 So he was meant to be a kind of manifestation of your, you know,
1:44:21 shadow, your karma, the devil, somewhere, you know, just saw the world.
1:44:25 And then we built out his backstory over time and decided, you know...
1:44:30 And so in Red Dead 2, you could interact with him again and...
1:44:33 or not really interact with him.
1:44:34 But he was there and he was meant to be, you know,
1:44:36 something I suppose any creative is scared of, an artist
1:44:39 who's kind of sold his soul to the devil.
1:44:42 And that slowly revealed itself.
1:44:45 There is a connection between the main character and the...
1:44:48 Is it like a Jungian shadow type of situation?
1:44:51 Well, it's sort of, because he knows what you're up to.
1:44:54 The connection is...
1:44:55 what's never really made clear is, does he know this about everybody?
1:44:59 Like, is he following you, or is he able,
1:45:01 because of the pact he's made with evil forces, able to do this for everybody?
1:45:05 I don't think we necessarily ever clarify that.
1:45:07 He's certainly able to do it for you.
1:45:10 I mean, there's, sort of narrative-wise, there are techniques to reveal a kind
1:45:15 of self-reflection analysis of the main character's thoughts.
1:45:19 That's why I brought up the therapist with Michael.
1:45:22 That was a really powerful, interesting thing to do in a video game.
1:45:27 Like, I, I don't think I've seen...
1:45:29 That's such a cool...
1:45:30 I mean, there's a Sopranos element there, with the therapist.
1:45:33 A little bit, yeah.
1:45:34 I really love an opportunity for a character
1:45:37 to just self-reflect through that technique.
1:45:41 But it also changed depending on what you'd done.
1:45:43 Yes.
1:45:43 So it was, it was sort of slightly...
1:45:45 It wasn't as interactive as it could be,
1:45:46 but it was slightly interactive, or slightly responsive to what you'd done.
1:45:50 So it felt it was still valid video game content,
1:45:53 'cause it was living, up to a point.
1:45:54 And I just thought the character, Dr.
1:45:56 Friedlander, was just funny, 'cause he was awful.
1:45:58 So it was like LA.
1:45:59 You're in therapy.
1:46:00 It's very LA.
1:46:01 But it's also very LA, he wants to write a book and betray you.
1:46:04 Which felt like a good, a good twist.
1:46:06 It felt like a Grand Theft Auto therapist.
1:46:08 But just like the idea of making the player in a game,
1:46:14 and games are intrinsically kind of physical, and, you know, you...
1:46:18 you walk, you punch things, you run around,
1:46:20 you drive cars, you shoot people, whatever.
1:46:22 There are these kind of physical fantasies.
1:46:24 Trying to put them into a slightly
1:46:26 more reflective or metaphysical state for a moment, I think can be really fun.
1:46:30 I think, to me, one of the most
1:46:32 surprising things about Red Dead Redemption, about video games,
1:46:35 that Red Dead Redemption showed is how much
1:46:38 value for storytelling is insanely specific, intricate details.
1:46:45 In the story, but also visually.
1:46:47 It just added to the feeling that the world is real.
1:46:53 So I have to ask, what are some of your, um,
1:46:58 favorite insanely specific, intricate details in RDR?
1:47:00 I can give you some options.
1:47:01 The internet's favorite is horse testicles shrinking in cold weather.
1:47:05 testicles shrinking in cold weather.
1:47:08 Yep.
1:47:08 Those guys did an amazing job on those.
1:47:11 I mean, I just...
1:47:12 And there must've been a meeting,
1:47:13 and there must've been engineers and graphics designers.
1:47:17 It was just, I think just artists.
1:47:18 Artists- Modelers, I think.
1:47:20 I don't think it was that hard.
1:47:23 Okay.
1:47:23 Enough of that pun.
1:47:24 Thank you for that.
1:47:26 Arthur's hair and beard grow in real time.
1:47:30 So, gun maintenance matters.
1:47:31 Firearms get dirty and perform worse over time.
1:47:35 Animal carcasses decompose realistically.
1:47:38 They feel like they do.
1:47:39 That's still extremely rare in video games.
1:47:41 That, the temporal aspect.
1:47:43 Yes.
1:47:43 Yeah.
1:47:44 That permeates through time.
1:47:45 You know, NPCs remembering you.
1:47:47 That's the best.
1:47:49 I mean, that's the thing I love.
1:47:50 Playing around with a lot of stuff in the new
1:47:53 games around that, 'cause I think it's super interesting.
1:47:55 Okay?
1:47:56 It's really powerful, right?
1:47:56 To make them...
1:47:57 Yeah, really interesting.
1:47:58 I think it just gives a...
1:47:59 it's a really fun way of giving you kind
1:48:02 of narrative content that is also systemic and procedural.
1:48:07 Yeah.
1:48:07 Is it technically really difficult to do for the game,
1:48:10 for the game to feel like it remembers you?
1:48:13 You know?
1:48:14 Um, I think with modern tech it's not that hard,
1:48:16 but there's a lot of stuff you need to track to make it interesting.
1:48:20 Yeah, to have a memory.
1:48:22 So that's really powerful.
1:48:23 The mud physics.
1:48:24 So Arthur's boots get muddy and leave actual tracks.
1:48:27 I mean, that's just incredible.
1:48:29 Really, really incredible.
1:48:30 You know, we made a dusty game.
1:48:32 Red Dead 1 is a super dusty game.
1:48:33 Make, you know, the problem with cowboys is that if
1:48:37 you've tried to make a Greatest Hits of the Cowboy game,
1:48:40 and then you've got to make a sequel,
1:48:42 you've got to come up with different geography.
1:48:43 So that's why the game starts in the snow.
1:48:45 So we wanted a game that had snow and mud,
1:48:47 because those were things you hadn't really seen in Red Dead 1.
1:48:49 And then the challenge is how do you make mud good in a game?
1:48:52 And the guys did an amazing job.
1:48:55 I mean, the snowstorm that starts the game, RDR2,
1:48:58 I don't remember the last time I've
1:49:01 experienced anything like it, but you felt it.
1:49:03 I don't know how the hell you do that.
1:49:05 It's not just graphics, it's everything.
1:49:07 Everything together.
1:49:08 I suppose some of the dialogue is really important to that.
1:49:12 Also the acting.
1:49:12 They feel cold.
1:49:13 Yeah, that's right.
1:49:14 And they feel desperate.
1:49:15 There was that feeling of sort of- Yes- exodus.
1:49:17 Like you're running away from something,
1:49:19 that gives the game energy at the start.
1:49:21 And it was at night.
1:49:22 Oh man, it was just masterfully done.
1:49:23 And there was a big group of them.
1:49:24 The other cont-- Yes.
1:49:25 You know, first game, you start off as a lone wolf.
1:49:27 Suddenly you're in this big group.
1:49:28 So it felt very different.
1:49:30 In Arthur's body, bullet wounds persist.
1:49:32 So that, that temporal consistency- ...that's really important.
1:49:35 Underweight Arthur looks gone, and overweight Arthur gets a gut.
1:49:41 And a fuller face.
1:49:42 Again, those decisions that you make reveal themselves in the game across time.
1:49:48 And they're consistent.
1:49:50 I don't know.
1:49:51 I did not see many games do that.
1:49:53 It must be difficult to do,
1:49:54 but to give that level of care to the details in that way
1:49:59 across time and for specific graphical representations of things is incredible.
1:50:05 Yeah.
1:50:05 I mean, I guess-- Do you have favorites where you were first like,
1:50:09 "This is amazing?"- I think all of it.
1:50:12 I think the way the whole...
1:50:13 To me, the thing that I would care about
1:50:14 most was the way the whole thing sat together.
1:50:16 You know, the fact that each of those, they
1:50:19 all feel like they belong together with each other.
1:50:22 You made this cohesive, very, you know, quote-unquote,
1:50:26 "realistic" for a video game experience,
1:50:28 and all the details feel like they mesh.
1:50:31 Well, for me, everything about the horse.
1:50:33 For a lot of people.
1:50:35 Testicle shrinking included.
1:50:38 What's the process of deciding?
1:50:40 The internet seems to really care about...
1:50:42 I mean, they love the game so much, so they want to know if anything was cut.
1:50:46 I'm sure stuff was cut because you have to choose.
1:50:50 What's the process of deciding what to cut, what to cut scenes like?
1:50:53 Is there any scenes that you had to let go of that you
1:50:58 really miss or wish you could've done in either GTA or RDR?
1:51:05 Well, I think the games ended up the way they were supposed to be.
1:51:08 You know, I think there was always...
1:51:10 There was a bit at the start of RDR where
1:51:15 he'd had a baby who just died in Red Dead 2,
1:51:19 and we ended up cutting it, which was the right decision.
1:51:22 It was too tough in some ways.
1:51:25 But I think it gave him real...
1:51:27 He was not very sympathetic to his occasional girlfriend who'd had the baby.
1:51:32 And so, it made him very, very nasty at the start,
1:51:35 which I thought would be interesting to play around with because
1:51:37 then it would make his redemptive arc even more interesting.
1:51:40 He was not a likable character at the start, and that was one...
1:51:44 We ended up making him slightly more like...
1:51:45 He was still sort of tough and nasty, but he's slightly more likable early on.
1:51:49 That was the right decision commercially.
1:51:52 It's better that way.
1:51:53 But you know, I still like that little bit.
1:51:57 It spoke to me personally.
1:51:59 And just his inability to access his emotions I thought was
1:52:03 really strong because then later in the game he's getting very emotional.
1:52:06 But there are also always little bits and pieces that get trimmed.
1:52:10 You know, and don't...
1:52:12 Or missions that just are not going to work technically.
1:52:15 Usually, it's like, "This mission's not going to work technically.
1:52:17 Oh God, we have to cut it.
1:52:19 Okay, how do we glue the story back together?" We
1:52:22 got better over time at gluing the story across missing chunks.
1:52:25 You get late in the game, and it's just something, you know,
1:52:28 some big challenging moment just is going to look rubbish,
1:52:30 so you just get rid of it.
1:52:33 I think editing film, and I imagine editing video games,
1:52:37 editing down is an art form, but it's also just...
1:52:42 It feels like torture because you're letting go
1:52:45 of things you put so much love into.
1:52:48 Yeah, it could be changes.
1:52:49 You know, if you fall in love with something and everyone else goes,
1:52:52 "Let's change it," that could be...
1:52:53 of course that could be upsetting in some ways.
1:52:55 Otherwise, you can care about it.
1:52:56 But, you know, if I was involved in the big creative thing and you go,
1:53:00 "Okay, it's the right decision," I can probably live with that fine.
1:53:03 I think sometimes for designers when they're only designing four or five
1:53:06 missions in the whole game and two of them get cut, that must be really...
1:53:10 ...Really hard.
1:53:11 Is there DLCs like for RDR or GTA that you wish
1:53:15 you had the time when you were there to have created?
1:53:19 Of course.
1:53:19 There's always things I wished I'd done.
1:53:21 I always wished I'd done more.
1:53:23 What would you have added?
1:53:24 This is a fun, like, nerding out.
1:53:26 We...
1:53:27 the internet knows we made a DLC,
1:53:29 single-player DLC for GTA V that never came out.
1:53:32 And we've also never really worked on another game.
1:53:35 But I like...
1:53:36 the idea of it, it was a GTA zombie game.
1:53:38 That would've been funny.
1:53:39 I think that could've been quite fun.
1:53:42 What was the GTA V DLC?
1:53:43 It was one where you played as Trevor, but he was a secret agent.
1:53:47 Oh.
1:53:47 It was...
1:53:48 it was cute.
1:53:48 It never quite came together, and it was never finished.
1:53:51 It was about half done when it got abandoned.
1:53:52 But I think if that had come out,
1:53:54 probably wouldn't have gotten to make Red Dead 2.
1:53:56 So, there's always compromises.
1:53:58 But it was...
1:53:59 you know, I like making the stories.
1:54:00 For me, I love the model of GTA IV when you had the extra
1:54:05 stories coming afterwards or Red Dead 1
1:54:07 when you had the zombie pack coming afterwards.
1:54:09 I like just doing these extra things.
1:54:11 So, I would've personally liked to have done more of that in that company.
1:54:17 Um, and with stuff we're doing in the future,
1:54:20 we're going to try and come up with worlds where we can add more stories.
1:54:24 I like single-player DLC.
1:54:25 I just think the audience loves it, and it's really fun to make.
1:54:28 Does it make you a little bit sad that the gaming industry,
1:54:31 in general, is moving towards more online, less single-player DLC?
1:54:35 Maybe that observation is incorrect.
1:54:37 But it feels at this moment, to me, it feels like,
1:54:42 It's easier to make a lot of money with online...
1:54:47 If you get it right.
1:54:48 If you get it right.
1:54:49 And so the game companies are reaching for that.
1:54:52 And it just makes me really sad because there's so much power to the...
1:54:55 What you did with Red Dead Redemption 2,
1:54:57 I don't know how during that time you were able to pull that off,
1:55:00 but that was like a breath of fresh air.
1:55:02 Or, in a time where everybody was moving to online and there
1:55:06 was that huge incentive to that, you go on and draw,
1:55:09 again, the greatest narrative in video game history
1:55:11 and the greatest character in video game history, single-player.
1:55:16 We still love single player games.
1:55:18 And I think as we started up Absurd, we did a lot of soul searching.
1:55:23 And also a lot of cynical looking at what goes well in the industry.
1:55:28 Luckily, if you want to do what we're forced to do and also what I want to do,
1:55:33 which is make new IP, you need single player games.
1:55:35 You can launch a multiplayer game as with new IP.
1:55:39 It's just extremely hard.
1:55:41 So, luckily, we are focusing on what we're
1:55:44 good at, which is open world single player games.
1:55:47 And we might add multiplayer components to one of them.
1:55:52 I think one of them is going to be really tough, later on.
1:55:54 But we're still thinking that through.
1:55:56 But I think we're really leaning into single player experience as being
1:56:00 a strength for us as a company and something we love to do,
1:56:04 and I think something a large part of the audience prefers,
1:56:07 and I'd love to, with all of those, keep
1:56:10 single player DLC one way or another, going.
1:56:14 Were there some other game ideas
1:56:16 you considered while at Rockstar and afterwards?
1:56:19 that you didn't go with?
1:56:22 So, like, worlds...
1:56:23 Oh, yes- ...or pirate games?
1:56:24 I mean, what...
1:56:25 I would love to see the notes, the possible options.
1:56:28 Never thought a lot about a pirate game.
1:56:31 Yeah?
1:56:31 My son is obsessed with that game, Sea of Thieves, at the moment,
1:56:34 so he's constantly saying,
1:56:35 "Do a pirate game." Haven't really thought about it too much.
1:56:38 We worked a lot on multiple iterations of an open world spy game.
1:56:43 Yeah.
1:56:43 And it never came together.
1:56:45 So Agent?
1:56:45 Agent, and it's had about five different...
1:56:48 iterations-...
1:56:49 so good.
1:56:50 I don't think it works.
1:56:52 I concluded I, and I keep thinking about it sometimes.
1:56:55 I sometimes lie in bed thinking about it, and I've concluded as an open,
1:56:58 as what makes them really good as film
1:57:02 stories makes them not work as video games.
1:57:05 We need to think through how to do it in a different way as a video game.
1:57:08 So for people who don't know,
1:57:10 it would be hypothetically set in the 1970s Cold War era.
1:57:13 That was one of the versions.
1:57:14 There was another one that was set in current.
1:57:16 We had so many different versions of this game.
1:57:18 Got it.
1:57:18 We worked on so many different teams.
1:57:19 But it would be more geopolitical,
1:57:22 like espionage-- That, yeah, espionage, like...
1:57:24 and assassinations.
1:57:25 Yeah, assassinations.
1:57:25 I don't know what it would've been 'cause it never really...
1:57:28 We never got it enough to even do a proper story on it.
1:57:31 We're doing the early work as you get the world up and running.
1:57:34 It never really found its feet in either of them.
1:57:37 So interesting.
1:57:38 And I sort of think I know why, because one of those films,
1:57:43 they're very, very frenetic and they beat to beat to beat.
1:57:46 You gotta go here and save the world.
1:57:47 You gotta go there and stop that person being killed and then save the world.
1:57:52 An open-world game does have moments like that when the story comes together.
1:57:56 But for large portions, it's a lot kind of looser,
1:57:58 and you're just hanging out and doing what you want.
1:58:01 I want freedom.
1:58:01 I wanna go over here and do what I want,
1:58:03 and I wanna go over and do what you want.
1:58:05 That's why it works well being a criminal,
1:58:06 because you fundamentally don't have anyone telling you what to do.
1:58:09 We try and create, you know, external agency through these people kind
1:58:14 of forcing you into the story at times.
1:58:16 But as a spy, that doesn't really work because you have to be against the clock.
1:58:20 So I think for me, I question if you can even make a good open-world spy game.
1:58:25 So interesting.
1:58:25 So you have to be able to ride around in a car and listen to the radio.
1:58:29 Yeah, and cruise about.
1:58:30 Or ride a horse and just look at nature.
1:58:35 So lots of things would work as open-world games,
1:58:37 but I don't know if a spy does.
1:58:39 That's brilliantly put.
1:58:40 But to me, there's such espionage and assassinations and...
1:58:43 ...the geopolitical international context is so interesting.
1:58:46 But you're right.
1:58:47 I just wanna listen to what is it?
1:58:49 Lazlo and, uh...
1:58:51 Yeah.
1:58:51 Well, you can't.
1:58:52 You gotta save the world.
1:58:53 And so you need this time pressure.
1:58:56 With a Russian accent?
1:58:57 Or something.
1:58:58 Yeah, wow.
1:58:59 Wow.
1:59:00 That's really interesting.
1:59:01 Then we played around with the knights concept that was looking at...
1:59:04 Nice- ...you know, knights, and sort of trying to do a version
1:59:07 of a mythological game that could have been fun.
1:59:11 And you know, still love that idea, but never went very far with it.
1:59:15 Knights would be going really far back in history.
1:59:18 Yeah, it would have to go.
1:59:19 It never got to writing any of it.
1:59:21 Just did some backstory and played around with a few ideas.
1:59:24 But it was always something I thought I would never do,
1:59:27 and then kind of fell in love with it a little bit.
1:59:30 You left Rockstar in 2020 and eventually launched Absurd Ventures,
1:59:34 as we've been talking about.
1:59:36 What do you miss about your time at Rockstar?
1:59:39 Are there specific moments that bring you joy when you think about them?
1:59:43 Of course, it was my whole, you know,
1:59:45 it was my life for 20 something years, 21 years or something.
1:59:49 It was, and I moved to America to do it, and grew up doing it.
1:59:54 I was always living in New York.
1:59:57 It was at times, very intense and at other times, a magical experience.
2:00:02 But it was also just a huge chunk of my life.
2:00:06 The lows and the highs?
2:00:07 And the middles.
2:00:08 It was just my life, you know?
2:00:09 My life was that job and the people I knew in New York, and my family.
2:00:13 And we were doing something that was intense and innovative, and, you know,
2:00:20 both loved and hated by wider society in different ways and at different times.
2:00:25 And in this weird company that was constantly in trouble.
2:00:28 So it was really fun.
2:00:30 Just even looking back at that time to today,
2:00:32 how did you evolve as a creative mind across those 20 years?
2:00:36 Well, I was a child.
2:00:38 I was a 25-year-old child.
2:00:40 I didn't know anything, and I wanted to be a writer.
2:00:44 But I still wasn't writing.
2:00:46 And I bought a notebook and I'd occasionally scribble in it,
2:00:49 and I've still got those notebooks somewhere.
2:00:50 And I was working in video games,
2:00:52 which were the least literary medium it's possible to imagine at the time.
2:00:56 There was no room for that on PS1 games, really.
2:00:59 Thinking I needed to stop and do something else,
2:01:04 but not having the skills or the confidence to do it.
2:01:07 And I'd been doing that in London.
2:01:09 Then I came to New York, and it was fun,
2:01:11 really fun to be in New York and really fun to do a new company in New York.
2:01:15 And that was an amazing adventure, but I was still lost as a human being.
2:01:18 And then when I was 27, I was still completely lost, a child.
2:01:23 And I stopped some of my bad behavior,
2:01:26 and the next day pretty much the chance to write on, work on open world games,
2:01:32 and all the skills I'd half learned over
2:01:34 the previous years and my way of thinking,
2:01:35 where I thought about space a lot because
2:01:37 I was a geographer rather than a historian,
2:01:40 came together, and I got the chance to work on an open world game.
2:01:43 So it felt like it was meant to be.
2:01:45 It was fun to explore,
2:01:46 but really fun to explore with this team that was, you know,
2:01:49 Alex Horton and Navid and Leslie and the guys
2:01:51 in Scotland and all the people in New York,
2:01:54 making these new games in this new way.
2:01:57 And going, "Oh, we need to find a hundred voices.
2:01:59 We've got no money.
2:02:00 How the hell are we going to do that?
2:02:01 We'll get everyone's friends in and just record all
2:02:04 lines of dialogue each as we kind of would
2:02:06 invent the way that pedestrians would speak in video
2:02:07 games." No one else was doing that kind of stuff.
2:02:09 It was insane.
2:02:10 So I think that that period from kind of 2001, 2005,
2:02:14 it was lots of early innovation and felt
2:02:17 really exciting because we were doing new stuff.
2:02:20 It didn't feel...
2:02:21 It felt creative, but it didn't feel like writing yet.
2:02:25 Just becoming that.
2:02:26 We felt like we were doing lots of creative things and learning
2:02:29 how to assemble the stuff and learning what it could take.
2:02:31 And then I think, we talked about it earlier,
2:02:33 but the journey into doing GTA4 when it
2:02:36 began to feel more like a proper writing experience.
2:02:38 And I was probably ready for that at that point.
2:02:41 And then I was like, "Well, this is better than films.
2:02:43 This is something that films can't do." You know,
2:02:46 this 360-degree experience of being this immigrant.
2:02:49 And it still felt, we were still only scratching the surface.
2:02:52 I mean, it still feels like that now in some ways, but it still felt a little...
2:02:57 And then that five games, you know, GTA 4 and 5,
2:03:02 Red Dead 1 and 2, all the extra packs for them, and Max Payne 3.
2:03:05 I think we took the games thematically into new places through that period.
2:03:08 From a writing perspective, that was the most exciting period.
2:03:11 From a business and sort of early creativity period,
2:03:14 the period 2001 to 2005 was probably the most exciting.
2:03:18 to use the original starting team, all doing well, yeah,
2:03:22 personal life was doing okay, didn't feel like such a mess.
2:03:27 And then from 2007 onward, '07, '08, was happy personally.
2:03:32 Having children, happily married, and the games were just getting much better.
2:03:38 But there were lots of pressure in the business.
2:03:40 You know, the budgets got really big, so it added to the stress.
2:03:43 So there's always good bits and stresses, but, you know,
2:03:47 I always just tried to show up and do my best
2:03:52 and think about how I could do it in a new way.
2:03:54 Always trying to go, "It's a new medium.
2:03:56 What can we do that's new?"- But as a writer, as a scholar of human nature.
2:04:02 First of all, were you surprised that you were actually able,
2:04:05 like you had it in you,
2:04:07 through humor and tragedy, to create these incredibly compelling characters?
2:04:12 Because I think I remember reading somewhere that James Joyce,
2:04:15 when he was 20, said that he's going to be the greatest writer ever.
2:04:21 And I feel like every 20-year-old says this.
2:04:24 It's just James Joyce pulls it off.
2:04:27 Yes.
2:04:28 So were you surprised that you were actually able to do it?
2:04:31 And how did that person get better
2:04:33 and better and better at writing as you evolved?
2:04:37 The team got better and better.
2:04:39 so we could write in a more ambitious way.
2:04:42 The animation got better so we could support it in a better way.
2:04:45 We could go deeper.
2:04:46 I mean, you couldn't go that deep on a PS2 game.
2:04:49 So it was also just the technology evolved.
2:04:51 Um, I don't know.
2:04:54 I felt like I was good at doing it, and I was well-trained for it.
2:04:58 I'd been in the right place at the right time,
2:05:01 and I was both lucky and had a way of thinking about
2:05:06 characters that when you reduce them to about 10 sentences, was amusing.
2:05:09 I think I was a...
2:05:10 And I saw the world in a holistic way.
2:05:14 And saw society in a holistic way that you
2:05:17 could break apart into an open world video game.
2:05:19 I thought about it a bunch.
2:05:21 The way I think about things was suitable for that, for whatever reason.
2:05:25 That was just good fortune.
2:05:27 Laszlo mentioned that it was another legend who you're still working with.
2:05:31 he mentioned that you would lock yourself in a room,
2:05:35 writing dialogue for radio, I think.
2:05:39 You would lock yourself in a room
2:05:40 and get anchovies and onion pizza and crushed...
2:05:42 Diet Cokes.
2:05:43 Is this accurate information?
2:05:45 Very accurate.
2:05:46 For which periods of your life was this a fuel for your creative process?
2:05:50 Is it anchovies and onion pizza?
2:05:52 I would also get pepperoni on my half.
2:05:54 Just to be technically accurate.
2:05:55 He wouldn't, 'cause he claimed to be a vegetarian in those days.
2:05:58 But then he'd admit to me he kept chicken wings hidden in the freezer.
2:06:01 So he was a sort of fake vegetarian.
2:06:03 That was...
2:06:04 I think we still do it now sometimes, as a sort of...
2:06:07 Yes.
2:06:07 Homage.
2:06:07 ...memorialize.
2:06:08 But that began in 2001.
2:06:10 And the office at Rockstar was so small
2:06:13 and we were so broke that there was no...
2:06:15 And I did have a private office at the time, but it genuinely was a cupboard.
2:06:20 It didn't have a window.
2:06:21 It was literally sitting in a cupboard.
2:06:23 So there was no room and I had a desk and chair just for myself.
2:06:27 But I lived quite near the office,
2:06:29 so we would write one or two afternoons a week.
2:06:32 He'd come in.
2:06:33 He was a freelancer working with us.
2:06:35 He'd come in from Long Island, and then we would jump on the subway,
2:06:39 go to my apartment in Chelsea and sit in this grimy little
2:06:42 apartment I was living in and buy pizza from around the corner.
2:06:45 And that became, you know, we both liked Diet Coke and pizza.
2:06:48 Very video game developer.
2:06:49 And that became good luck.
2:06:52 And there we'd have these good writing sessions
2:06:53 where we realized we got on well with each
2:06:56 other and that we had a similar sense of humor and we could write the stuff.
2:06:59 And then he would do all of the real work producing it.
2:07:02 So it was perfect for me, 'cause I got to outsource most of the real
2:07:06 work and he's a brilliant radio producer.
2:07:07 So he was a great partner in that way.
2:07:09 And then that was how that relationship began.
2:07:11 And then I'd get him, I would say, "Well, we've got to record these 80 voices.
2:07:15 Come and help me, 'cause I can't direct 80 people at once."
2:07:18 So he helped with that process and he was a really good producer,
2:07:21 like audio, like getting bodies in producers as well as technical producer.
2:07:24 So he was just that was the beginning of that relationship.
2:07:27 And it was always...
2:07:28 My job was to ensure the media content felt like it
2:07:30 reflected the tone of the world and we would write it together,
2:07:33 then his job was just to make sure it sounded funny,
2:07:35 like he would just produce it in a really funny way.
2:07:37 Just to give a little bit more of a shout-out to Laszlo,
2:07:40 what's it been like working with him for over 20 years?
2:07:44 He's working with you still.
2:07:45 He's this kind of flamboyant, colorful personality.
2:07:50 Much loved for being a voice also on radio in the Grand Theft Auto games.
2:07:58 Yeah, and the rule was, when he was the character,
2:08:01 I would write the first pass of him.
2:08:03 So I would...
2:08:04 and I would get nastier and nastier over time.
2:08:07 Yeah, it's awesome.
2:08:07 So to the point where he's having
2:08:09 his head shaved and being punished by everybody.
2:08:11 But even in game after game, he got worse.
2:08:13 ...he began as this quite...
2:08:15 In GTA 3, he's a quite likable character.
2:08:17 Over the next 12, 13 years, it just got worse and worse.
2:08:22 So, I think he's glad not to be doing that anymore,
2:08:24 but he did it with great grace.
2:08:26 He's just a great partner because he likes,
2:08:28 you know, ...like me, we just like making stuff.
2:08:30 He likes to make stuff.
2:08:31 He likes to work in new spaces.
2:08:33 He's been a great help on bringing the comic book to life,
2:08:37 doing a lot of the work on that.
2:08:38 He's working on that right now.
2:08:40 And he's really fun to work with, and he's,
2:08:44 you know, always will put creativity first.
2:08:48 And he's ridiculous.
2:08:49 He's just a really...
2:08:50 In the best possible way, yeah.
2:08:53 Outside of the games you've participated and created,
2:08:57 what do you think are some candidates for the greatest game of all time?
2:09:02 Tetris.
2:09:03 Tetris.
2:09:04 Tetris Game Boy.
2:09:05 No question.
2:09:05 Tetris and the Game Boy, yeah.
2:09:07 It was the perfect device for playing that game.
2:09:09 I never liked it as much on anything else.
2:09:11 When my wife was trying to get a retro one for my kids,
2:09:14 trying to get them for Christmas right now.
2:09:17 It was the most addicted I ever was to anything in my life,
2:09:20 of far too many addictions.
2:09:22 I was obsessed by it, dreaming about it,
2:09:24 and when you link two together with the cable and if I got four,
2:09:27 it would push yours forward.
2:09:28 It was like the perfect game design.
2:09:30 So from a pure puzzle perspective, nothing comes close.
2:09:35 Yes.
2:09:36 Extremely simple.
2:09:37 Pure gameplay.
2:09:38 No narrative.
2:09:40 No, nothing.
2:09:40 No personality at all.
2:09:42 It's a completely different thing.
2:09:44 Perfection.
2:09:44 But perfect in its way.
2:09:46 Open World games can't be that perfect.
2:09:48 But you always dream of making something like that.
2:09:51 And Super Mario.
2:09:53 I think the N64 ones.
2:09:56 All of those early 3D games were very amazing when you first saw them.
2:10:01 On the N64, PS1, when you went, it suddenly was like these games,
2:10:05 they're alive, and they're believable in a different way.
2:10:08 I think that was very interesting.
2:10:10 It looks nothing like anything else.
2:10:12 Nintendo has that look, doesn't it?
2:10:14 Always.
2:10:15 Yeah.
2:10:15 I think that's the, they're known for this Nintendo polish,
2:10:20 of every pixel has a purpose.
2:10:22 Yes.
2:10:23 And I mean, I suppose Tetris has that same real focus
2:10:26 on delivering a pure gaming experience with as little as possible.
2:10:31 It's really beautiful.
2:10:32 And of course, Zelda really pioneered a lot of sort of the feeling of...
2:10:38 ...of a world, but it's not quite open world.
2:10:41 No, but it's amazing.
2:10:42 It's almost like...
2:10:44 the new ones, they almost, to me, feel like Hitchcock.
2:10:47 They're just speaking the language of video games, you know.
2:10:49 Like, you know everything's going to work this way and that way.
2:10:53 It's quite systemic, but it's so, how it all glues together is so amazing.
2:10:56 It feels like when you watch a Hitchcock film, it's not reality.
2:10:59 He's speaking the language of cinema in a very,
2:11:02 very strong, with a very strong accent almost.
2:11:05 It's very, very cinematic.
2:11:06 It's not realism at all.
2:11:07 And that's what those Zelda games kind of feel like to me.
2:11:10 They are these amazing things that could only be video games.
2:11:13 They couldn't be anything else.
2:11:15 For me, another really powerful open world is The Elder Scrolls world.
2:11:19 It's role-playing, it's fantasy, dragons, all that kind of stuff.
2:11:26 Todd is great at what he does.
2:11:28 It is.
2:11:29 They're slightly, they're more...
2:11:31 I mean, from a technical perspective, we're always involved.
2:11:34 I mean, with the new games, we're constantly trying to find the balance between,
2:11:40 you know, an RPG, a role-playing game, and an action game.
2:11:46 And then, you know, try to go, "Well,
2:11:48 an action-adventure game with RPG elements." And what does that mean?
2:11:51 And I think they've all kind of moved into roughly the same space.
2:11:53 But for me, it always just comes down to, are...
2:11:55 is it easy to play?
2:11:56 Are our mechanics super slick?
2:11:58 And then can we keep our dialogue feeling very alive?
2:12:02 Like, I'm not always a great...
2:12:04 For just what we do, I like when other people do it.
2:12:07 For what we do, we always want very punchy dialogue.
2:12:09 So, don't give big trees, but still have it interactive.
2:12:13 So we're going to lose a touch of interactivity,
2:12:15 but we'll still have the dialogue feeling like it's alive.
2:12:18 But we'll get better at dialogue,
2:12:19 and it'll feel a slightly more cinematic experience.
2:12:24 Yeah, I think The Elder Scrolls series has almost
2:12:26 always leaned a little more towards the open world.
2:12:29 Yes, they're real RPGs.
2:12:31 You know, we've not...
2:12:33 The games that I've worked on, they've not really been RPGs.
2:12:37 They've had RPG elements onto a story-driven action game.
2:12:41 It's kind of just a slightly different emphasis,
2:12:43 but I still think what they do is amazing, and he's brilliant at doing.
2:12:47 And I think Grand Theft Auto, Red Dead Redemption,
2:12:51 and Skyrim are games where you have millions
2:12:54 of people that just walk around or drive around.
2:12:58 Mm-hmm.
2:12:58 And feel the world.
2:12:59 Feel the world.
2:13:00 Just feel the world.
2:13:01 And The Witcher, same thing.
2:13:03 And Baldur's Gate 1, 2, and 3, really interesting.
2:13:06 They really tried to make every choice that you make genuinely branch the game,
2:13:12 to where it's not the illusion of choice, it's really...
2:13:15 Nothing.
2:13:15 Yeah.
2:13:16 It's really, choice really does something,
2:13:17 and that's really hard to pull off technically.
2:13:20 Yes, and hard to pull off.
2:13:22 You're always sort of debating the sweet spot between that and a strong story.
2:13:30 You know, and strong mechanics.
2:13:31 It's hard to get them all, and you know as a As a game-making team,
2:13:35 the whole team kind of have to figure out where they want to fall on that line.
2:13:42 On a difficult topic, you dedicated the book to your mom and dad.
2:13:46 And in particular, you wrote, "To my father,
2:13:49 who died while I was finishing the book."
2:13:52 What have you learned about life from your dad?
2:13:57 To show up.
2:13:58 To be present.
2:14:00 To go to work every day.
2:14:02 To love creative things.
2:14:06 He was a lawyer, but he was also a jazz musician,
2:14:12 and he did both to the best of his abilities.
2:14:16 To value family as more important than either of those things.
2:14:22 He was a present guy, I think.
2:14:26 And, you know, he loved books,
2:14:27 always loved books, always loved films, loved music.
2:14:30 He wasn't into video games, but liked that we were doing weird things.
2:14:37 Was he proud of you?
2:14:39 Yeah, I think so.
2:14:41 I hope so.
2:14:43 He was, for a lawyer...
2:14:46 He really venerated at some level, giving "the man" the finger.
2:14:53 Like, whenever life goes crazy— he was always
2:14:57 on the side of the underdog and the ridiculous.
2:15:00 And I think that, you know,
2:15:02 he always wanted to answer people back, always give the silly comment.
2:15:07 I certainly have taken that from him,
2:15:09 to my detriment probably, but it makes life more fun.
2:15:12 He always would just say the obnoxious thing and just didn't give a fuck.
2:15:16 And that was, I think that was probably quite inspiring.
2:15:20 So you have a bit of that in you?
2:15:23 Unfortunately so, yes.
2:15:24 Not good at shutting up, not good at toeing the line.
2:15:29 I think I speak for most of human civilization
2:15:32 that fortunately you have that as part of who you are,
2:15:37 because it comes through your stories.
2:15:40 I think it made school difficult.
2:15:42 They sent me to this very formal school— that was like,
2:15:46 it might as well have been set in the 1870s, in the 1990s.
2:15:49 And, but then, I always got in trouble just for...
2:15:53 not doing anything that wrong, just answering teachers back all of the time.
2:15:59 I couldn't be quiet.
2:16:01 How often do you think about mortality?
2:16:03 Are you personally afraid of death?
2:16:08 Well, my father passed away in May, so a lot more since then, obviously.
2:16:17 I mean, I think about it a lot.
2:16:19 Am I afraid of it?
2:16:22 I don't know.
2:16:22 Some days intensely and some days not at all.
2:16:25 I would love to stay alive long enough
2:16:29 to see my kids properly grow up and settled, of course, for them.
2:16:33 Aside from that, some days I feel, you know,
2:16:36 spiritually connected to the universe and not afraid of death at all.
2:16:40 And other days I feel like a sort of random piece of good
2:16:44 luck who's gonna get struck down by an angry fate and turn to nothingness,
2:16:50 and that terrifies me.
2:16:51 What do you think about the nothingness?
2:16:53 I mean, that- that in itself is terrifying.
2:16:55 Yeah, that is terrifying.
2:16:57 I mean, I tend to, I tend to, you know,
2:17:02 I've spent long periods of my life tormented by that stuff.
2:17:07 The last few years, I tend to believe there is a purpose and a point to life,
2:17:12 and that we have some kind of spiritual or soul-based existence.
2:17:17 I'm not quite sure if it matters if there is a God or not,
2:17:21 we should probably live our lives the same way either way.
2:17:23 But I tend to think that, you know,
2:17:25 there is a metaphysical purpose to life and part
2:17:28 of the, that purpose is to, you know, search for the purpose.
2:17:32 But at other points you know, if you read too much science,
2:17:35 you get wrapped up in the nothingness of it all.
2:17:38 Also, there's a component to your brain.
2:17:41 When talking about Wuthering Heights by Emily Brontë,
2:17:43 you said that you have been,
2:17:45 by fortune, struck with a bit of a capacity for the grandiosity of feeling.
2:17:50 So you feel the world deeply, sometimes romantic, sometimes overly romantic.
2:17:55 You've said, I like this line, "Feelings may destroy you,
2:17:59 but they're the best thing we have." So that ability to feel the world,
2:18:05 is that a gift or a curse for you?
2:18:09 What do you think?
2:18:10 That's a really interesting question because it's obviously both.
2:18:13 At times it's both, or at times it's one or the other.
2:18:16 When things are going well, when you feel alive,
2:18:18 when you feel like you're connected to things,
2:18:21 when you're seeing beauty in people and joy in experiences,
2:18:26 of course it's it's wonderful.
2:18:28 When you're feeling like, you know,
2:18:30 bereft and set adrift by the world and that you can't connect to it in some way
2:18:34 and you're lost and abandoned by God or consciousness
2:18:39 or fate or whatever it is, it's awful.
2:18:41 You know, when I feel like a dreadful hack,
2:18:45 which is most of the time, you know, it's terrible.
2:18:47 You'd rather not be doing this rubbish.
2:18:49 And then sometimes you're working creatively and it feels good and you
2:18:52 feel like you're doing the right thing and it feels fantastic,
2:18:55 but that's not very often.
2:18:57 Do you think it's possible to have one without the other?
2:18:59 No.
2:19:00 No, of course not.
2:19:01 When I think about growing up to the extent that I am capable of growing up
2:19:08 it is about accepting the bad with the good
2:19:10 from any situation or any aspect of myself.
2:19:13 You know, going, "Okay, it's not perfect.
2:19:16 I'm not perfect."- You said you often feel like a hack.
2:19:20 Is that that self-critical part of your brain, is that a feature or a bug?
2:19:28 That's an, I think it's that new thing
2:19:30 that we're gonna lean into, the bug feature.
2:19:33 It's both, isn't it?
2:19:34 I mean, it cannot lead...
2:19:36 That self-critical brain, I think lots of people suffer from it,
2:19:39 and I think the internet is designed to induce,
2:19:42 if you didn't have it before, you will have it after being online.
2:19:45 It clearly can become a bug but it also
2:19:50 can give you drive and a lack of complacency, so it can also become a feature.
2:19:56 I had a pretty intense argument with Paul Conti,
2:19:58 who's a legendary psychiatrist, student of the mind, about this.
2:20:04 He worked with many famous creative people and he thinks
2:20:09 that that negative voice is not at all needed for creative genius.
2:20:14 And I thought, "I know awfully a lot of creative
2:20:18 people that have that voice."- I'd rather not have it,
2:20:22 but I certainly have lived with it this far.
2:20:26 There's a danger that negativity...
2:20:28 For me, that negativity and consciousness become the same thing, you know?
2:20:34 Sometimes I have to fight to not just be perpetually negative,
2:20:38 and that can be part of the human struggle
2:20:40 for lots of people and certainly has been for me.
2:20:43 I think if you're trying to do,
2:20:45 you know, good stuff and you're reflective, inevitably,
2:20:49 and, you know, you live in this world of constant,
2:20:53 constant criticisms by the internet.
2:20:54 Of course, you know, everyone who ever puts something on the internet,
2:20:58 be it a picture of themselves or any
2:21:00 kind of work they've made or whatever it is,
2:21:02 is going to get 50 good comments and one bad comment.
2:21:05 Remember the bad comment.
2:21:06 So that, and that, that becomes fuel for the negative voice.
2:21:08 I don't know anyone that's strong enough not to.
2:21:10 You know, we all, you know,
2:21:12 at some level you should just measure that stuff in weight, not in quality.
2:21:15 But of course we just focus on the quality.
2:21:18 And I do think in general,
2:21:19 as you get older, that's the real challenge for people.
2:21:22 You can see the different trajectories people choose to take.
2:21:25 But it's easy to slip into cynicism and negativity,
2:21:29 into this, Dostoevsky's Notes from Underground, nihilistic kind of worldview.
2:21:35 I think the heroic action to take with time
2:21:39 is to become more optimistic, to see more good.
2:21:42 I think that-- I agree.
2:21:44 There's probably a hero's journey of being
2:21:48 extremely self-critical at first, for the first,
2:21:52 maybe half of your life or two-thirds, and then,
2:21:57 while maintaining some self-critical aspects just so you stay humble,
2:22:01 start to see the good in everything around you, in other people, in the world,
2:22:06 and even maybe every once in a while on a weekend, in yourself.
2:22:12 I hope so.
2:22:13 I mean, that's what I've been, I could not be more cynical.
2:22:15 I think you put that beautifully.
2:22:17 Yeah.
2:22:17 I could not be more cynical than I was as a child.
2:22:20 You know, I could not see goodness anywhere.
2:22:22 I couldn't see, you know,
2:22:24 I don't think late 1970s to early 1990s England was a great,
2:22:31 was a place of great, you know, optimism and naiveté.
2:22:34 It was brutal.
2:22:35 And I was brutal, I was brutal within it.
2:22:38 And I think I've become much more naive,
2:22:42 and tried to become more innocent in some ways,
2:22:45 and always try to see the flawed good in people.
2:22:48 You know, I've tried to, or I've had to force myself to be like that because,
2:22:53 you know, the other way is not fun, it's not nice.
2:22:56 It's not nice to not be nice.
2:22:59 As a brief aside, you had a wonderful
2:23:02 conversation with Ryan McCaffrey at LA Comic-Con.
2:23:04 I've been a big fan of his for a long time.
2:23:08 He writes amazing stuff at IGN and he has a great podcast.
2:23:11 Everybody should go listen to it.
2:23:12 I really enjoyed it.
2:23:13 Plus I get to attend a Comic-Con and just be there in the audience.
2:23:16 And like we were saying offline, the LA Comic-Con,
2:23:19 it's the first Comic-Con I've been to, there's
2:23:20 just all kinds of real genuine nerds, good-hearted-- Oh, it's fascinating.
2:23:25 Yeah, brilliant.
2:23:25 It's just so much kindness and goodness and just simple
2:23:30 joy in being a fan of a thing was there.
2:23:33 Yeah, which is what those things are all about.
2:23:34 Yeah.
2:23:34 Okay, so let's talk about some of the greatest books of all time.
2:23:38 And I should also give a shout-out
2:23:39 to an excellent podcast he did with Sonia Walger,
2:23:42 who's a friend of yours, but she had a great podcast.
2:23:45 She has guests pick their five favorite, most impactful books and so on.
2:23:49 You picked five fiction books, one for each decade of your life.
2:23:53 For the audience, they should go listen to that conversation.
2:23:56 But you picked Winter Holiday by Arthur Ransome.
2:24:00 Second one was Wuthering Heights by Emily Brontë.
2:24:04 Then Tender Is the Night by F.
2:24:06 Scott Fitzgerald, The Thin Red Line by James Jones,
2:24:10 and Middlemarch by George Eliot.
2:24:12 But just zooming out, reflecting back on that conversation, what do you think,
2:24:17 if an alien came, what are some candidates
2:24:20 for books that you would recommend to them?
2:24:23 Middlemarch.
2:24:23 It's the best novel written in English.
2:24:26 War and Peace is one of the best novels written in Russian, I would argue.
2:24:30 I think both of those are...
2:24:34 Because if you've only got one book, you want a long book.
2:24:39 Yeah, true.
2:24:39 And then they're both books that kind of...
2:24:43 It's something I was always trying to put into games,
2:24:45 and you know, that feeling of all of life is here.
2:24:49 You know, you've got love, death, violence,
2:24:52 romance, the whole human experience in different ways.
2:24:55 So I think there's something amazing about, you know,
2:24:57 Vanity Fair, I used to love the novel, not the magazine.
2:25:00 Because same thing, all of life is here.
2:25:05 You also spoke highly of F.
2:25:07 Scott Fitzgerald and Hemingway.
2:25:08 I was obsessed by them in my 20s.
2:25:11 Yeah.
2:25:11 Completely obsessed.
2:25:12 As one must be.
2:25:13 Yeah.
2:25:14 Absolutely.
2:25:14 At that age, and I think them as a double act is so amazing.
2:25:18 You know, one helped discover the other and then died first,
2:25:24 and then suddenly died in obscurity and then was rediscovered as a genius
2:25:30 while the other one was still alive and falling into decline,
2:25:33 I think their relationship is itself very novelistic.
2:25:37 That, by the way, is a phenomenon of writing maybe no longer,
2:25:41 maybe still, you know, people like Franz Kafka who died in obscurity.
2:25:46 All these writers who die in obscurity.
2:25:48 Nobody knows them and they become famous later.
2:25:51 That is just so interesting.
2:25:53 That's such an interesting...
2:25:55 You know, Franz Kafka.
2:25:58 Kafka in particular is fascinating because he wanted
2:26:00 all of his work to be burned, like destroyed.
2:26:04 So that, speaking of the critical voice,
2:26:08 and I think he's one of the, one of the best writers of the 20th century.
2:26:14 Of course, the dystopian novels are really interesting: 1984, Brave New World.
2:26:20 Love 1984.
2:26:21 Had never listened to it or read it, and then I think I did it on Talking Book,
2:26:25 or I maybe read it, I can't remember, during COVID.
2:26:27 I think I did both, became obsessed by it.
2:26:29 And it's got the elements of that creeping into A Bed of Paradise.
2:26:33 But it's so good.
2:26:34 I hadn't realized how good it was.
2:26:37 Yes.
2:26:37 And it's so of the moment.
2:26:39 It's almost like because of its fame, and...
2:26:42 it's almost like cliché,
2:26:43 and you take away the character-- Yeah, if it were English...
2:26:46 And I remember the year 1984- and you're like, "This is..." I remember the song.
2:26:48 You know?
2:26:49 It's just too much.
2:26:50 Yeah.
2:26:50 Too much.
2:26:50 It can't be that good.
2:26:51 And then it was that.
2:26:52 I came to it completely cold, just, "Oh,
2:26:54 I should work my way through this 'cause it's
2:26:56 another classic I haven't read." And then it's incredible.
2:26:59 And the book I've read more than any other book is Animal Farm by George Orwell.
2:27:03 I don't know why exactly,
2:27:06 but the childlike fairy tale-telling of totalitarianism.
2:27:10 Well, you grew up in a communist country.
2:27:12 Yeah.
2:27:12 Maybe that's it.
2:27:13 The roots of it.
2:27:14 You know, I remember, I was a kid in the Cold War in London.
2:27:18 And we were always terrified of Eastern Europeans,
2:27:20 "You're gonna come and kill us all." And then I ended up marrying a Pole.
2:27:26 And I was...
2:27:27 We were...
2:27:28 And we had Ukrainians, you know, who worked for us and worked with us.
2:27:33 And I was...
2:27:34 We were sitting, a few years ago, sitting around a campfire in Upstate New York,
2:27:38 with the campfire built by our old nanny's husband,
2:27:41 who's Ukrainian, and he'd been in the Red Army.
2:27:44 I was like, history is so strange that you end up...
2:27:46 The Red Army used to be the ultimate enemy.
2:27:48 And like, we're now just hanging out with...
2:27:50 It's like, everything changes.
2:27:51 You think these things are permanent, and they're really not.
2:27:55 You know, and we face some of that now,
2:27:56 where you think these structures are permanent, and they're gonna change.
2:28:00 And you also mentioned that the three great
2:28:01 World War II books are The Thin Red Line, Life and Fate by Vasily Grossman.
2:28:07 And The End of the Affair, Graham Greene.
2:28:11 What makes for a great war book?
2:28:14 I think World War II is interesting because it affects everywhere, obviously.
2:28:20 And so you can get all these different kinds of stories.
2:28:22 And there's so many good...
2:28:23 I was just trying to come up with a range of one American,
2:28:27 one British, one Eastern European just to get different perspectives.
2:28:32 But there's so many amazing World War II books around all kinds of stories.
2:28:36 I think the most complete one, because it is this all of life being there,
2:28:42 probably is Life and Fate, which is amazing.
2:28:44 It was written by Vasily Grossman.
2:28:47 He experienced Stalingrad firsthand.
2:28:48 And there's also just a deep philosophical component.
2:28:51 And the bit in Treblinka is one of the most
2:28:53 harrowing sections of any book I ever read.
2:28:55 And it really, almost more than any other piece of art around the Holocaust,
2:29:02 made me feel what you would feel like at that moment.
2:29:06 I mean, it's just incredible piece of humanism.
2:29:08 And also, I mean, Man's Search for Meaning by Viktor Frankl.
2:29:11 Yeah.
2:29:11 Oh, yeah.
2:29:12 It seems like that context reveals, in the most pure way,
2:29:16 human nature and like what kind of...
2:29:18 You know, in Man's Search for Meaning is when everything is taken from you,
2:29:23 you know, the little remains of love for, in this case, his wife...
2:29:30 is the thing that is a little flame that burns.
2:29:32 And let's say your Grossman is small acts of kindness,
2:29:38 is the thing that allows the human spirit to persist.
2:29:43 I love the bit in Life and Fate when you get...
2:29:45 Obviously, it's in this Stalinist period, and so they're all losing...
2:29:50 They all know that what they thought was going
2:29:53 to be wonderful about the revolution isn't going to happen.
2:29:56 So everyone's scared of being killed by Stalin 'cause it's post the purges.
2:30:00 But then you get these guys and they're trapped in a building,
2:30:04 fighting in Stalingrad.
2:30:05 And so they know at this moment they're dead anyway.
2:30:08 And they get to live like pure,
2:30:11 perfect Marxist communists away from Stalin and all his nonsense.
2:30:14 And I thought that section's incredible 'cause you realize in some ways,
2:30:17 in all of its horrors, the most disappointing thing about the 20th century,
2:30:24 in some ways, was the absolute failure of communism.
2:30:28 You know?
2:30:29 'Cause it was such a, you know,
2:30:31 quote-unquote beautiful idea and it just did not work time and time again.
2:30:35 And these people who fought for it and then saw it not working,
2:30:39 I think they're sort of fascinating characters.
2:30:41 You know, all of the revolutionaries from 1917 that were then killed by Stalin,
2:30:46 which was all of them apart from him, him and Lenin.
2:30:50 And that was, you know,
2:30:52 people in modern day politics talk about communism like it's trivial,
2:30:55 it's trivial that it would lead to atrocities.
2:30:58 But I don't think it's that trivial.
2:31:02 It's this idealism of humans.
2:31:04 It's like, why, you know, why can't...
2:31:06 Basically, why can't we all get along?
2:31:09 There's a real compassion behind it.
2:31:10 There's real love.
2:31:11 And what you realize is there is...
2:31:13 It's a real study, the 20th century, of human nature.
2:31:16 that, unfortunately, at scale,
2:31:19 that kind of compassion is abused by centralized power.
2:31:25 So there's a dictator always, in that context, given that set of technologies,
2:31:31 a dictator arises and does the opposite of what
2:31:35 the promise of the ideal is supposed to be.
2:31:38 Well, I think I thought a lot about that then
2:31:41 because I was taught by all these disappointed communists, you know?
2:31:45 After '89, all of these English communists, you know,
2:31:47 were all like having to access, discovering all these atrocities that happened.
2:31:51 You know, so it always fascinated me.
2:31:54 And then you think about complexities or where
2:31:58 one's own values are in the modern moment.
2:32:02 And I say, you know, without from every and whether either of them,
2:32:06 what we would call left now or call right now,
2:32:08 does it have any bearing on the sort of communist era of those words?
2:32:11 And I would say probably not.
2:32:13 I think things have changed.
2:32:15 But fundamentally, the one value that I would think is worth fighting for is,
2:32:20 whenever either side starts to move towards thought control, move away.
2:32:25 That's never the right outcome.
2:32:27 The never right outcome is, "Oh, you've said the wrong thing.
2:32:30 You should be removed now." That should never
2:32:32 ever be a thing we should lean towards.
2:32:35 Yeah, it does seem like freedom, individual freedom,
2:32:39 is a prerequisite for- for happiness- for happiness,
2:32:42 and the flourishing of a larger society.
2:32:44 So there's, like you said, 1984 is pretty.
2:32:46 I mean, it's a caricature.
2:32:48 But it is brilliant.
2:32:49 It's quite, it's actually also just a good story.
2:32:51 That's my criticism of Brave New World, it's just poorly written.
2:32:55 But I like Brave New World probably applies
2:32:59 more to the 21st century than does 1984.
2:33:02 So,- I don't know.
2:33:03 I think 1984, with the fake wars,
2:33:06 and the way that it revealed everything in it was a setup for him.
2:33:10 There's something that if he could've seen the Internet.
2:33:12 There's something of, it's like an analog internet,
2:33:15 that world they build around the main character.
2:33:19 What advice would you give to a young person today about, let's say, a career?
2:33:24 How to have a career they can be proud of?
2:33:28 How they can have a life to be proud of?
2:33:31 You've had a non-standard life.
2:33:33 I've had a lucky life in which I have fought to mess things up,
2:33:39 and fate has always thrown me a bone.
2:33:42 You've traveled in South America and had hobos chase you with machetes.
2:33:47 Yeah.
2:33:47 Once.
2:33:48 Yeah, yeah.
2:33:48 So that happened.
2:33:49 That was a series of poor life decisions.
2:33:51 And I ran, I ran away.
2:33:53 You know, I ran away to South America.
2:33:55 That was a poor decision.
2:33:57 I ran away from the guy with a knife.
2:34:00 That was a good decision.
2:34:02 I came to America.
2:34:03 That was a good decision.
2:34:06 I came to LA, that's, I think, been a good decision.
2:34:10 It's been fun to see a different side
2:34:12 of America and be in a different creative environment.
2:34:14 LA is still amazing for creativity and entertainment,
2:34:18 the wider entertainment industry stuff.
2:34:20 I think that's been fun.
2:34:22 What would I say?
2:34:24 I would say, when you get a chance, take it.
2:34:30 That was one thing I did do well.
2:34:33 When I got chances, I was good at taking them.
2:34:37 I would say, do not worry too young about your career.
2:34:41 I would say, worry about having a rounded intellectual inner life,
2:34:45 'cause you're gonna spend your whole life in your own head.
2:34:48 So the more interesting you find your own head,
2:34:51 the more interesting you find the world, the less you're gonna annoy yourself.
2:34:55 So I would say, I would, I would say,
2:34:58 do not do a vocational degree as an undergraduate.
2:35:01 That's been my...
2:35:02 I would say, do something else.
2:35:04 Do something, you know, random and then focus afterwards.
2:35:06 That would be, I think I was advocating against the obsession
2:35:10 that people had about four years ago with STEM subjects.
2:35:13 And now AI is gonna make them all irrelevant anyway, perhaps.
2:35:17 So, you know, it's interesting to see everything changes.
2:35:24 Jobs are not that hard.
2:35:25 You know, turn up, be enthusiastic.
2:35:27 Be, but turn up in person, be enthusiastic.
2:35:33 Help people.
2:35:34 Say, "You'll be fine in any job." People is, you know.
2:35:37 Did you always know when the chance to take showed up?
2:35:40 Like this is, okay, this is interesting, this is new, this is different?
2:35:43 Not always, no.
2:35:43 But the big times were the chance to move to America.
2:35:46 For me, that was a big moment.
2:35:48 My life was a mess in...
2:35:49 That was weird timing.
2:35:51 So I read that Sam wrote you an email.
2:35:54 What, what...
2:35:55 in South America?
2:35:56 I literally, I was in South America...
2:35:59 ...in Colombia where there was a war raging there.
2:36:03 I was making a series of very poor life
2:36:07 choices and a lack of life skills, age 25.
2:36:12 My latest poor choice was to get up too early,
2:36:15 because the police didn't start work till 9:00, but the muggers started at 8:00.
2:36:18 And so I was out walking along the beach at 8:00 and these...
2:36:23 guys, this Rasta who turned up,
2:36:25 who I'd been talking to the day before, started trying to talk to me.
2:36:28 And then two guys came up to talk to him, and I couldn't tell...
2:36:34 if they were trying to mug him 'cause he
2:36:35 owed them money or he brought me to them.
2:36:37 But I did notice one of them had a machete
2:36:39 and the other had a kind of broken gun.
2:36:41 So I thought, "This is not good." And I ran off,
2:36:44 sprinted down the beach in my silly shoes.
2:36:45 And got the chance, for once in my life,
2:36:50 to run over to a road, jump into a taxi and scream,
2:36:53 "Take me anywhere!" I felt like I'm in an action movie,
2:36:56 and a guy's chasing after with a machete.
2:36:58 The taxi driver looks back, sees the dude with the machete,
2:37:01 and goes,"?" And I'm, "No, no, no,
2:37:03 they're not my friends." "Get me out of here." He drove
2:37:06 me up the street into a bit where the town was.
2:37:10 It's kind of between the old town and the new town in Cartagena.
2:37:14 And I got out of the car and then cut my foot on a rock.
2:37:18 That was the sum total of my injuries.
2:37:20 Then I went to an internet café, cause this was probably late '98,
2:37:24 and got the chance to come and work on a game for six weeks in New York.
2:37:29 And I was like, "Well, if I stay in South America much longer,
2:37:31 I'm going to get myself killed," 'cause
2:37:33 this was when I was getting into silly stuff.
2:37:37 And so I went to New York, and they were just starting Rockstar.
2:37:40 I got to sort of write the mission statements and whatnot there,
2:37:44 and help set the tone for that and just ended up staying.
2:37:47 I had to come and go a bit while all visas got sorted out.
2:37:51 And then I just ended up staying,
2:37:53 "I'll stay for a year 'cause New York's pretty fun." It actually was
2:37:57 not that— this was the height of Giuliani before he was a maniac.
2:38:04 So you couldn't— when you went to bars, you were told you couldn't dance.
2:38:07 'Cause they were trying to clamp down on New York being fun.
2:38:09 So it was actually less fun than London,
2:38:11 but there's still a great energy in New York.
2:38:13 And I got exposed to the kind of madness of New York capitalism.
2:38:18 By the way, as we hear sirens in the background,
2:38:20 that always makes me think of New York.
2:38:21 Yeah, of course.
2:38:22 Whenever I'm in New York...
2:38:22 Yeah- ...there's always sirens.
2:38:23 Steam coming out the floor, people screaming at you.
2:38:25 I mean, you get people screaming at you in LA, at least.
2:38:29 Yeah, but it's more distributed, it's more, uh...
2:38:30 Yeah, it's more spread out.
2:38:31 ...spread out, yeah.
2:38:31 You can get a bit more quiet here.
2:38:33 I love the energy.
2:38:34 It was great to work hard and then be able to go out for dinner late.
2:38:39 And New York was really, really a fun experience for me.
2:38:43 You worked with your brother, Sam, for many years.
2:38:45 What do you admire about him as a creative mind, as a human being?
2:38:52 His drive and his vision early on to see what video games could become.
2:39:01 He was the one who understood that video games were the next big thing.
2:39:06 And I think that was, you know,
2:39:08 people would laugh in our face about that in those days.
2:39:11 To have someone that was strong and saying, "No, no, we stick,
2:39:15 stay the course," and then having the confidence
2:39:17 to push through with these big projects.
2:39:20 Are you excited for the future of video games?
2:39:22 Yeah, completely.
2:39:23 I still look...
2:39:25 I'm glad you've spoken so, I mean, you've spoken so kindly about our work,
2:39:32 about the stuff that I did, and the stuff the whole teams did.
2:39:36 It's wonderful.
2:39:37 But I just look at it and see problems
2:39:39 and see things that we can make do better.
2:39:41 You know, I think it was always, try each time to do it better.
2:39:43 And some of the stuff we're working on now is
2:39:46 going to do stuff that people haven't really seen before.
2:39:51 I think it's just, I think that games can get so much better.
2:39:55 They can feel so much more alive.
2:39:57 They can be better at storytelling and feel more alive and feel like,
2:40:01 you know, their systems, all the stuff, the component parts we talked about.
2:40:05 We can make each of those parts better.
2:40:08 and tie them together better.
2:40:09 I think the technology still feels like it's only just beginning.
2:40:13 Cinema evolved from, like, 1900, 1895, whenever it was,
2:40:20 until they invented talking in 1930 or whenever that was.
2:40:24 It's not that.
2:40:25 Then it kind of found its modern form,
2:40:27 and then by '39, they're shooting in color.
2:40:29 Basically, a modern film is no different from a 1939 film.
2:40:33 But with games, I still think we've got a long way to go.
2:40:37 The tech...
2:40:37 There are so many different parts of the tech that still have a long way to go,
2:40:41 and you can go in all different fun directions.
2:40:43 I just wish...
2:40:44 and I know you said video games take a lot less than they could,
2:40:47 but I just wish it was faster.
2:40:50 Like, you've already made me...
2:40:52 Me too- fall in love with Absurdiverse and you've
2:40:53 made me fall in love with The Better Paradise,
2:40:55 and now I'm going to sit depressed, realizing we'll have to wait.
2:41:00 I could, of course, read.
2:41:02 Well, we should have some little short cartoons coming out
2:41:04 in a while for Absurdiverse and more stuff coming in the next period.
2:41:09 But yeah, it just takes a little bit of time.
2:41:12 I mean, big movies are four years plus from start to end.
2:41:17 You know, with all the legal stuff at the start.
2:41:20 We'll be about the same.
2:41:21 Yeah, and certain movies from idea to completion, I mean,
2:41:24 take 10 plus years for some of the greats.
2:41:27 Yeah, often.
2:41:27 A lot of that is just that development process.
2:41:29 that is really...
2:41:30 Sometimes it feels like it's designed to not make stuff.
2:41:33 A bit more specific advice, but on the topic of video games,
2:41:36 what advice would you give to maybe independent video
2:41:40 game creators that are dreaming of creating great games?
2:41:45 They're inspired by Red Dead.
2:41:47 They're inspired by all the incredible
2:41:49 open worlds and narratives you've created.
2:41:52 How's it possible to have a chance at doing something like that?
2:41:56 I mean, it's part of...
2:41:57 There's two ways: try and do it cheaply with yourself and a small group,
2:42:01 or join a company that you think is doing it the right way, you know?
2:42:04 And I think there's upsides to either of those.
2:42:06 I think if you want to make something that's cinematic...
2:42:09 Yeah, AI is going to change some of this.
2:42:11 But if you want to make something that's cinematic, you need resources.
2:42:14 You can still make something that's
2:42:16 really interesting that isn't super cinematic,
2:42:17 but it's an interesting experience in some ways.
2:42:19 But the second you're involving actors and motion
2:42:22 capture and one of those big experiences, it's going to cost some money.
2:42:26 So therefore, if you want to do that, you've got to figure out what
2:42:29 companies you want to work at and figure out how you get to work there.
2:42:32 Do you have hope for AI helping with some of the video generation,
2:42:36 some of the world generation,
2:42:39 or some of the open world assistance in generating the world?
2:42:45 Yes.
2:42:45 Limited.
2:42:46 Absolutely, if used correctly, it will be a great tool.
2:42:49 If used incorrectly, it will lead to loads of generic stuff.
2:42:54 You know, I've been in games for 29 years and all the time,
2:42:58 the piece of tech that's going to make making games
2:43:00 much easier and much cheaper is about to turn up,
2:43:02 and all that's happened is the games
2:43:04 have got much better and way more expensive.
2:43:05 So I'm always nervous about saying, "Finally,
2:43:08 we have that bit of tech that makes our lives easier," but it looks as if
2:43:11 it might be able to do that when you use it in the right way.
2:43:14 If you use it, you know,
2:43:15 if you use it to try and as a substitute for creativity,
2:43:17 it's going to be really generic.
2:43:20 A big ridiculous question.
2:43:21 What's the meaning of this whole thing we have going on here,
2:43:24 of life, of existence?
2:43:27 Why are we here?
2:43:30 To watch the universe.
2:43:31 The easiest plausible answer is we are designed by the universe
2:43:36 to watch itself and to comment on it in interesting ways.
2:43:39 Consistently more and more interesting ways.
2:43:42 Yeah.
2:43:42 What role does love play as part of that?
2:43:46 It's the only thing that makes it possibly worth doing.
2:43:50 Everything else, everything material is irrelevant.
2:43:53 So the only things of value are these immaterial things.
2:43:57 You know, I do think metaphysics always trumps physics for me.
2:44:03 Well, Dan, from the bottom of my heart, speaking of love, thank you.
2:44:08 What a pleasure.
2:44:08 Thank you, man.
2:44:09 Thank you for everything you've created in this world.
2:44:11 Me and millions of die-hard fans of your games are forever grateful.
2:44:15 I know there's a lot of people that would like to say thank you to you.
2:44:19 Just to be clear, 'cause I always like
2:44:20 to make this very clear— ...it was never me.
2:44:23 It was always me sat alongside people
2:44:25 with actual real talent who did amazing things.
2:44:28 Well, I hope you keep being self-critical
2:44:31 and creating awesome stuff in the world.
2:44:35 And we can't wait to keep exploring the worlds you create.
2:44:39 And thank you so much for talking today, brother.
2:44:41 Thank you for having me.
2:44:43 What a privilege.
2:44:44 Thanks for listening to this conversation with Dan Houser.
2:44:46 To support this podcast, please check out our sponsors in the description,
2:44:49 where you can also find links to contact me,
2:44:52 ask questions, get feedback and so on.
2:44:54 And now let me leave you with some words from Ernest Hemingway,
2:44:59 one of Dan's and my favorite writers.
2:45:03 "The world breaks everyone, and afterward,
2:45:06 many are strong at the broken places." Thank you for listening.
2:45:14 I hope to see you next time.