The following is a conversation with Dan Hauser, a legendary video game creator, co-founder of Rockstar Games, and the creative force behind Grand Theft Auto and Red Dead Redemption series, which includes some of the best-selling games of all time and some of the greatest games of all time. Both Red Dead Redemption 1 and 2 have some of the deepest, most complex and heart-wrenching characters and storylines ever created in video games. Dan has started a new company, absurd ventures, great name, that is creating some incredible new worlds in multiple forms, including books, comic books, audio series, and yes, video games. That includes a better paradise, which is a dystopian near future world with a super intelligent AI, American Caper, which is an insanely chaotic, violent, dark, satirical world, and absurdiverse, which is a comedic action-adventure world. I'm excited to explore all three of these.
I have spent hundreds of hours in worlds that Dan has helped create, so this conversation was an incredible honor for me, and on top of that, Dan and I talked a lot after and in the day since, and he has been just a wonderful human being. I'm just at a loss of words. I feel like the luckiest kid in the world.
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This episode is brought to you by a new sponsor, Box. You probably know of them. It's a cloud-based platform for content management, file sharing, and collaboration for businesses. But the thing in particular I would like to talk about is how they're using AI. Their box AI is an industry leading content management platform. They do an incredible job of taking a large number of unstructured documents. So think like contracts, like legal documents, invoices, financial documents, resumes, and so on. Take all of that and be able to query it and automate workflows with those documents and build agents on top of those documents. Box in general has a long track record of working with businesses and organizing large amounts of documents.
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They create obviously incredible standing desks. There's a bunch of other stuff, you know, chairs and all kinds of ergonomic solutions. But really the variety, the qualities all there. It's also an awesome my main desk for basic computer work. It's my main desk for robotics work. It's my main desk for everything. Go to upliftdesk.com slash Lex. Use code Lex to get four free accessories, free same day shipping, free returns, a 15 year warranty and an extra discount off your entire order. That's upliftdsk.com slash Lex.
This episode was also brought to you by a new sponsor, an awesome new sponsor called Code Rabbit. It's a platform that provides AI powered code reviews directly within your terminal, making sure that you get to production ready code as quickly as possible. Go grab a CLI integrates really nicely into existing CLI coding agent workflows. It serves as a backstop for tricky hallucinations and logical errors that AI coding agents at times can generate. It supports all programming languages that you can think of: JavaScript, TypeScript, Python, Java, C-Sharp, C++, Ruby, Rust, Go, PHP and much more. Super nice terminal native experience. It does a really nice job of handing off their view contacts to your AI coding agent. It does a really nice job of understanding the full context of complicated project dependencies. The fixes are easy. One click that applies the review suggestions instantly with all manual code changes.
It has a pretty good free tier for individual developers, which means you could try it out. I see for yourself how incredible it really is. Go install coderabbit CLI today at coderabbit.ai slash lux. That's coderabbit.ai slash lux. This episode is also brought to you by Miro, an online collaborative platform. We talk extensively in this episode with Dan Hauser about his writing process. And boy, it's a torturous journey as everybody that goes through the ideation process in any kind of context, whether it's in writing and design and programming, all of that. It's a difficult and painful process. It's full of procrastination, all the different human blockers that Stephen Pressfield writes about in his excellent book.
A lot of times it really is about having the right tools to make sure when the ideas come from wherever it is and the ethereal realm that the ideas do come from, that they have the right kind of workflows and mechanisms to pour out of your mind and out of your soul. And to do so in a collaborative way and collaborative environment. So Miro is an incredible tool for doing just that. All kinds of ways of doing ideation together, sticking out screenshots, diagrams, prototypes, all that you can create, you can share, you can collaborate on. It makes the whole process fun. Help your teams get great things done with Miro. So to Miro.com and find out how that's M-I-R-O.com.
This episode is also brought to you by Lindy, a platform that helps you build multiple AI agents in minutes. They're basically pushing the cutting edge of generating the full stack, including front end, back end databases and all the integrations. So this isn't just about generating code in a specific narrow context. It's about deploying a fully tested digital business. And they very much focus on generating stuff that works, which is not a trivial thing when you are generating the full stack. They're calling it the Lindy build, which goes from the original idea to the working app end to end. I mean, this is a really difficult problem to solve and an impactful one. So I'm glad that great companies like Lindy are pushing the state of the art in this.
Sign up at Lindy.ai slash Lex to get two weeks free plus 50% off of pro plan for a year. That's Lindy.ai slash Lex. This episode is also brought to you by Shopify, a platform designed for anyone to sell anywhere with a great looking online store. She's also the platform that demonstrates the magic and the power of Ruby on rails. Shows that it can scale. And it is also a platform whose CEO is both still an engineer and a philosopher and obviously a business guy. Go listen to the DHH episode where he celebrates Toby on both the engineering and the human side.
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在 Shopify.com/lex 注册,享受每月只需 1 美元的试用期。请注意,所有字母都是小写。访问 Shopify.com/lex,立即将您的业务提升到一个新的水平。最后,朋友们,感谢你们今天和我一起思考。这个节目由 Element 赞助,它是我的老朋友、伴侣,可以说是战友。我正在畅饮它,即使我现在在波士顿的一个酒店房间里对您说话,在这个过于宽广的世界里,在这短暂的生命中,我并不太确定自己身在何处,努力弄清楚一切。
You can't human rub on interaction with the human oys and quadrupeds enjoying life, enjoying the brief escape to the realm of ideas, into the realm of math and rigor and code, into the process of exploring the unknown. It is the thing that makes me truly happy. It is one of the things that makes me happy. And one of the things that makes me happy and healthy is making sure I get enough electrolytes, giving that I'm still doing one meal a day, giving all the crazy fasting I do and the physical exercise and the mental toll of working crazy hours and sometimes not getting enough sleep. All of that, I just feel better when I get the electrolytes in.
So get a free account sample pack with any purchase, try it, drink element dot com slash lex. This is the Lex treatment podcast that supported. Please check out our sponsors in the description where you can also find links to contact me, ask questions, give feedback and so on. And now dear friends, here's Dan Hauser. You've helped create some of the most incredible characters, stories and open worlds in video game history.
But when you grow up in the late summaries and 80s open world video games wasn't a thing. So you've credited literature and film as early inspiration. So let's talk about film first, if you can. Sure. What are your some of the candidates for the greatest films of all time? Maybe films that were highly influential on you? I mean, Godfather. God, well, I think for me, probably Godfather two, more than Godfather one, but I love both of them. So I love the divided story in Godfather too.
And as a migrant, I used to live in Soho. I love the bits in little Italy. And I love the sections in Sicily. So I think and the bit of Ellis Island is just one of the best shots in all cinema. When you see little Vito turning up in Ellis Island and you get that shot, it's amazing. It gives you a really good cinematic sense of what it must have been like to arrive in America. Which of the greatness of Godfather do you think is the writing? How much is the cinematography and how much is the acting? That didn't year old? You got young Pacino.
Well, Copper Rice started as a screenwriter. So I think he wrote, at least co-wrote the script. So it's almost like the writing directing almost become the same thing. It's one of those films, both of them are those films which I was thinking about. This idea of a perfect film. Where everything's good. Where the acting's seminal. Where the writing's seminal. Where the music is seminal. Where the shots are so memorable. Where the scenes define what you think about things.
It's impossible to think about the mafia and not think about the Godfather. What about the pacing? It is a bit slow. You have movies like 2001 Space Odyssey. Slow. Yes. It used to be back in my day. It used to be slow. Life got faster. Life just got, you know, as I think as we moved from the 70s into the 80s into the 90s, people had seen so many films. They just started to edit films faster. And people understood cinematic storytelling so much that you could do things much quicker.
You could show a look and just that meant you realised that person was going to betray the other person. They just edited films much quicker. But I quite like the slowness. I think these days with modern, you know, high quality television, you have to have to necessarily watch these films in one sitting, particularly when you're rewatching them. So it doesn't bother me that they're long and slow. Speaking of faster, life getting faster, I'm sure another influential movie was Goodfellas Scorsese. That's faster, right?
Yes. A mixture of crime and humor. And almost like an open world game in some ways, in that it's this slice of life, you see, you know, I think that probably changed cinema, the sort of tale into the 80s, early 90s, more than any other film. And it's so iconic. In some ways, I prefer casino, but the invention is really in Goodfellas. I love the end of Casino. You know, they've used to voice over the way you saw them being criminals and being normal people.
You know, it changed everything. I mean, the sopranos, obviously, is completely inspired by Goodfellas. Yeah. Casino has, first of all, the character of Sharon Stone. I mean, everything. The look, the clothes, the music. I would say one of the most memorable moments in film for me is the meeting in the desert means just the drama building up to that. They're getting on the whole.
Yeah. The environment, the city speaking of open world and creating a character from the city. It's one of the great Vegas films. I think the great Vegas film. The bits that I always, that I love at the end when everything's wrapping up. And on the one hand, you see the Robert De Niro character. He's still got it making money. So they let him return to normal life. But then you get that brilliant scene when all of the mob bosses from back home, they're discussing all these people who may or may not be able to implicate them. And then there's that incredibly cold line. And one of them, they're thinking about the old, you know, I think it's a casino management. One of them just goes, the way I see it, why take a chance. And then the next thing you just shot, right? The brutality of it all is just brilliant.
I don't know. I probably have to disagree with you on Vegas. There's at least some competitors. You got, with Nicholas Cage leaving Las Vegas, I mean, falling in love with the prostitute. You're also, you've written some of the great crime stories ever. Thank you. And in some sense, there's love stories in there. And you've talked about being a bit of a romantic yourself, appreciating the depth of love stories and literature at the very least. And there is a dark kind of love story between an alcoholic and a prostitute. You got an Oscar for that. I think you did for that, didn't you? Plus there's the caricature of the drug world of fear and loading in Las Vegas. That's an interesting one. I love the book so much. I was obsessed by it when I was about 1718. And I enjoyed the film, but I'd prefer the book.
Has a hunter as Thompson type of character ever made it in ten years stories? No, but one of the things we're working on now, there's sort of an English version of Hunter S. Thompson if he was also a market gardener. I love that persona. But he's kind of, it's hard. If you make him American, it's hard for it not just to be Hunter S. Thompson. Is this an American keeper? No, it's in this animated show we're developing in the sort of comedy world we're working on called Obserterverse. And it's in one of the stories in that. What is Obserterverse? Obserterverse is a comedy universe we're developing that will be an open world video game and then some loosely adjacent stories that we're going to make as animated TV shows or possibly animated movies. We're still thinking that all through.
在十年故事中,有没有以Thompson风格为灵感的猎人角色取得成功过?没有,但我们现在正在做的事情之一是,打造一个类似Hunter S. Thompson的角色,如果他也是一个市场园丁。我很喜欢这样的角色设定。但这个角色很难处理。如果你让他是美国人,就很难不直接变成Hunter S. Thompson。他是个美国人吗?不,这是我们正在开发的一部动画节目里的角色,该节目属于我们正在开发的喜剧世界,叫做Obserterverse。那什么是Obserterverse?Obserterverse是一个我们正在开发的喜剧宇宙,它将是一款开放世界的视频游戏,还有一些我们计划制作成动画电视剧或可能的动画电影的松散相关的故事。对此我们还在思考中。
And we're building the game up in San Rafael at the moment and it's early days, but it's looking very exciting and it's trying to be like trying to make a game that feels a little bit like a living sitcom. Is there some drama and tragedy at the edges or is it pure comedy? I hope it's got comedy, cynicism, heart, drama and some amusing life lessons. Otherwise you can't just have jokes for 40 hours, it won't work. Okay, so comedy needs some darkness. Well, I think it needs story. One of my favorite comedies of this century is the office because it was incredibly funny but also because it had narrative and heart underneath the cynicism. I think with narrative you get a drive alongside jokes. And there's going to be an open world video game in that world. Yes. One, two, three, four years, still thinking that through.
So what's the process of getting from the idea to the end of a video game? How does it take so long for you to get it right? That's an interesting question. I think if you, the scale at which they're built, you could argue it the other way. Why is it so quick? I mean, you really are building in one go a world, a city and 40 hours of entertainment cut through it. You know, these things are massive, four-dimensional mosaics that are intensely complicated and after work in lots of different ways. And I think that's us being kind of aggressive on the timeline. We're taking attention upon attention upon attention.
But I have to return to some films. Let me just list a few of my favorites. So first of all, you said you love great war books and movies. So we have to throw in platoon from Oliver Stone and apocalypse now for me at least. Of course. There's more crime, fast-moving crime movies like Scarface. I also love true romance. Love true romance. Possibly the best, one of the best scripts ever written. Written, of course, by Quentin Tuchino. What do you love about true romance? I think sometimes depending on the day, depending on the bar and how much alcohol I had, I will say true romance is the best movie ever made.
Yeah, I mean, true romance is super fun. Tony Scott was a really good director. So it moves at a really good speed. It's funny. It's completely unbelievable. But you really care about the characters. It's the kind of, you know, this world that obviously doesn't exist, but you feel it does exist. The characters are larger than life. The dialogue is unbelievably. You could just sit and watch them talk all day long. And you know, you just, it's amusing. You just want to live in that world. I was thinking, you know, what do you like about films? It's the idea to be in a world. They're not real. They're not real. But you want to be in these fake worlds that people have invented.
And I think you said that one makes a great world is having a large cast of characters. I think that movie is a good example. I mean, you have Christopher Walken with the sort of legendary super racist discussion. Right. And Dennis Hopper is just sort of dream dad. Yeah, dream dad. And just that interaction is legendary. You got even Brad Pitt. There's a pot head on couch. Gary Olman. Gary Olman. For Rasta. Yeah. And you have, I mean, a real love story. Like a real genuine pure love can survive in any context. And it's just sweet. Their love story is very sweet in that film. It's a daring.
The Elvis as a character. It's kind of like a mini GTA type game. Some of the same beauty, the comedy, the love, the... Crossed with play against them. It sort of feels a bit like that with the Elvis character. What about greatest war film? What would it be for you? Greatest war film. If I'm feeling serious, it would be a Russian film called Common Sea. Which is probably the most intense film ever made. And if I'm feeling slightly less serious, apocalypse now, and I would always want to watch the original cut, I don't prefer the reedits. I like the original first release. I think it's tighter and slicker and works the best.
Yeah, of course, Park of Snows, this hallucinatory journey into darkness, I think madness. Yeah, from the first scene onwards, it's just got these amazing set piece after set piece. And again, incredible characters. Brilliant dialogue. Some of the greatest films about war, reveal that war is not what it seems. And there's different ways of doing that. And you've talked about different books. The thin red line is another book and movie that shows that. Yeah, and I watched the movie years before I read the book. And I didn't understand the movie. And then I read the book.
And I read a lot about the editing of the movie. And I understood why I didn't understand the movie. And that's because the movie makes no sense. It is beautifully shot. And the music is one of the best film scores of all time. But they edited two different battle scenes into one battle in a way that spread apart by ages in the book to assemble. I think they filmed the book pretty much verbatim that would have been as like a six hour movie, then edited this impressionistic thing that's incredibly beautiful but doesn't necessarily make narrative sense at the end of it. But it's still very beautiful, the film.
And in terms of Westerns, what's the greatest? The Good, the Bad, the Ugly, unforgiven, those are for me. Maybe even Django on Chain. You've mentioned Butch Cassidy in the Sunday Ski. I think for me it's two films from I think pretty much the same year. Butch Cassidy and The Wild Bunch. I love Robert Redford and Rest in Peace. That film, it's just, it's impossible to imagine anybody film without Butch Cassidy. It's Paul Newman, Robert Redford and Clint Eastwood for you also. Has that impacted your writing on Red Dead?
在西部片中,哪些是最经典的?对我来说,《黄金三镖客》(The Good, the Bad, the Ugly)和《不可饶恕》(Unforgiven)肯定是其中的佼佼者,甚至可能还包括《被解救的姜戈》(Django Unchained)。你提到的《虎豹小霸王》(Butch Cassidy and the Sundance Kid)我也很喜欢。我认为对我来说,有两部电影几乎是同一时间上映的:《虎豹小霸王》和《野帮派》(The Wild Bunch)。我特别喜欢罗伯特·雷德福(Robert Redford),愿他安息。无法想象没有《虎豹小霸王》的影视世界。这部电影由保罗·纽曼(Paul Newman)、罗伯特·雷德福和克林特·伊斯特伍德(Clint Eastwood)主演。是否也影响了你在《荒野大镖客》上的写作?
I love unforgiven, but the truth is, with Red Dead, I'd seen a lot of Westens as a kid. My dad watched lots of Westens. They was on TV. You know, I knew, I felt I knew a lot a bit about Westens. And then, you know, then I had to start thinking about writing one for work. And I deliberately did not binge on Westens. I tried to watch No More Westens and just think about what I liked about them, what I didn't like about them, what would be a take that would work today and would work within the confines of a game.
And I think Red Dead 1 was a slightly more traditional Western. And then having done that, tried to take Red Dead 2 in a different direction so that it felt like a worthy successor. Didn't just feel like more of the same. For movies to video games, one did your first fall in love with video games. Literature was the first love. No, films. Films. Films was always that. Well, what I loved first as a kid was films. Older began reading books properly aged about eight. Was watching films long before that.
And then probably it was always bouncing between the two which I prefer. I think they could have different things. Games, I played and above all watched a lot of games as a kid as being a young kid and you know, other people playing them. And I obviously liked the core thing games do, which is you press a button and something happens. They're responsive. they're alive. And that's captivating. And then the competitive angle of games is fun. Or you know, beating this, beating that, winning this. That was fun as well. Sometimes obsessively so. You know, I'm remembering completely addicted. At one point when I was truly been studying for months at a time to Tetris on a Game Boy, you know, I liked games. And I liked interactivity and I liked the movement to this digital world that's really emerged to me pretty much as soon as I left college. But I didn't love it.
And then I really fell in love with games when I was properly making then probably as late as like 2001. Oh wow. And then I suddenly began to see, first of all, my mind, you know, that's a whole other story, but just suddenly saw what they could do and could be and what this chance was to be one of the people involved in making these things that was this, you know, where you were really kind of breaking trail into the future it felt like. And I think that was when I really went, these were amazing. And that's when I really fell in love with, I could see it in moments and suddenly you could make this whole experience. So that was really the moment for me.
Yeah, of course, because you're a pioneer of open world games that are so narrative driven. So it's like you didn't have too many examples. Yeah, and before that it was PS1 or before even before that, games looked terrible, you know, that you really like, it's eight pixels. It's a car, you know, it was not a car. It was, they just didn't, it was always, you were squinting and closing both your eyes and trying to imagine it was this thing you were told it was. And all they were about, you know, it, it, it, very surreal subject matter because you couldn't make them remotely real. And suddenly we had, we were able to build these experiences where you could run a simulation of a city.
And it was in three dimensions and it felt alive. And we were trying to give it even more, at least the illusion of even more life. And yet you, so you could tell a story in three or, you know, using time in four dimensions. And that felt very inspiring. Yeah, I think GTA 3 is probably one of the most influential games of all time. It created a feeling of an open world. What do you think it takes to create that feeling? You know, there was like these looming skyscrapers. There was a changing traffic lights. There's the feeling like, first of all, you had a feeling you could do anything. And then the world was reacting to it in a way that didn't feel scripted.
Yes. And it wasn't scripted. It was, it was really, really, really low rent AI. Like it was a simulation that you could prod and push and see what happened. And I think that was incredibly, it was, it was two things. It was the fact that here was a simulation that you could mess about with. And the simulation seemed to have a personality. So you could push and see and the world would push you back to what in whatever way that meant. And then the other thing was just this, I think that one of the reasons it was so captivating was also the idea of if I did nothing, the world still existed. Or I could act in quite a passive way. I could just listen to the radio.
I could look at billboards. I could talk to pedestrians and the what not in GTA 3, but by Vice City, you could begin rudimentary talking. And the world was there and existing. And so it was the idea of like almost something that really tried to explore in lots of games. The idea of being a digital tourist, you know, you were in, you were in these worlds and you went there as a visitor and they existed almost independent of you. It felt like when you turned up, the world was running. It didn't feel like you'd started it. Of course you had started it. But that feeling, I think, was one of the things, the illusions that people found very captivating was, I'm in a world that both doesn't exist and does exist.
So there's these two concepts that I was reading about just to put names on them. One is systemic video game design. So systemic games and the other sandbox video games. And the systemic is from the environment perspective, which means that there are these interlocking game rules and systems that interact with each other and produce emergent behavior. And that emergent behavior is what creates a feeling like there's a living world.
And then the sandbox aspect, which is overlapping, but different, is from the user perspective, from the player perspective, the feeling like you can do anything. And when those two things combine, the feeling like you could do anything and the feeling like there's a world that is also doing anything it wants, that's a creative, incredible feeling of this world is alive. And I'm in it. And it's the combination of those two things, I think, is very powerful.
And I think with GTA 3, for me, it came at a really interesting time in my life personally. And I was very able to engage in it probably the first time professionally, actually, a way can do something. And it, we were really sort of scratching, began to scratch the surface on how do we fill these worlds with content and how do we make that content interesting and make the content all interwoven.
So as you start to mess with these systems, they also feel alive and interesting. There's often been attention to your work between an open world at freedom and the narrative driven storytelling. And I think you've often maybe always gotten the balance right. So what is the value of each and how do you get the balance right? Well, I think the open world is intrinsically pretty fun. It's just fun to be in a world that has complete freedom.
And certainly, I think at various points, we debated or, you know, I don't theoretically discuss it in my own head with myself. Or other people in the team would really push for less story, less story, you know, let the whole thing evolve organically. You know, have it all procedurally generated? Have it all just evolved from what you do? I think for me, I would always come back to going, story can be incredibly, if done well, can be incredibly compelling.
And it gives you some structure. So I think, and something to do. And it helps you from a game design perspective, unlock the features. It means we know the big features. Because essentially when you put someone in a world and give them a whole new way of interacting with that world through the control panel, it can be a little overwhelming.
You know, playing a game is a lot more an engaging experience even than reading a movie, you know, reading a book or watching a movie. You've got to engage in it properly. So how you unlock the features and how you unlock the world. There's an art and a skill to that. And I think we felt that a structured story was the best way to do that and to have control over that process.
And also just, you know, people are looking in their lives for story. I think story is very important and very powerful. And you combine the two successfully, you get the best of both worlds. But it is a, you know, there is a tension always there. I think in a game, like GTA 4, which I worked on and loved and I thought the story was great.
But we got criticized because people felt there was almost too much story and that meant you cared too much about Nico. And he wasn't as effective an avatar in the open world. I think we probably got closest to reconciling them as perfect as they can be done in Red Dead 2. Or when playing as Trevor in GTA 5, if you wanted to be crazy.
I think those were when it really worked. The character, absolute freedom. Because also you didn't want in any game. You don't really want to compel the player. If you're giving them freedom, you don't want to say, well, I'm giving you freedom, but then I'm taking away. Because you've got to be this kind of person when you're free. So I liked it when it could be, you know, he or she could be to be nice, be it to be nasty.
I think that's when it was the strongest. So you kind of want a character that was rounded and you felt had good sides and bad sides. But you felt that character's personality. Yes. You felt adept. You've actually talked about this really powerful concept of creating a 360 degree character.
I think somewhere you mentioned that in order to do that, you had to be able to imagine what that character would do in any possible situation, which is a really interesting philosophical concept. I started to immediately think that can I imagine how good of an NPC am I? Can I imagine myself in every, I tried to do that very much when I look at human history, when I look at the Roman Empire, when I look at World War II, within the German side, the Russian side, the British side, the American side, just imagine myself if I was a soldier, but like that exercise, like if you put Trevor as a soldier in World War II, what would he do?
I mean, that name'd be gone a little. bit too far, but basically what are the limits of the integrity, what are the limits of how romantic, easy, how not realistic, all those kind of elements. You have to think about it in order to create the full character. What does it take to create that kind of 360 character? How hard is it? It was a lot of thinking, a lot like a year, sometimes, from when we begin talking about a project and dialing it, and I would just get some initial ideas, very like one sentence, they are a Serbian immigrant, or they are a retired gunfighter with a wife. Type very, very simple stuff, and then just start to think through it from every angle, and start to think, well, would it work if they were acted like this? Would it work if you acted like that? If this is the world, how does it contrast with the world?
Because I always thought that the games were kind of a mathematical equation. They were the personality of the world, multiplied or divided by the personality of the protagonist. That creates interesting friction. That's a really fun experience for the player. Almost always, at least one or more of the protagonists. Obviously, in GTA 5, we had more than one. We'd have someone who'd moved to the place, or was in a new part of the place, or moved to a new part of the map. Because it was really, as a player, I think, it was really easy to identify with your avatar, when they like you were a fish out of water. And even when they weren't, we still made them dissatisfied and feel like a fish out of water in themselves. So I think it was just living with those characters and getting ideas and going, what are their strengths? What are their weaknesses?
How are they like me? How are they not like me? Slowly, what does it like to feel like a human being? And then in most of these games, how much of a psychopath are they? How much of a sociopath are they? And what are their good qualities? What is going to give them humanity? Alongside that, what are they? What for them apart from money is worth dying for? And then you start to build it out from these fundamental sides and suddenly you go, okay, actually, I can start to feel. And then how do they speak? Because fundamentally, it doesn't really matter what's going on in their head. They haven't actually got one. But what they say is what's going to make you realize who they are.
So develop more depth and complexity on the good and the evil side of that human that is a part of all human beings. So you're basically living in that character. If we can contrast what is it, Nico and Trevor, with, for example, another character, I'm sure you're building with for a while, which is the AI system, Nigel Dave. He'd been working on recently as part of a better paradise world, which is more dystopian, dark, tragic, still funny, philosophs the deep. But the AI system in there, the super intelligent AI system, is named Nigel Dave. And it has, I mean, at least for my current experience with it, has like a conflicting nature. Maybe it's psychopathic. I haven't quite figured that out yet. I think he's decided.
所以,要深入挖掘每个人内心中善恶两面的复杂性。这意味着你要深入体验那个角色。我们可以将尼科和特雷弗与另一个角色进行对比,比如你一直在构建的角色 Nigel Dave,这是一个你最近在一个更好的天堂世界中创造的 AI 系统,这个世界更加反乌托邦、黑暗、悲剧,但仍然带有幽默和深刻的哲学思考。那个超级智能 AI 系统名叫 Nigel Dave。我目前的体验是,它具有一种矛盾的本性,可能有些精神变态。我还没有完全弄清楚,也许它已经做出了决定。
Yeah, I don't think he's decided either. But he seems to be bent on world domination, although he doesn't take credit for it. He wants to fix humanity. It seems that the children, quote unquote, that it creates are the real monsters. And actually, there's a really interesting idea there, which is, maybe it's not the AGI, ASI, we should be afraid of, but the children it creates. Because the AGI has this human-like good and evil in it. It's conflicted and chaotic. It's, it's, it wants to be human. It wants to be loved. Maybe it wants to love. But the children, the monsters it creates are the ones that are doing the world domination, the maximizing paperclips.
Anyway, that's a character. You have to build that out. You have to think through that. So you've been living without one for a while? Yeah, I was living with him for the last few years, on and off. I felt with a lot of portrayals of AI. They tended to be one note, and AI was sort of infinitely clever, but didn't really have much purpose about them to kill everybody. And was just this kind of sort of ball-like fog. And that's fine, but maybe we can do something more interesting. AI is being built by humans and humans, you know, and built by computer engineers.
And there's a lot of power struggles in any computer engineering team. So I just wanted to explore the idea of it with built by two lead engineers who didn't like each other. So Nigel Dave, who's renamed himself, they wanted to call him something sort of primal Adam. And he renamed himself Nigel Dave because one dab was called Nigel. And one dab was called Dave. And just he's riddled with these conflicts. And riddled with his, it's going to become clear in the next or clearer, in the next volume of the book and in the game, he's riddled with his dad's previous careers.
But he is, I would have the idea of, he's almost infinitely intelligent, or can learn almost everything as zero wisdom. And so the only thing he, and then he's seeing the world through the internet, the most he can do to be in the human world is hack into someone's phone and watch them. But he's stuck pressed against, he can't actually get into our world. So he can control people's minds arguably, but he can't control the world. And so he wants to be human, he wants that he's human experiences, he sees all this stuff on, you know, the internet and says, I want to get married, I want to fall in love, I want to, because that seems fun.
I want to have, you know, he's a digital creation. So he wants to have metaphysical experiences. And he's trying to imagine what that will be like, oh, that's what children are. You know, that's what love is. So I think he's a, but he might be a sociopath, and he might certainly associate pathogenesis. But then he kind of thinks that if he can imagine good and try to do good, that will make him a good AI. So I think there's something sympathetic about him. And I kind of like him as a character, but I don't think he's going to be the protagonist.
He's more a side character. But an ever-present one? Yes, or nearly ever-present. Occasionally, Sulks and goes off and hides somewhere and stops paying attention. Yeah, but there's some characters that really create a flavor of a world. In his world, he was built as an AI agent for this digital, large scale, massively multiplayer video game. These people were trying to build. And so he's almost like God in his world. He's not quite God, but he's got a lot of the qualities of God.
So you have to deal with, am I God, am I human? Do I exist? And of course, there's the leader, the CEO of the company. That's also a character that's probably a malgumation of many of the leaders of the different AI companies today. His name is Mark Tyburn. And Kurt, one of the employees of the company talks about Tyburn as he hated humanity more than he loved it. Perhaps all the most extreme fantasists are like that. All those people who want to build their own utopia.
They love the idea of having more than the reality of Earth. Do you think that's always going to be the case? Well, for the most part, the power money is going to corrupt the people that create ASI. Yes. I mean, I think there's two processes. I think there's the power and money corrupted him in the end as well. But I also think that there's something fundamentally anti-human about people who want to build utopias or paradises or heavens. Because what they're saying is, I like humans apart from the bad bits.
Yeah. And I mean, I try to be a pro-list who likes all kinds of people. And I think there's a side where people are just, you know, hideous perfectionists want to get rid of, you know, the rough and the nasty and the ugly and the dirty. And that's a huge side of us. So I worry about those people. I find them, you know, it's a different kind of sociopathic behaviour. I like humans apart from the bad bits. That's so beautifully put.
Yeah, that there's, it's so counterintuitive. But the people that say, we're almost there. We just need to, there's this path we take and we'll be perfect then. And that somehow gets us into trouble. It's so fascinating that we have to like the bad bits. We have to love the bad bits about humans. We can't at those bugs are features. Yeah, there's bad bits. And then there's flaws. And I think we're all flawed.
And we can really try to be better people. But we still have to accept we're flawed. And we're not perfect. And we have to accept that in other people. And I think when we do that, we're more human. And that's probably usually the right course. I mean, it really is a return to that soldier needs some line of the line between good and evil, runs to the heart of every man.
And he also like the full description of that is really powerful, which is the line moves as from day to day, from month to month throughout the life of the person as they understand better and better. And as the perspective shift as you evolve, as the world around you evolves, as you gain deeper and deeper understanding. And as the flaws in this combinatorial way affect your own understanding of your own flaws and stuff of flexion.
So yeah, it's a beautiful must and all of us have that line. Yes. And I think when you forget about that line, then you get in real trouble. When you forget there's good evil in you, in others, in the world that there was both good and evil and there's certainly good. And that all we can try to do is be better. And it's funny that Nago Dave, by the way, I like the Nago Grimey very quickly, has that line and is struggling with it. That's fascinating to watch. It's really as a character.
And there's also going to be a video game of a better paradise potentially. Yes. Okay. Yeah, we've got that in early development in Santa Monica. Oh, that's pretty fun. It's very early, but we assembled a really fun team and they're doing amazing work. So it's a pleasure to work with them. I mean, it would be so great. And I suppose new for you because it's kind of near-term future. Yes.
First, I always wanted to do something in the sci-fi-ish space, but only if I could do it. I was like, well, what is sci-fi? It's science fiction, right? Science is a theory plus fiction. And so I always thought the best sci-fi for me was when it wasn't just kind of space opera, but there was a real obvious sort of hypothesis that the story was played on. It's my favorite and that's obviously the replicants are better than the humans.
And so this I finally felt we found an interesting hypothesis. The AI is more intelligent than us, but is also as broken as we are. That was an interesting hypothesis to explore. You know, what happens when AI runs rampant in its own fake digital world? That was the... I felt that we had a hypothesis that was worth exploring and could give us some really interesting visuals and give us some really interesting story to tell.
And it would be incredible to create a sort of AI video game as the world is developing smarter, smarter AI's. It allows us, as humans, to play the game and to reflect on the thing that we humans are creating. It's a real commentary as the thing is happening. So I have to ask as a person, you as a person who loves literature, and one of the greatest writer in video game history, Kurt in the book, a better paradise, has this nice line that I think is thoughtful.
At one point in college, I even want to be a writer. How ridiculous is that? A writer. Language models ended that fantasy for me and millions of others. So instead, I decided to get a master's in marketing and started to sell language models. So you as a writer and creator are some of the most legendary narratives in recent history. How do you feel about LLMs?
Being able to write in a way that looks awfully human? I'm not that afraid of them for large-scale concepts. I don't think they're going to be very good at that. I think if you were, I think it's harder if, you know, I began and I was too shy to tell anyone I want to be a writer. That's why I ended up in video games. And I would scribble away like writing manuals and writing on like PS1 games, all 12 lines of dialogue in a game. Sometimes I wouldn't even get that job and I just write the website copy.
And then by doing then working on little bits and pieces. And then it, you know, I'd luckily done enough work that when GTA 3 turned up was the first thing that was just resembled real writing. I had all of these small bits of skills that I could assemble into it. Based on my fairly limited understanding of how language models work, if you, they're not going to, they're not going to replace good ideas.
They can't really come up with good new ideas. What they can do is do low-level stuff. So I think it's going to be harder for people to start out in some of these spaces. If you're not very good concept artist, you're in a lot of trouble. If you have original ideas, I think you'll find. But I think, I also think that the fur, they've done the sort of first 90% of the work to sound human.
95% possibly in summer areas. The last 5% is going to end up being about 95% of the work. I think that last bit in, with tech in my experience, with things like face animation always been the last bits and pieces take far longer than the first bit. And so I'm probably a hideous ladite, but I'm less scared than a lot of people. I think you're going to end up with a lot of work that looks the same.
It's going to help people be creative in some ways. It's going to get some people who probably shouldn't be in that space out of that space. But if you've got talent, I think it'd be fine. Yeah, I agree with you, totally actually. And it's hard to really put a finger on it. So one way to illustrate that, I speak English and Russian. And I've been reading the CSK in both languages and using all of them to translate back and forth.
Because that's preparing to have a conversation with the translators at the CSK. Which ones? Richard Provere and Larissa Volokonsky. Yeah, I read when they first did crime and punishment. That was amazing. They're wonderful translators. And a wonderful love story too. But in the translation process, you get to see the LM is missing some magic. And that couple of translators are world class experts capturing the magic. And I can't quite put that into words. Because you said totally novel ideas, yes. But also this magic of the timing, the right word at the right time, that captures the human experience. They can do some really incredibly human like the 90% I can imagine, human like phrasing about the bulk of the storytelling. But the magic, whether it's the endings of Red Devere Demo Shlone the timing of that, the word choice of that, everything around that. But it's hard to argue because they're incredibly impressive. The winning all kinds of math competitions.
Yeah. But it's what is that magic? And again, that could be just a romantic human side of me is saying that LLS won't be able to capture that, maybe desperately holding on for hope. I don't think they're going to come up with magic. I think they're going to be fantastic at coming up with really cheap, decent stuff. I have to ask you about your writing process. And we could break it up on Grand Theft Auto. GTA 4's when it really started ramping up. How much writing went into the Grand Theft Auto series? How many words are we talking about? I saw some thousands of pages. I mean, when we printed out the scripts for GTA 4, it was about this high. And GTA 5 was about that high. But that was including all the pedestrians who'd have pages and pages to create the illusion of a living world. So because you interact with each one of them. But even the main script for the main mission was thousands of pages long.
What was the writing process like on that? The January one page at a time? A bit by bit by bit over several years. But you start with once people are determined, oh, here's the world. We're doing one based on a version of New York. So GTA 4. And I was living in New York. I'd been living in New York for a few years. I wasn't sure if I was happy. I was going through a lot of, but it's not drama, as usual. And that was why I was looking at some of the GTA 4 again recently. And it's really dark. And I was like, oh, that's why. You know, I was a single and miserable. And I wasn't sure I want to stay in America. My life felt a lot of flux as a company. We'd had all that hot coffee drama. So constantly thought we might be shut down in the middle of making that. You know, a lot of drama in the company. So it felt like having had this run of success and relative personal stability from GTA 3 by city, sound and dress suddenly 2005, six, seven early seven life felt very unsure.
And that kind of bled into it. But in terms of the process, it was trying to find an underbelly to New York and capture an immigrant experience that I'm not entirely sure how accurate that immigrant experience was in 2000 and when the game came out and then tell it, saw with a different angle as an immigrant, which I thought made it, made it interesting. And then this sort of journey around these various New York characters. So I kind of spent probably a year traveling around with cops or meeting people on and off and, you know, wandering around New York and driving around. You know, on and off, you know, while you just got up the morning from the office, normal stuff, but doing that through 2005, assembling little notes. Here's a funny character for this. Here's how figuring out how the order we want to travel around the map in characters of this, what was an interesting take on the mob for that kind of time period?
What was an interesting take on some Jamaican hoodlums for that kind of time period? And assembling lots of notes and more and more notes and really, really, really running away from the work, which is, you know, I have to admit, it's part of my process. If there is any kind of process, which is not doing work, thinking about it, but not working. You know, a lot of us tighten in and then it all kind of pages and page of notes, make more notes, no actual work, months and months of this. And then finally set myself a deadline, told all the other people on the scene, if people on the team, okay, I'll have a story draft to you Monday morning. I can't remember, I'll say February the first. And then the weekend before was in a cabin, we had upstate and just stayed up all night, grabbed knocking these notes into shape, assembled about probably a 30-page document.
So stories inopsis and a character, someopsis reach the major characters and then hand that over and that gets broken down with me and the designers. And I was always clear, I'm not a game designer, I'm a creative director. With me and it breaks it down into missions. And then that takes another year or so of that slowly assembling. and then begin. But then the bulk of my work is then done for a bit. So I can relax and offer opinions on other people's work and feel, be lazy for a bit. And then start to worry, because then I've actually soon I've got to start writing dialogue.
And for GTA 4 in particular, we're going to try and write, our animation is going to be a lot better, our characters are going to start to look better, the world is going to look amazing. Therefore we can support better, longer scenes. We can have more in-depth characters, but we've got to find a tone that works with a game. That's easy, no problem. And I start to worry and worry and worry and also writing as a as a Serbian immigrant. And I was an immigrant but I'm not Serbian. And trying to capture what an earth will that would feel like.
So I start to worry, I start to worry again, avoid work for as long as possible. And then just sit down and start hammering away a keyboard again late at night. Hammering away a keyboard and going, does that right? Is that and once I get one speech, one turn of phrase that I would like for a character, then they suddenly come alive in my head. And so it's about writing with Nico and just he's a kind of, he's awkward, he's out of town. But he's got more self-assurance in some way, not the American characters.
And so once I kind of thought him through and he's just stepped slightly back from their ridiculousness. And then he started to come to life. And then I would juxtapose him and his cousin who had this much more Americanized energy. And that felt like it was a good double act. And then from there it starts to come to life. And it's written in small chunks for the motion capture. So then we'd motion capture small chunks and then the other writer to write the mission dialogue for small chunks and we'd slowly assemble the game, sort of 10, 15 missions at a time over the next year and a half.
Do you remember a few maybe lines that brought Nico to life? Yeah, I think so. I mean it was a couple of, it was his incredulity when his cousin picks him up in an old car and he's not living this fancy American lifestyle. And his cousins, he said, which was a kind of comic moment, his cousins, and then they go to the cousins flat. And the cousin also, even though he was sort of a failure, was still upbeat. And then when he talked to the cousin and he talked about his wartime experiences and how harrowing they were.
And I was like, can I make this work in a game? It's very different from stuff you normally see in games. Is it going to feel ridiculous? And I remember being very scared because I thought it might be too much. It might feel over the top. I think the game's so pretty. The artist is doing such an amazing job. The game's looking, you know, I think we can get away with this. Let's try it. And then the motion capture animation about it's like, yeah, it kind of works.
And I think that moment, those were both pretty early. Once we had those, you okay, we've now got comedy and tragedy in the game with this character. Now it's working. You remember during the war, we did some bad things. And bad things happened to us. War is where the young and stupid are tricked by the old and bitter into killing each other. I was very young and very angry. Maybe that is no excuse.
Yeah, he escaped his veteran. He escaped the trauma of war to come to America to pursue the American dream, I suppose, which became for him this thing that drags him back into violence. Yes, he can never escape his sort of violent past. Or I don't know if he can never escape it. He never does escape it. You know, whether he's got agency or not, it's a whole nother question. Of course he doesn't, because he's a character of video game. But you know, whether he ever could have escaped in another way, who knows?
I think he's probably the greatest character for me created in the Grand Theft Auto series. Of all the characters you've written in Grand Theft Auto, would Nico be the best character you created? I think he's the most innovative and the most morally defensible in some ways. He does a lot of stuff where he's fighting for right. He's the nicest person in some ways. Is he the best protagonist of a GTA game? I think he's the most innovative protagonist of a GTA game.
Structurally, he might be too nice in some ways. He's also tough, like he just comes across as tough. I loved CJ and San Andreas. I thought Maylady's, he's got just the way he spoke, gave him such humanity. So I just loved, I mean, it wasn't the writing, it was the quality of the voice acting. It was just so strong for him. I think aspects of Michael, he was so understated, but he loved. the character, but he bought so much humanity to this character who's so flawed, who has no principles. He sells everyone out. I think Ned Luke did such an amazing job and didn't necessarily get as many as many plaudits as Stephen O'Gott for Trevor, who's also wonderful, but I think the Ned Luke character is so anchored in that game so much. I like all of them in different ways, but I probably love Nico the most.
Of course, Michael is from Grand Theft Auto 5, and he's one of three protagonists with also Frank and Trevor. And you said that of the things you're proud of creating and you think was a great accomplishment, it was Red Dead Redemption 2, the ending of Red Dead Redemption 1, all of Grand Theft Auto 4, and the middle part of Grand Theft Auto 5, when the three characters come together. Can you speak to the Grand Theft Auto 5? Is there some degree? I don't know if you're a Dusty F ski guy, but is there some aspect of the three protagonists, brothers Karamazov, Alush Admi Tree, and Ivan, using the protagonists to explore the spectrum of human nature and just the touch of between them that allows you the three of them become a character in themselves. Their relationship. Their relationship.
Yeah, I think one of the reasons that the team did such, that Grand Theft Auto is still so popular is we always tried as a group to really innovate from game to game. Within the confines of what it was, it was a crime, it was a crime drama, we can as a crime, a crime sim in GTA 1 about stealing two top down cars, and we always tried to innovate with the narrative and innovate with the art direction, innovate with every piece of the game. And I think having done GTA 4, which is this kind of operatic journey for this big lead character and then these two extra stories that came afterwards, the challenge was, can we combine, can we make a video game which tends to be very much focused on one protagonist, but have multi-protagonists and the technical challenge of moving from character to character, the team did such an amazing job that I don't think people realised how hard it was, but we would sit there just sort of holding our heads because they hurt so much around like, what happens if you do this, then do that, this is so hard, why have we decided to do this, it's horrible. And then it all came together, but I think the idea was develop three characters who do feel like characters, they don't just feel like philosophical psychological avatars, but where one is really driven by ego, one is really driven by it and one is really driven by trying to get ahead so some kind of representation of the super ego and see how that feels when they will play off against each other.
One of the most upvoted questions I read it about GTA 5 from a fan, GTA 5 is my favourite game ever made, I spent over 1000 hours in the world of GTA 5 and GTA Online, GTA 4 is a hard second or third, it never ceases to impress me, when you lead a team of over 1000 people to make a masterpiece like GTA 5 or Red Dead Redemption 2, how do you ensure that the bar perfection is always met, how is that even possible, we know the answer isn't money because there's other studios with a lot of money and they are two decades behind Rockstar, so what does it take to create these worlds, to create these incredibly compelling games, I think it's called, certainly when I was at Rockstar, I was a worker amongst workers, the culture was one of excellence and tried to provide creative clarity and people were just, you know, and also an ambition to make, I think we were like, we thought GTA 3 could be really popular, but really popular to us meant quite honestly, it's going to sell to a 3 million copies and we thought we were making something pretty innovative, I mean we renew making something innovative but we didn't know if people would understand how innovative it was and then when we got the chance to make to make by city and to try and repeat it, I think every time from then on the team was very driven to make something better and to use, there's long before we had lots of resources, to use time and whatever money we had to always put impressive stuff on the screen, always think about what we can do to push the medium of video games and the sort of medium of building fake worlds further and that was always, you know, there was a, it was a, it was, you know, both clarity of here's what we're trying to do, here's what the tone of the game is going to be, here's how features will fit into that and so why these features would work and these features wouldn't work because fundamentally.
By 2002, you could put pretty much any feature into a game you wanted, it wasn't a technical limitation, it was just making it cohesive and then it was also just everyone committing to a culture of excellence. Navi Kansari an award winning director and virtual reality game maker who worked with you on a number of Grand Theft Auto games spoke highly about his time working with you. Quote, we always worked ourselves to the bone but it wasn't coming from the top down. Sam and Dan always rolled up their sleeves and they were always there, they never left us holding the bag. We all thought we're making badass shit so it didn't matter how hard we worked so I'm sure there were some tough grinds. It's finishing it, it's certainly tough but it also is intensely rewarding and you get something done and you've made something and that feeling is, as you say, really, really incredible. I mean sometimes it's a bit empty as well because when you finish it you're like, my life's got nothing to it and then you have to, you know, but that's the same with any big undertaking you take. I don't think, you know, when you're working that hard you do not have a good work life balance but the truth is you're not working that hard all the time. So just you have to just manage it slightly differently.
And that's such a heavy thing about the human experience. I've talked to Olympic gold winners and many of them face real depression after the win the gold medal because they've been pursuing a thing that they deeply care about. This has been everything and they are truly happy to do it and then it's like, what else is there in life compared to this? What else is there? So it's the ups and downs of life. You need the darkness, you need the lows to really experience the highs. Let me ask you about the pressure. There's an insane level of excitement and expectation for Grand Theft Auto 6. Same was true for GTA 5 and GTA 4 and even before that and you and the team delivered every time. How difficult was it to do creative work under such pressure where everyone expects this to be a success? I was pretty good at compartmentalizing, you know, and it just saying and I try just to go and when we're all creative work, I go, I feel like a terrible fraud but I haven't been found out yet. Just do my best and hopefully I won't be found out this time and just if I can go, I tried hard with the work, I tried to do it with integrity, I tried not to copy someone else, I probably have done all of the above, you know, try to bring something new to it and we as a group made something we are proud of.
Then that's enough. You can't, if you don't want to go insane or I didn't want to go insane, you couldn't sit there and worry about financial results. If we made something great and it didn't sell that would have to be okay because it's a goal is to make something that's video games are expensive so it is a commercial form of creativity, it's a commercial art form. You have to be in a lot of money, you're spending large amounts of money, you have to try to make it back for them but at the same time. My argument with myself was the way to make it back is to try to make something great. So both pressures are pointing in the same direction.
I think GTA 4 was very pressured because there been all this pressure on the company. The company nearly imploded several times due to hot coffee, it was extremely tough so I think that felt very stressful. GTA 3, the company was basically broke but I was young and didn't care, you know, it wasn't living in the grown-up world yet. All of them had their own pressure, all of the games had their own pressure, all the more I felt I got into it creatively and tried to be more ambitious. For me personally I felt more pressure, you know, when it came out that that would have been the right choice because again if you're trying to take big swings creatively and you spend a lot of money that can be quite stressful.
You know, I think with Red Dead 2 we were behind schedule, we were over budget so much and we want to think about it and you're making a game about a cowboy dying of TB and the game's not coming together. Turns out a lot of people doubt you at that moment, you know, it's not that fun. So I think that was a lot of pressure. But you know, anything, anything is doing something new, you know, the new stuff, there's not necessarily pressure on releasing a comic book or in the same way because it's not taken as long but you know, if you're making things there's always pressure that people are going to like it.
Why do you think there was so much excitement about GTA 4, GTA 5 and RGTS 6? Because they don't come out that regularly and I think we did a really good job of constantly innovating within what the IP was. The games always felt different, you know, people have very strong feelings. I like this one. I didn't like that one as much because they are pretty different. So you would be a simultaneous seat where you know what's going to happen. It's a grand theft auto, you know, it's going to be a game about being a criminal but the way it's going to be again is going to change quite a lot.
So I think the way the IP kept evolving meant people being really excited about it and we were good at marketing them as well. We really tried to market them in a way that felt like an update of classic film marketing where you really felt like you already in the product just because you'd seen the trailers and stuff. You've mentioned that you haven't written for Grand Theft Auto 6. What's it feel like Grand Theft Auto 6 returning to Vice City? This is over 20 years later but the original GTA Vice City game was set in the 80s. So maybe inspired by Scarface a little bit. Scarface Miami Vice. And our 80s childhoods. What I realized quite a while ago unfortunately was that we made that game and it was set I think in 86 and it was made in 2002 so 16 years after and now it's waved past 16 years since Vice City came out.
So it was the 80s but not that long ago when we made it. You know I think Miami is one of the most unique cities in the world. Oh yeah especially if you're thinking about it's sadarizing American culture as this duality of a glossy surface and a dark underworld as the influencers has the crypto bros the yachts bikinis plastic surgery sports cars drugs cartel cash luxury super rich people and the desperately poor is the whole of it. Would it be like the perfect city to explore the full cast of characters that are possible that human nature can generate? I think it's one of them you know there's a reason why GTA kept coming back to Miami, New York, Los Angeles.
I think they're all very good for exactly what you laid out. You know you could you could say move it to any of those and it would work you know. So yeah there's a melting pot. Yeah melting. Yeah melting. Yeah melting. Yeah melting. Yeah. I'm melting. I think it's a bit of LA you know this glitz glamour underbelly immigrants you know enormous wealth in all of them. I think those are what I think are really fun for any not even just for GTA but for anything where you want a kind of slice of life almost like a sort of psychotic version of a Dickens book you know this big slice of life he did it with London you know this psychotic version of these you know big all kinds of characters in a melting pot any of these global cities work well for that.
Do you know if that was ever a consideration to go elsewhere to like a London? We made a little thing in London 26 years ago GTA London for the top down for the PS1 that was pretty cute and fun as the first mission pack ever for PlayStation 1. I think for a full GTA game we always decided it was there was so much Americana inherent in the IP it would be really hard to make it work in London or anything else you know you needed guns you needed this larger than life characters you know it just it just felt like it was the game was so much about America you know possibly from an outsider's perspective but you know that that was so much about what the thing was that it wouldn't really work in the same way elsewhere.
So you've created I don't know how many over 10 Grand Theft Auto games I think so I have to ask is it a little bit bittersweet to say to not be part to say goodbye to the Grand Theft Auto world and having to watch Grand Theft Auto 6 released or is it more excitement is it what's the feeling? I think it's how would I describe it of course it's all of the above you know it's exactly as you you know please do we doing other stuff excited for what we're working on now super excited of course letting go something I've worked on it one way or another for like 20 odd years you know and and and wrote on them for the last 10 or 11 that came out wrote all of them or you know lead right on all of them whatever it was so of course letting go of that is you know it's a big is a big change and a lot and and and sad in a way because it was each of the games was just kind of standalone story it's not quite the same as as I think probably it would be in some way sader if someone continued on red debt because it was a cohesive two-game arc that might be more sad to hear someone working on that but again that that that will probably happen too they're not I don't the IP that was the sort of part of the the deal it's a privilege to work on stuff but you don't necessarily own it.
When you're done with the game does it always feel like a goodbye like when you sit when you're done with red dead two is like you're saying goodbye to Arthur like the characters you created you're walking away you kind of are you going to after when the end of the game before the end of the game yeah I think you got you know I've been with them for seven eight years and you have to kind of let it go or you can't go on to next one yeah so it's always this thing of okay that's done and sometimes people ask me questions and I about older games and certainly when I was in the middle of making new ones in the set I couldn't really necessarily remember I've got a pretty good memory normally because you kind of have to let it go so it's it's not it's you so immersed in it and thinking about it and certainly in that last period the last few months you're really really immersed in every little nuance in every little detail all of the time and then you're just not thinking about it in the same way.
Yeah it's funny from the player perspective it feels like an old friend that I miss whether John or Arthur or Nico it's a real goodbye that's there's a real sadness to finishing a video game like legitimately a sad experience because the story is sad or being with them so long yeah and it's a real goodbye to close it there's that feeling when you're sort of closed the video game and it's I mean it's like saying goodbye to a friend that's when you finish a book you love the same feeling and I think that was something that we really in the early days of Rockstar really aspired to have that where people would have that it wasn't just the mania of clearing a level but the feeling of saying goodbye to characters you know I think that was something we really wanted to achieve in games that we didn't know was even possible so to hear people say that is incredibly rewarding.
Yeah the end of on the road by caroac for Lorna rags have grown old I just remember closing that thinking what the fuck am I doing in this big world it's a melancholic feeling but there's nothing like that feeling and you've achieved that it's so rare in video games to be able to achieve that with red dead and for me was Grand Theft Auto 4 with Nico. I have to ask about in the 2018 interview you talked about satirizing American culture which I think Grand Theft Auto was trying to do and you've made I think a really powerful observation that on the political front people are getting more divided it's getting more absurd and ridiculous and extreme so becoming harder and harder to satirize because of how rapidly it's becoming ridiculous you're talking about you don't even know from Grand Theft Auto 6 if it's possible to satirize because by the time you release the thing it's already going to be outdated in terms of the satir will become reality essentially.
First of all it'd be nice to get your updated view on that second of all it seems like you've answered your very own comment with the American Caper which seems to satirize American culture just fine in how much over the top it goes anyway that's a lot of questions in there. One of the things we've enjoyed about doing a comic book is that we are it still has lead times but the lead times are not four or five years the lead times are you know a year when we're putting we can make the updates much much newer and we're you know we're just wrapping issue 10 of a 12 issue arc for that so it's not quite it's not quite as difficult you still can get the tone of it.
Um but yeah I think it's uh I think it's an issue anyone trying to talk about this current era which began in 2015 2016 is going to have of how do you characterize it when things move so quickly and so fast so American Capers first of all epic comic book I love it in the art yeah the art's beautiful David Lapham is the artist he did an amazing job he is a wonderful wonderful story teller. What means you said one I said in a way I mean hadn't seen a modern story there that I knew about I'd started to spend a bit more time in the Rockies and in the West and I was like I spent a lot of time in like the countryside in upstate New York and and thought I never really captured it quite right and just the idea of these places as they change it didn't it was a way of doing a crime story that didn't feel the same as a GTA you know it was not somewhere you would necessarily set a GTA but it felt like it was really interesting and under explored and there is over the top stuff there's there's there's yeah it's definitely slightly out for the top.
So let me take notes on this there's a spoiler alert I guess from the first day sure I believe uh there's a devout suburban Mormon who commits I think serial murder with a shovel as a former religious atonement he is not necessarily you know the sharpest tool in the box and his his his rather cynical boss is using his his religion and some of him states he's made to blackmail him into murdering business associates and of course there's this she experienced sort of two neighbors situation and each of them having a duality of who they are in terms of good and evil so there's a Wall Street transplant who wants to be a cowboy yes who loves to manually harvest bullsemen accurate I mean I'm yes this is the notice I've been taking.
He is a he is a somewhat confused longevity obsessed right rich dude has run away to Wyoming and is living out an assortment of fantasies and bullsemen is a big component of longevity yes he's very into all the life hacking you know roiding hdh and making money and lost his mind living on a big ranch of course on the theme of satire there is a woman who sleeps in tactical gear and is consumed by unlike his piercies like especially pedophiles and DC yes based on someone I know who got completely red-pilled and I was fascinated by the fact that this was happening to people yeah so you know satire american culture quick pause back and break.
Sure I think GTA 5 had the biggest launch in video game history and GTA 6 has the potential to our topping that first of all do you think it will and more broadly what was your definition of success for a video game. I would assume it will because it's so anticipated an anticipation is best driver of early sales as we saw with the GTA 4 versus red dead redemption one you know GTA 4 farm line dissipated sold much better early on. So I would assume it will sell really well that was never my definition of success but you certainly wanted to make money you know you're spending someone's money so the number one success is are you making that money back plus a dollar at some level that has to be that has to be the single most important thing so you get to do it again you know you got big teams of people people you need to pay the rent you have to keep the lights on in the business so that you have to make a small profit if you think.
In that way that keeps you being creative I think that was like trying to forget about that it's not really an option but we almost always did that we didn't quite always do that but we almost always did that I think the definition of success for me was had we tried to do new things and done achieved some of our goals and that was the thing that I'm at we're people responding to these worlds and these characters in a way that I wanted them to is it crazy to you that video games are able to make billions of dollars when you look at like the 80s and 90s you know nobody took video games seriously and even the knots and it and now they're basically it's very possible if you look at 10 20 years from now the video games surpass film as a way to consume stories I think they've possibly already done that in some ways and certainly as a as a business proposition everybody done that but I think that's not you know it's just as a way of telling stories I think they're better at telling certain kinds of stories and films are better other kinds of stories you know I think I think if you want a long discursive adventure a video game is better if you want a short tight experience a film is better.
We always felt games were the coming medium and so spent 20 years saying games of the future games of the future and you know being sneered at them being laughter them being I think people nod their heads and then it kind of happened so I will you know at the same time much as you might say something you don't necessarily believe it's going to be true but it has become true and I think still that games are only going to get better more interesting more creatively you know diverse you said that red dead redemption too in your opinion is the best thing you've ever done I think there's a strong case to be made it's the greatest game of all time what are the elements that make that game truly great do you think I think you had an incredibly strong team working together that was very experienced that had basically been in place since somewhere between 2001 and 2006 so it was a long experience team I think we got to spend a smaller group of us working on it from day one coming up with some weird wacky ideas that we got to embed in the game and then we kind of had to follow through with that I think was helpful that we got to be very creative before it had a full team on it.
I think that the cowboy setting is great because it gives a sort of mythic seriousness that sometimes doing stuff in a contemporary setting doesn't allow you know I think the closest we got to that kind of seriousness was GTA 4 but it just can't once you're setting things in the modern world they're too frenetic you can't get some of that slightly you know operatic feel that I love that some people think it's maybe the over the top but I love this kind of you know people searching for meaning within amongst the violence. I think the the West and all of the themes around the West really lend itself to that so I think that and then the the gunplay was fantastic and the horses were incredible so I think you had this combination of kind of technical know how a very very strong team and really strong material where did you have to go to in your mind maybe philosophical maybe spiritually to be able to create our dr world.
So of course it was based on red dead revolver but that's yes that that's a fundamentally different I mean that leap into the great mythic story that was red dead redemption one and then even more so red dead redemption two that was unlike anything you or maybe anyone has ever created in video games thank you so like what drugs were involved no drugs okay no stop the drugs long before okay that's why did all that work yeah um had nothing else to do so open open well video games were very good for my mental health in that way kept me busy um but uh red so red dead I'll tell you I'll give you the my version now games are made by big teams yeah so I will give you my human interest version of the story from my perspective only.
We we made red dead revolver decided that or finished red dead revolver that'd been a capcon game and they didn't want to finish it so we finished it and they released in Japan and we released it in the us in I think 2004 um and decided we would start work on our world cowboy game for ps3 didn't think too much more about it and that was what much for the stuff to work on and slowly 2005 2006 the game started to come to life began to uh meet with the the lead designer christian kandamesa and thrash out a few ideas and story ideas for for the game and begin to think about some stuff and start thinking about what works no more game what works for a cowboy game and again was being lazy or procrastinating.
Can we just do the small tangents uh when you mentioned you take notes when you're being lazy what what are those notes look like are they like either either a yellow pad or a blackberry in those days or an iPhone in these days I'll write the subject matter and then email myself a note uh here's a good idea is a good idea and those all it drums might be scribbling on a pad um and then I'll assemble if I if they're done digitally then I'll do I'll assemble them into one long word file and then I'll look at them and you know here's an idea is an idea is an idea and see if it comes to anything see if I know aggregate them together and then read through them.
I there's anything go here in there in a some of the character like this a character like that this would be a funny line this is a line for the main character actually make the main character work like this you know what about this relationship um as a start to just play around with what about restart in that place go to that place just just start to play around with all of the different bits and pieces and we begun to flesh out some flow for the start of the game and this idea you'd start in Dusty American West which meant we didn't have to make too many trees and then go to Mexico and then come back um and we had a sort of loose flow and I was really scared of writing any actual dialogue.
And I didn't have a clue how to go about it and I could go it'll come it'll come and then um and I kept I could postpone if ages could do GTA 4 and I kept worrying about it and then GT my work was wrapped on GTA 4 but the game was now yet and we've done a bunch of marketing stuff and I had a little window when I wasn't doing much else and I took a week with my then girlfriend now wife who was heavily pregnant with our first child and we went up to a house upstate and sat there in the wash she sat there cooking for me or watching TV or reading and I went and sat in the room all day every day and just sat there instead of the computer and tried to think about how can I do this that it doesn't sound ridiculous how can you write in a cowboy idiom that feels both slightly contemporary but also gives the game this sort of life and this weight that I want it to have and think we can think we can get away with.
And after about three days it just started to come and then suddenly I wrote about nine ten scenes in the next couple of days and after that you had it and it was a bit I don't know if it was that was why there was so much about a character caring about his family because I was just beginning the process of having a family oh I don't know. to what extent that blade in there but I think it blade in there to some extent so that was part of the creating the 360 degree characters I think so here's this man that is capable of involved in a lot of violence who's also care is about a family grown up and is trying to step away from that and be and be a man be a grown up and can he get away from it and then and then when he can't get away from it what's he willing to do to save his family and that was I felt starting to get some idea feeling just I mean she hadn't given birth yet but I was beginning to grab with the ideas of I'm going to become a parent so I hope some of that and obviously then it important right more for six months later on I had a had a child but certainly for that first bit I think some of that began to bleed in there.
You got the feeling that you can actually do it it's true it's it could have very easily been ridiculous and not believable the dialogue between conboys yes I mean there's probably so much work went into making it feel real and believable and and like that like like a Shakespearean type of drama but not the cheesy kind well just wanted it to feel when they spoke I mean I mean I love dialogue I'm always you know I love the sound of words but just wanted to feel like when they sounded it didn't sound cheesy it didn't sound ridiculous you wanted to hit and speak more it didn't make you cringe awfully when they spoke that was the it's some level that was all the goal was and then they felt like this guy was going to go on this life and death odyssey and you cared about him you got to care about his wife and child that he left behind even you didn't know them.
When did you know how you're going to end Red Dead Redemption 1 I remember we did a meeting with the Christian designer I can't remember what year probably some point late 2008 early 2009 and we were discussing the last bit and and said I think he's got a die and he leapt on the idea went that yeah yes yes and then I went and I can't work games can't work like that they can't work if he's dead and then I began to think through war if we just technically it doesn't work because you have to be able to finish all the stuff up and then began to think through actually I think we can make it work if we do it this way and so he then really pushed for that idea and it seemed to I was I was still torn I thought it was clever narratively but I was torn if it was going to work technically as a piece of game design but I think it did yeah and spoiler alert of course.
How do we tell the story of that well so he goes through a lot he does all the John does all the dirty work of hunting down his old gang and he finally is able to go home and be with his family be on the ranch and then the government betrays him a sense troops to kill him and there is dialogue I mean that's just I think the two times I shed a tear in video game history for me is that dialogue I think John talking to his wife if I vaguely remember I think he said I love you but he said very look he didn't he made it seem like he's going to see her and his son shortly that dialogue was masterfully done like a definition of like less is more it was just so crisp that and of course the other one is again from memory Arthur writing his horse and the music is playing it's very hard not to share the tear during that anyway the dialogue of John talking to his wife at the end when he's in a barn and it's about to walk out to face certain death do you remember writing that.
Oh yeah yeah but it does again I want I the actor was so good and we're seeing a bunch of his work by then he gets such a good he was so good at reading those lines that I knew he could give us that you could feel with that point like I think those lines are best when they're really short and punchy and I knew he'd be able to make that line sound good so you were imagining his voice yeah and and I think all of those actors on on on Red Dead Redemption 1 were so strong that they really bought that game to life if they them and Rod the director and done such such a good job it would have sounded cheesy as hell.
Yeah you've said that the ending of that ending of RDR1 is one of the best things you've been a part of creating why why why is why is that ending so powerful to you what does it represent um I think because for the story to work I mean just from it from a technical challenge for the story to work he had to die but for a game to work it felt like a challenge to make him die it was probably the 4th or 6th open world game I'd worked on and I you know spent all his years before that working out how these stories worked how to make them work technically how to make them feel right how they interacted with the open form gameplay as best I could and suddenly we're going to break one of our golden rules which was at the end of the game you're free in the character to go and wrap up all the side stories to play forever we're not going to be talking about to do that in this game because the guy's going to be dead and we're going to have to have you play as a different character and the narrative is it is going to be if we've done a good job compelling enough where you're not going to care about that and or you're going to be upset that he's dead but you're going to actually have this emotional moment.
Um so I think it was a big risk from a technical perspective us to do that and then it worked so I think that was something very really really full of fear and it worked out okay I mean people really upset and angry at us for doing it because anything was going to happen but I think they also had that kind of experience you're describing it's that kind of creative moment where you know transcendent moment with characters in a piece of fiction which is what we always aspire to giving people I mean it's incredible because I don't think I don't remember a single video game that has done that before. Well I would like to have at the end of GTA 4 kill Nico but you couldn't do it you know the game doesn't work so it was this thing where we hadn't done it thought about doing it hadn't done it and then going well let's do it let's let's take the risk and do it we can't do it let's try it try and it and it worked.
Yeah what about the decision with the sun you know John give so much effort to make sure that Jack doesn't end up in a life of violence and then it uh I mean it's very Godfather like it's he dragged back into it through revenge that was also the game still had to work as a game whether that was the right ending 100% the best ending from a pure storytelling perspective I don't know um but I know that we had to make the game work interesting so it was I think it was I think it kind of worked in that way where where Jack can't escape but I always also wanted a version of it where Jack did escape but that wasn't you know it both were interesting to me.
Can you just dig in a little deeper like what do you mean both for the game to work it's such a direct it's like a kubar talking about for this movie to work it has to have because from my perspective I just think about the story what's the technical aspect of the game to work you know the mechanical experience is you have an avatar you control and you you know the games don't really end and you have to be able to wander around the world and do stuff so at the end of the game you have to be able to wander around with your fairly limited set of features which is you can you know run up to someone and punch them or run up to someone and shoot them or run up to someone and rob them or run up to someone and talk to them and that's kind and or run up and you know jump on a horse or or do all this other stuff in order for the game still to be fun and people to get this full 360 degree experience with it they had to you know 100 if they wanted a 100% the game as opposed just finishing the story you have to have an avatar to do that stuff when so that was that was the sort of challenge of Jack's character slash wrapping up the story is Jack although there's real power for the avatar to end the finiteness.
Yeah both the red dead see obviously change avatar which we've got you know and then did it again I think there's something interesting about that moment you change from one character to another because they are you and they're not you you know and then just something to someone else I mean I was really shaken by that experience but it's a it's a beautiful experience it's like an unforgettable experience that what else can video games possibly reach for yeah that's to create that experience that's what great films do that's what great great great books do it's that I mean it's that and the world booting games I think that experience of being in this fake place and then taken on these narrative adventures when that combines you've got the amazing experience.
So who do you think is the best character you've ever created in RDR? So to me, I think definitively Arthur from Red Dead Redemption 2 is the best character ever created in video games ever. I think there's not even—I mean John—who would be the same, which is hilarious to say, but like those are John will be a close second. But Arthur is definitively, and you've talked about in that interview, you said that a lot of video games work on the same premise that you start as a weak person and end up as a strong superhero. But what if he starts as a tough guy, someone who already is very strong, someone that is emotionally confident of his place in the world?
Arthur's journey is not about becoming a superhero because he's almost one at the start, but it's about an intellectual roller coaster when his worldview gets taken apart. So it's very different than the normal journey of a character, yeah, in a game. In a game, to reverse it, so there were a couple other themes that matched that. So they're guys from the Wild West, but they're being pushed ever further east, so it's almost like an anti-western. An eastern—you’re traveling east, you’re traveling into civilization.
And I don't think I would have been grappling with those ideas earlier in my career because I was over here. The side of getting a different kind of strength and a different kind of weakness was interesting. What about the component of mortality of a character facing his own mortality over a prolonged period? So just realizing the prospect of like real sort of fear of death, realization of death. Yeah, I thought that was really part of the story, really a fun thing to play with. John dies in Red Dead One, and I wanted to top that if he—Red Dead Two—or do that in a different way. And so the idea that it’s, but John's death is fairly sudden.
And so if he's got this long drawn-out death, and then I'd always been obsessed by TB as diseases go. It's a great literary device, you know, because it is this long drawn-out slow death, but in which you are also getting weaker. My grandfather actually had TB before they invented antibiotics and was sent to a sanatorium just after he had his child, my father, and survived, but only three of them out of like 35 survived. So I was always captivated by TB as an illness. It felt like it was an interesting thing to play around with as an idea, this guy getting weaker who felt like he was immortal, and essentially was immortal—he was the protagonist in a video game, he could not die, and suddenly he is becoming mortal.
And you know, but that helps him see stuff. I thought that was a different way of doing a lead character in a game. Yeah, do you think it's the greatest character we ever created? I think he's the best lead character, you know. The lead characters are different from the side characters, and I think he's the most rounded and works the best. I kind of him and Nico are the two I like, you know—they were the two most ambitious. Yeah, for me it's always. it's always sort of a toss up you know but then I loved all the stuff like the the the art team did such an amazing job it was their idea with the journal and that kind of like the way that all the features worked into Arthur's character I thought that was really he really rounded he worked in a really lots of different ways really well
I loved like his flawed relationship with his old girlfriend things like that all the side you know the bits that kind of turned up around him so you also like the side characters you like the the flavor the the the full cast what what are some of the favorites you've created I'm sure the one you're currently working on that Dave that's it you called them a side character he's not a protagonist he's like he's a god not a catcher so he's not him I'm enjoying I love Dutch you know it was partly because we wrote a few lines for him for the first game and the actor did such a such an amazing job that when he spoke it just came to me all of their backstory which I've been playing around with by that point anyway a little bit in my head
but I knew it was this bigger gang stuff and then I sort of saw exactly who he was and so that was that that felt like he felt like a living character to me it was just say that Dutch is kind of like maybe a little bit of a godlike figure yeah in both of the red everdemption games and he's the leader of the gang and there's father son relationship with Dutch with the I mean with Arthur with John I mean there's there's a family feeling to the gang they explore all those dynamics and then the feeling of betrayal and Arthur facing tuberculosis you're going against the family going against the father because he is transforming his sense of the world of morality of all those kinds of things so all the kind of very Shakespearean dramas right there
and Dutch is a prominent godlike figure through all of that also flawed himself also a man of good and evil in that framework that they're operating under he's just drowning in his ego you know he goes the better of him I think he's a but he but there was something in the flawed but beautiful in his idealism when he was younger and that's mostly off camera but and then just you know always been as an individual I've always been very susceptible to charming people and he's charming and so I always kind of I can see how people get captivated by charming people
and the idea here was a very charming person and the roads run out for him I personally am afraid of how much I love human beings and how susceptible I am to charm and charisma yeah because it can collage his judgment about human nature completely and that's what he that's what's happened with him and it ended up clouding his judgment about himself he kind of fell for his own rubbish yeah but also he clouded Arthur's judgment oh completely Arthur was completely you know platonically in love with him he was worshipping him he'd given up his power to him and then I think farther the journey is retaking that power in the moment of dying you know that's what that's what I thought
I would be interesting yes truly tragic for Arthur to be losing his identity lifelong identity and the sense of belonging and losing his life at the same time in facing the mortality he is realizing that he's not all of it has been a lie but he gets to do some what depends on what the choices you make but he gets to do some good yes and so he you know he gets his moment of redemption just a little bit but realizing your whole life you've been living not a good life yes you've been not a good man there's nothing we're all afraid of I guess it's never too late to change your voice so the biggest most important question primary central to the reason we're talking today the number one question from the internet it is so ridiculous but I must ask have you seen Gavin who is Gavin so for more context there's a guy named Nigel in red advenention 2 who's frantically searching for a mystery man named Gavin throughout the game this has become one of the biggest mysteries amongst the interwebs the rdr fan base.
So the theories include theory one is it's split personality disorder Nigel himself is Gavin so the evidence is the letter for this theory that has some evidence that maybe due to trauma the split personality disorder was created this Gavin was created inside Nigel's mind theory 2 is Gavin is dead and Nigel simply in denial theory 3 is that it's just a troll and rockstar intentionally created an unsolvable mystery to drive players crazy I also heard theory 4's Gavin is the strange man so there's this fascinating character the strange man this supernatural character that has a presence in rdr1 and a little bit in rdr2 also yeah so which theory is closest to the truth not 3 or 4 somewhere in my mind somewhere between 1 and 2 yeah I just love the way he shouted Gavin it just abused me so some level it probably is trolling in that we didn't want it to be a totally clear mystery you wanted it to have a little bit of adventure to it but it was meant to be without ever fully being explained that Gavin's not there anymore Gavin's either gone home Gavin's left him Gavin's and we were going to keep exploring that idea he was going to reappear in some way or other.
Did you have any idea how much imagination excitement and curiosity that little interaction would inspire people yes and no I mean you never know what people are going to find amusing in these big games and all of it comes down to acting as well the guy was just funny when he said Gavin it was just funny yeah you know but there was a ped in red red in rdr1 the ever was obsessed by and I really wasn't expecting that so we try and put a few characters in I mean Gavin was supposed to be amusing I thought he was amusing but you never know what's what people are obsessed by there are other characters I think are funny and the people don't even notice them you know although they see them in a completely different way.
Did you have a part in writing the letter yeah I can't remember if I wrote it or either I wrote it or mic wrote it or we both wrote it I really can't remember to honest with you yeah certainly would have edited it and Mike might have written it or I might have written I really can't remember it's so fascinating because that little piece of writing and of course you have thousands of pages yeah that little piece of writing gets like analyzed oh but we certainly talked about it in in depth and if Mike was here I'd ask it he might remember I can't really do so much of those things and I loved the use of letters in red dead to tell all these weird backstories and some became very clear and some were still a little kind of opaque but I did general vibe was there was no Gavin either there was no Gavin or we long since left so it's kind of a split person out you know and then we were gonna over subsequent games that provide more information.
So in some sense you yourself don't quite know you kind of an idea so he could like like which way do you lean more theory one or two is he dead in the guy and and that goes into Nile or is there a real communication going side to side no Gavin existed so it wasn't that he was a split personality and the only thing we hadn't really decided was in a future game were we gonna reveal that Gavin was dead or was Gavin gonna turn up having long since abandoned this maniac you know that was what we're still playing around with I think the idea was that he was never gonna meet he was never gonna meet Gavin in this game.
It's just it's just fascinating because you have to think about all of that you have to write all of that you have to have those discussions you have to have those debates and it has to feel fresh that was what we've done before constantly looking as you do you know think I did you know somewhere between 15 and 20 of these games got to do stuff that's new it can't repeat itself too much I mean we also live in the age of the internet just like you realize there's like millions of people worrying about where and who Gavin is. Thank God it's like it's fascinating that they're having is they think about people reading like James Joyce or something and think about the care like breaking apart Ulysses and think about like arguing about different interpretations of it. At to me that in itself is also beautiful.
Yeah we want the side mysteries to be solvable up to a point but you still want you want these discussions. Yeah you want as long as it feels totally appropriate for this whole big sort of shaggy dog story experience you're making. It's Gavin was just about and he was so weird and he just was intrinsically of just something funny about an English person screaming Gavin I don't know why. Yeah some of that humor I mean there's there's there's a certain red-dead redemption of this humor but there's a lot of ingrath of thought and what it's hard to put into words why that's funny why it becomes mean why it becomes viral because it's just funny it's.
Yeah I know why I think it's funny but I you what you can't what I'm not going to doing at least is going this thing will become really popular online and this other thing won't. You can create this bunch of you know 50 different side things that people might get captivated by and you just do not know what they're going to respond to. How do you know when something's funny is is you just feel it. I know what I think it's funny it's you know it makes it go away. It's ridiculous as well that was just there's nothing funny about a dude shouting Gavin a lot. He just said it in a fight I just thought it might be funny and he just said it in such a funny way yeah and then it just became funny.
We often have those side characters and they're not that funny and I think they're going to be hysterical and then you put them in the game and they're all for their fine but they're not amazing that guy just bought that stuff to life. Yeah and it's a backstory too I mean Londoner and not yeah that was what you know just there's something sometimes fun and I know an English person saying then Gavin yeah I don't know why.
So about the Strange Man aka the Man of Black is there some element with Michael in the therapist in Grand Theft Auto 5? Like who is the Strange Man? Well the Strange Man was again was it was it was someone we came up with quickly we made Red Dead One and we were we're making Red Dead One and we made this we felt quite compelling story and quite interesting open world but and we would we'd already made a bunch of Grand Theft Auto's obviously but unfortunately we've taken out the machine guns because it was a cowboy game apart from the big fixed position ones and we taken out the cars and we taken out the city and large numbers of pedestrians so we essentially had a game about a dude riding a horse around the desert and it was quite and it was quite boring and so we then started filling it with content and we filled it with these and having to improvise and we filled it with these things we call random events that would be they sort of mo-cap moments that you could interact with and it was they were they were the designers did an amazing job at those they were really fun but there was not enough of them and then we thought we needed more story because there's always perhaps a little short.
So we kind of quite late in development started putting in almost like these RPG type content where you go and meet someone and that way we thought of them as they were like short stories so you go and meet someone they'd set you a slow problem like go and collect me 15 bunches of flowers and when you came came back it would resolve your story and so the one to go and get them from my bride you come back in the bride's dead you know tried to make them like these short stories with a sting entail and he came out as I was trying to come up with ideas for those as just this weird character and then we built him a bit into the story where he would unlock as you worked your way through and be a commentary on what you were doing so he was meant to be a kind of manifestation of your or you know shadow your karma the devil somewhere you know just saw the world and then we built out his backstory over time and decided you know and so and read dead too you could interact with him again and or not really interact with him but he was there and he meant to be you know something I suppose any creative is scared of and artists who's kind of sold his soul to the devil and that slowly revealed.
Itself there's a connection between the main character and the is it like a youngy and shadow type of situation we're sort of because he knows what you're up to the connection is and what's never really made clear it is does he know this about everybody like is he following you or is he able because of the practice made with with with evil forces aim to do this for everybody and I don't think we necessarily ever clarify that he's certainly able to do it for you I mean there's a narrative wise there's techniques to reveal a kind of self-reflection analysis of the main character's thoughts I mean that's why I brought up the therapist with Michael that was a really powerful interesting thing to do in the video game I got I don't think I've seen that that's such a cool I mean there's a soprano's element there with a therapist I really love an opportunity for a character to just self-reflect through that technique also changed depending what you've done yes so it was it was sort of slightly it wasn't as interactive as it could be but it was slightly interactive or slightly responsive to what you've done so I felt it was still valid video game content because it was living up to a point and I just thought the character Dr. Friedlander was just funny because he was awful so it was like L.A. he hit you in therapy it's very L.A. but it's also very L.A. he wants to write a book and betray you which felt like a good twist and it was he felt like a grand theft auto therapist but just like the idea of making the player in a game and games are intrinsically kind of physical and you know you walk you punch things you run around you drive cars you shoot people whatever this these kind of physical fantasies trying to put them into a slightly more reflective or meta physical state for a moment I think can be really fun.
I think to me one of the most surprising things about Red Dead Redemption about video games that Red Dead Redemption showed is how much value for storytelling is insanely specific intricate details in the story but also visually it's just added to the the feeling that the world is real so I have to ask what are some of your favorite insanely specific intricate details in RDR I give you some options internet's favorite is horse testicles shrinking cold weather I was guys didn't the amazing job on this yeah I mean I just and there must have been a meeting and there must have been engineers and and and the graphics designers artists I think I don't think it was that hard okay thank you thank you for that our artists hair and beer growing real time so gun maintenance matters firearms get dirty and perform worse over time animal carcasses decompose realistically yeah you feel like they do that's still extremely rare in video games at the temporal aspect yes that permeates through time you know NPCs remembering you that's the best I mean that's the thing I love it playing around a lot of stuff in the new games around that's I think it's super interesting it's really yeah really interesting I think the it's just it's a really fun way of giving you kind of narrative content that is also systemic and procedural yeah is the technically really difficult to do for for the game for the game to feel like it remembers you.
I think with modern tech it's not that hard but there's a lot of stuff you need to track to make it interesting yeah to have a memory so that's really powerful uh the mud physics uh so are those boots get muddy and leave actual tracks I mean that's just incredible really really incredible you know we made a dusty game red dead one is a super dusty game making you know the problem with cowboys is that if you've tried to make a greatest hits of the cowboy game and then you've got to make a sequel you've got to come up with different geographies so that's why the game starts in the snow so we wanted to gain that snow and mud because those things you hadn't really seen in red dead one.
And then the challenge is how do you make mud good in the game and it guys did an amazing job I mean the snow storm that starts the game or DR2 I don't remember last time I've experienced anything like it but you felt it I don't know how the hell you do that it's not just graphics it's everything everything together I suppose some of the the dialogue is really important they feel they feel yeah that's right and they feel desperate that was that feeling of sort of exodus like you're running away from something that gives the game sort of energy at the start and it was at night oh man it was just a massive deal to them.
The other congenial first game start was alone wolf something in this big group so it felt very different in arthas body bullet wounds persist so that that temporal consistency that's really important and underweight Arthur looks gone and overweight Arthur gets a gut and fuller face again those like decisions that you make reveal themselves in the game across time they're consistent I don't know I did not see many games do that this you must be difficult to do but to give that level of care to the details in that way across time and for specific graphical representations of things is incredible.
Yeah do you have favorites what were you were first like this is this is amazing I think all the I think the way the whole that to me the thing that I would care about most was the way the whole thing sat together you know the fact that each of those they all feel like they belong together with each other you made this cohesive very you know quote unquote realistic for a video game experience and all the details feel like they mesh well for me everything about the horse a lot of people now testicles shrinking included what's the process of deciding this the internet seems to really care about.
I mean they love the game so much so they want to know if anything was cut and I'm sure stuff was cut because you you have to choose what's the process of deciding what to cut what the cut seems like is is there any scenes you had to let go of that you really miss a wish you could have done in either GTA or RDR well I think the games ended up the way they were supposed to be yeah you know I think there was always there was a bit at the start of RDR where he'd had a baby who just died in red dead too and we ended up cutting it which was the right decision it was too tough in some ways but I think it gave him real and he was not very sympathetic to his sort of occasional girlfriend he'd had the baby and so it made him very very nasty at the start which I thought would be interesting to play around with.
Because then it would make his redemptive arc even more interesting like he was not a likable character at the start and that was one and we ended up making slightly more like he's still sort of tough and nasty but he's slightly more likable early on that was the right decision commercially it's better that way but I don't you know but I still I like that little bit it spoke to me personally there and just he's in inability to access his emotions I thought was really strong because then later in the games get very emotional but there's also always little bits and pieces that get trimmed you know and and and don't well missions that just are not going to work technically usually it's like this mission's not going to work technically oh god we've got to cut it okay how do we glue the story back together.
And we've got a better over time at gluing the story across missing chunks you get late in the game and it's just something you know some big challenging moment just is going to look rubbish so you just get rid of it I think editing editing film and I imagine editing video games editing down is is an art form but it's also just it feels like torture because you're letting go of things you put so much love into yeah it could be changes you know if you fall in love with something and everyone else goes let's change it that could be of course that we upsetting in some ways otherwise you can care about it but you know if I was over involved in the big creative thing and he got it's the right decision I can probably live with that fine.
I think sometimes for designers when they're only designing four or five missions in the whole game and two of them get cut back must be really really hard is there DLCs like for our DR GTA that you wish you at the time when you were there to have created of course there's always things I wish I'd done I wish I'd done more what would you have added this is a fun like nerding out we with the internet knows we made a DLC single player DLC for GTA 5 that never came out and we were also never really worked on another game but I like the idea of it that was a GTA zombie game that would have been funny I think that could have been quite fun what was the GTA 5 DLC it was one when you played his Trevor but he was a secret agent oh it was it was cute it was it never quite came together and it was never finished it was about half done when it got him and but I think if that had come out probably wouldn't have got to make red dead too so he was always there's always compromises but it was you know I like making the stories for me.
I love the model of GTA 4 when you had the extra stories coming afterwards or red dead one when you had the zombie pack coming after as I like just doing these extra things so I would have what I would I personally like to have done more of that in that company and with stuff we're doing in the future we're going to try and come up with worlds where we can add more stories I like single-player DLC I just think the audience loves it and it's really fun to make does it make it a little bit sad that the gaming industry in general is moving towards more online less single-player DLC maybe that observation isn't correct but it feels at the at this moment to me it feels like it's easier to make a lot of money with online if you get it right if you get it right and so the gaming companies are reaching for that and it just makes me really sad because there's so much power to the what you did with red dead redemption too.
I don't know how during that time you're able to pull that off but that was like a breath of fresh air or in a time where everybody was moving to online and there was that huge incentive to that you go on and drop again the greatest narrative in video game history and the greatest character in video game history single-player we still love single-player games and I think as we started up absurd we did a lot of soul-searching yeah and and also a lot of like cynical looking at looking at what goes well in the industry luckily if you want to do what we're forced to do and also what I want to do which is make new IP you need single-player games you can launch a multiplayer game with new IP it's just extremely hard so luckily we are like focusing on what we're good at which is open world single-player games and we might add multiplayer components to one of them.
I think one of them it's going to be really tough later on but we're still thinking that through but I think we're really leaning into single-player experience as being a strength for us as a company and something we love to do and I think something a large part of the audience prefers and I'd love to with all of those keep single-player DLC one way or another going whether some other game ideas you consider while at rockstar and afterwards they you didn't go with so like worlds I don't know pirate games maybe what I would love to see the notes that possible options never thought a lot about a pirate game yeah my son is is obsessed by that game CF thieves at the moment so he's constantly saying to the pirate game haven't really thought about it too much we worked a lot on multiple iterations of an open world spy game.
Yeah and it never came together so agent agent in it's had about five different iterations so good I don't think it works I concluded I'm I can I keep thinking about it sometimes I sometimes lie in bed thinking about it and I've concluded as an open as what makes them really good as film stories makes them not work as video games what need to think through how to do it in a different way as a video game so for people don't know it would be hypothetically said in 1970s Cold War era that was one of the versions there was another one that was set and we had so many versions this game we worked on so many of the teams but it would be more geopolitical like espionage that yeah espionage like yeah assassinations I don't know what it would have been because it never really we never got it enough to even doing a proper story on it we're doing the early work as you get the world up running it never it never really found its feet in either of them.
And I sort of think I know why because one of those films they're very very frenetic and they beat to beat to beat you know you've got to go here and save the world you got to go there and stop that person being killed and then save the world and an open world game does have moments like that when the story comes together but for large portions it's a lot kind of looser and you're just hanging out and you're just doing what you want and I want freedom and I want to go over here and do what I want and I want to go over and do what you want and that's why it works well being a criminal because you fundamentally don't know anyone telling you what to do and we try and create you know external agency through these people kind of forcing you into the story at times but as a spy that doesn't really work because you have to be against the clock so I think for me I'm questioning if you can even make a good open world spy game so interesting so you have to be able to ride around the car and listen to the radio cruise about or ride a horse and just look at nature so lots of things would work as open world games but I don't know if it spied us that's brilliantly put but to me there's such an espionage and assassinations and the geopolitical international context is so interesting but you're right I just want to listen to what is it lasso and you can't save the world and so you need this time pressure with a version accident or something yeah wow wow yeah that's really interesting and then we played around with a night's concept that was look nice you know nights and and sort of trying to do a version of a mythological game that could have been fun and you know still love that idea but never went very far in nights would be going really far back in history yeah I would have to go never got to writing any of it just it's a backstory and played around with a few ideas but it was it was always like I thought I would never do and then kind of fell in love with it a little bit.
You left rock star in 2020 and eventually launched absurd ventures as we've been talking about would you miss about your time at rock star is there specific moments that bring you joy when you think about them of course it was my whole you know it was my life for 20 something years 21 years or something yeah it was and I moved to America to do it and grew up doing it and I was always living in in New York it was a at times very intense and at other times magical experience but it was also just a huge chunk of my life the lows and the highs and the middles it was just my life you know my life was that job and the people I knew in New York and and my family and it when we were doing something that was intense and innovative and and you know both loved and hated by by wider society in different ways and at different times and in this weird company that was constantly in trouble so it was really it was really fun just even looking back at that time today.
How did you evolve as a creative mind across those 20 years well I was a child and was a 25 year old child who didn't know anything and I wanted to be a writer but I still wasn't writing and I bought a notebook and I'd occasionally scribble in it and I still got those notebooks somewhere and I was working in video games which were the least literary medium it's possible to imagine at the time there was no room for that on PS1 really um thinking I needed to stop and do something else but not having the skills or the confidence to do it and I'd been doing that in London then I came to New York and it was fun really fun to be in New York and really fun to do a new company in New York and that was an amazing adventure but I was still lost as a human being and then when I was 27 I've still completely lost a child and I stopped some of my bad behaviour in the next day uh pretty much the chance to write on at work on Oakmore games and all the skills I'd half learnt over the previous years and in my way of thinking where I thought about.
space a lot because I was a jogger for rather than a historian uh came together and I got the chance to work on Oakmore games that felt like it was meant to be it was fun to explore but really fun to explore with this between that was you know Alex Horton and Navid and Leslie and the guys in Scotland and all the people in in New York making these new games in this new way and and going oh we need to find a hundred voices where we've got no money how are we going to do that we'll get one's friends in and just record all lines of dialogue each as we kind of would invent the way that pedestrian just speaking video games no one else was doing that kind of stuff it was insane so I think that period from kind of 2001 2005 was lots of early innovation and felt really exciting because we were doing new stuff it didn't feel it felt creative but it didn't feel like writing yet just becoming that they felt lots of doing lots of creative things and learning how to assemble the stuff and learning what it could take and then I think we talked about earlier but the the journey into doing GTA 4 when it began to feel more like a proper writing experience and I was kind of probably ready for that at that point and then I was like well this is better than films this is something that films can't do you know this 360 degree experience of being this immigrant and it's still felt that we're still only scratching the surface I mean still for now in some ways but it's still felt better than then that five games you know GTA 4 and 5 red dead one and 2 all the extra packs for them and Max Pain 3 I think we took the games thematically into new places through that period from a writing perspective that was the most exciting period from a from a business and and sort of early creativity period the period 2001 to 2005 was probably the best exciting the original starting team we're all doing well you know personal life is doing okay didn't feel like such a mess and then and then from 2007 onwards 7 8 was happy personally having children happily married and the games were just getting much better but there were lots of pressure in the business you know it was just we've done the budget's got really big so it is other stress so there's always always good bits and stresses but you know always just try to sharpen do my best and think about how I could do it in a new way always trying to go it's a new medium what can we do this new but as a writer as a scholar of human nature first of all were you surprised to actually you were actually able like you had it in you through humor and tragedy to create these incredible compelling characters is that I think I remember reading somewhere the James Joyce when he was 20 said that he's going to be the greatest writer ever and I feel like every 20 year old says this is just James Joyce pulls it off yes so were you were you surprised that you were actually able to do it and how did that person get better and better and better at writing as you evolved the team got better and better so we could write in a more ambitious way the animation got better so we could support it in a better way we could go deeper like the me you couldn't go that deep on a PS2 game so it was also just the technology evolved I don't know I felt like I felt like I was good at doing it and and well trained for it and I'd been in the right place at the right time and I was both lucky and had a in a way of thinking about characters that when you reduced them to about 10 sentences was amusing you know I think I was you know and it was and I saw the world in a holistic way and when saw society in a holistic way that you could break apart into an open world video game I was you know I thought about it a bunch the way I think about things was suitable for that for whatever reason just that was just good fortune.
As I'll mention that it was another legend who you're still working with he mentioned that you would like yourself in writing dialogue for a radio I think you'd like yourself in a room and get anchovies and onion pizza and crushed eye coaks is this accurate information very accurate for which periods of your life was this a fuel for your creative process is it anchovies and onion pizza I would also get pepperoni on my half just a technically accurate okay he wouldn't because he claimed to be a vegetarian in in those days yeah but then he'd admit to me kept chicken wings hidden in the freezer yeah so it was a sort of fake vegetarian that was or I think we still do it now sometimes as sort of I'm a wise but that began in 2001 and we the office at rockstar was so small and we were so broke that there was no and I did have a private office at the time but it genuinely was a cupboard it didn't have a window I was literally sitting in a cupboard so there was no room and I could had a desk and a chair just for myself.
So we would I live quite near the office so we would write one or two afternoons a week he'd come in he was a freelance of working with us he'd come in from Long Island and then we would jump on the subway go to my apartment in Chelsea and sit in this grimey little apartment I was living in and buy pizza from around the corner and that became we both liked diet code computer very video game developer and that became good luck and we'd had these good writings as we realized we got on well with each other and we had a similar sense of humor and we could write the stuff and then he would do all of the real work producing it so it was perfect for me because I got to outsource most of the real work and he's a brilliant radio producer so it was a great partner in that way and then that was how that relationship began and then I'd get him I say when we've got to record these 80 voices come and help me because I can't direct 80 people at once so he would help with that process and he was a really good producer like audio getting bodies in produce as well as a technical producer.
So he was just that was the beginning of that relationship and it was always my job was to ensure the media content felt like it reflected the tone of the world and we would write it together then his job was just to make sure it sounded funny like he would just produce it in a really funny way just to give a little bit more shout out to last low what was it been like working with him for over 20 years his work was you still he's a kind of this uh fine boy colorful personality much loved for being a voice also unradio in the in the grant of daughter games yeah and the rule was when he was the character I would write the first pass so I would and I would get nastier and nastier over time so to point when he's having his head shaved and you know being punished by everybody but even in game after game he got work he began as his quite in GTA 3 is a quite likeable character and then you know over the next 12 30 years it just got worse and worse so I think he's glad not to be doing that anymore but he did it with great grace he's just a great partner because he likes he like you know like me we just like making stuff he likes to make stuff he likes to work in new spaces he's been a great help on bringing the comic book to life doing a lot of the work on that he's working on that right now.
Um and just he's he's he's really fun to work with and he's you know always will put creativity first and he's ridiculous you know he's the best possible way yeah outside of the games you've participated in created um what do you think are some candidates for the greatest game of all time Tetris Tetris Tetris Game Boy no question Tetris in a Game Boy yeah it was the perfect device for playing that game I never liked it as much on the else with my wife was trying to get a retro one for my kids trying to get them Christmas right now um it was the most addicted ever was to anything in my life of far too many addictions that was obsessed by dreaming about it and when you blinked two together with the cable and if I got four it pushed yours for I was like perfect game design so from a pure puzzle perspective nothing comes close yes extremely simple yeah pure gameplay no narrative no nothing no no personality at all it's a completely different action but perfect in its way open more games can't be that perfect.
Yeah but you always dream of making something like that it's super Mario I think the N64 ones all of those early 3d games were very amazing when you first saw them on the N64 ps1 when you went suddenly it was like these games they were live and they did well they believe a different way I think that was very interesting looks how I gave anything else Nintendo has that look yeah always yeah and I think that's the they're known for this Nintendo polish that every pixel has a purpose yes I would I mean I suppose Tetris has that same real focus on delivering a pure gaming experience as little as possible it's really beautiful of course Zelda really pioneered a lot of sort of the feeling of of a world but it's not quite open no but it's amazing it's almost like the new ones they almost to me feel like Hitchcock they're just speaking the language of video games you know like you know everything's gonna work this way in that way it's it's quite systemic but it's so how it all glues together is so amazing it feels like when you watch a Hitchcock film it's not reality he's speaking the language of cinema in a very very strong with very strong acts and almost it's very very cinematic it's not realism at all and that's what those Zelda games kind of feel to me that they are these amazing things that could only be video games they couldn't be anything else for me another really powerful open world is the other squirrels world role playing it's fantasy dragons all that kind of stuff Todd is greater what he does yeah there's there's slightly there more I mean from a technical perspective we're always involved I'd be in the same with the new games we're constantly trying to find the balance between you know RPG of role playing game and an action game and an you know and try to go we're an action adventure game with RPG elements and what does that mean and I think they've all kind of moved into roughly the same space but for me it always just comes out to our is it easy to play our mechanics super slick and then can we keep our dialogue feeling very alive I'm not always a great for just what we do I like when other people do it for we do we always want very punchy dialogue so don't give big trees but still have it interactive so we're gonna we're gonna lose a touch of interactivity but we'll still have the dialogue feeling like it's alive but we'll get better at dialogue and it'll feel more a slightly more cinematic experience.
Yeah I think the other school series of almost always leaned a little more towards the open world yes they're real RPGs yeah you know we've not read the games that you know I've worked on they've not really been RPGs they've had RPG elements on to a story driven action game it's a kind of just a sighted of an emphasis but I still think what they do is amazing they they he's brilliant at doing and I think Grant Aftaro read the redemption and Skyrim are games where you have millions of people they just walk around or drive around and feel the world feel the world just feel the world and the Witcher same thing and Baldur's Gate 1 2 and 3 really interesting they really tried to make every choice you make genuinely branch the game towards not the illusion of choice it's really it really choice really does something and that's really hard to pull off technically yes and hard to pull off you're always sort of debating the sweet spot between that and a strong story you know and strong mechanics it's hard to get them all.
And you know as a as a as a game-making team the whole you know the teams kind of have to figure out where they want to fall on that line a difficult topic you dedicated the books to your mom and dad and in particular you wrote to my father who died while I was finishing the book what have you learned about life from your dad to show up to be present to go to work every day to love creative things you know he was a lawyer but he's also jazz musician and he did both to the best his abilities you know and to value family as more important than either of those things you know he was a present guy and and we know he loved books always loved books always loved but love films loved movie music didn't was was not video games but like that we were doing weird things was he proud of you yeah I think so I hope so.
And he was he was for for a lawyer he really venerated at some level giving the man that the the quote unquote the man the finger like you know whenever life goes crazy he just was always on the side of the underdog and the ridiculous and I think that you know he always wanted to answer people back always give the silly comment and I certainly taken that from him to my detriment probably but it makes life more fun like he always could just say the obnoxious thing it just didn't give a fuck and that was you know I think that was probably quite inspiring so you have a bit of that in you unfortunately so yes not good at starting up not good at towing the line I think I speak for most of human civilization.
that fortunately you have that as part as part of who you are because it comes through your stories I think it made school difficult you know they sent me this very formal school yeah it was like it might as well be in set in the 1870s in the 1990s and but then they want you know that was always getting troubles for not not for doing anything that wrong just answering teachers back all of the time couldn't be quiet how often do you think about mortality are you personally yourself afraid of death well my father passed away in May so a lot more since then obviously I mean I think about a lot am I afraid of it I don't know some days intensely and some days not at all.
I would love to stay alive long enough to see my kids probably go out and settled of course for them I don't know aside from that some days I feel you know spiritually connected universe and not afraid of death at all and other days I feel like a sort of random piece of good luck who's gonna get struck down by an angry fate and tend to nothingness and that terrifies me I just what do you think about the nothingness I mean that in itself is terrifying yeah that is terrifying I mean I tend to I tend to you know I spent long periods of my life tormented by that stuff but the last few years I tend to believe there is a purpose and a point to life and that we have some kind of spiritual or soul-based existence not not quite sure if it matters if there is a God or not we should probably live our lives the same way either way but I tend to think that you know there was a metaphysical purpose to life and part of that purpose is to you know search for the purpose.
But at other points you can you know you read too much science you get wrapped up in the nothingness of it all also there's a component to your brain we're talking about weathering heights by Emily Bronte you said that you have been by fortune struck with a bit of a capacity for the grandiosity of feeling so you feel the world deeply sometimes romantic sometimes overly romantic you've said I like this line feelings made destroy you but they're the best thing we have so that ability to feel the world is that a gift or a curse for you what do you think that's a really interesting question because it's obviously both you know times it's both or times it's one or the other when things are going well when you feel alive when you feel like you're connected two things when you're seeing beauty in people and joy and experiences of course it's it's wonderful when you're feeling like you know bereft and set a drift by the world and you can't connect it to it in some way and you're lost and abandoned by God or consciousness or fate or whatever it is it's awful you know when I feel like a dreadful hack which is most of the time you know it's terrible you rather not we've been doing this rubbish and then sometimes you're working creatively and it feels good and you feel like you're doing the right thing and it feels fantastic but that's not very often.
You think it's possible to have one without the other no yeah of course not when I think about growing up to the extent that I am capable of growing up it is about accepting the bad with the good from any situation or any aspect of myself you know going okay it's not perfect or not perfect I said you often feel like a hack is that that soft critical part of your brain is that a feature or a bug that's it I think it's the the new thing that we're going to lean into the bug feature yeah it's both isn't it I mean it's it's it's it cannot lead that self-critical brain I think lots of people suffer from it and I think the internet is designed to induce if you didn't have it before you will have it after being online it's clearly can become a bug but it also can give you drive and a lack of complacency so it can also become a feature.
I had a pretty intense argument with Paul Conti who's a legendary psychiatrist student of the mind about this he worked with many famous creative people and he thinks that that negative voice is not at all needed for creative genius and I thought I know awfully a lot of creative people that have that voice I'd rather not have it but I certainly I've lived with it this far there's a danger that negativity for me that negativity and consciousness become the same thing you know and sometimes after fight to not just be perpetually negative and that can be part of the human struggle for lots of people and certainly has been for me I think if you're trying to do you know good stuff and you're reflective inevitably and you know you live in this world of constant constant criticisms by the internet of course you know everyone who ever puts something on the internet be a picture of themselves or any kind of work they've made or whatever it is is going to get 50 good comments and one bad comment remember the bad comment so that and that becomes fuel for the negative voice.
I don't know anyone that's strong enough not to know you know we all you know some level you should just measure that stuff in weight not in not in quality but of course we just focus on the quality and I do think in general as you get older that's the real challenge for people you see the different trajectories people choose to take but it's easy to slip into cynicism and negativity into this uh does the f'skees notes from underground nihilistic kind of world view I think the heroic action to take with time is to become more optimistic to see more good uh I think that there's probably a hero's journey of being extremely self-critical at first for the first maybe half of your life or two-thirds and then while maintaining some self-critical aspects just to stay humble start to see the good in everything around you and other people in the world and even maybe every once in a while on a weekend in yourself I hope so I mean that's what I've been I could not be more cynical have you put that beautifully.
I could not be more cynical than I was as a child you know I could not see goodness anywhere I couldn't see you know I don't think uh late 1970s to early 1990s England was a great it was a great you know optimism and the naivety it was brutal and I was brutal I was brutal within it and I think I've become much more naive and and tried to become more innocent in some ways and always tried to see the flawed good in people you know I've tried to I've had to force myself to be like that because you know the other way is not fun it's not nice to it's not nice to not be nice as a brief aside you had a wonderful conversation with Ryan McAfry at LA Comic Con I've been a big fan of his for a long time he writes amazing stuff at IGN and he has a great podcast I really should go listen to it I really enjoyed it plus I get to attend a Comic Con and just be there in the audience and like we're saying offline the LA Comic Con it's the first Comic Con I've been to it's just all kinds of real genuine nerds good-hearted.
Oh I said yeah it's just so much kindness and goodness and just simple joy in being a fan of a thing yeah which is what those things are all about yeah okay so let's talk about some of the greatest books of all time and I should also give a shout out to an excellent podcast you do with Sanya Walgher who's a friend of yours but she had a great podcast she has guests picked their five favorite most impactful books and so on you picked five fiction books one for each decade of your life for the audience they should go listen to that conversation but you picked winter holiday by Arthur Redsum second one was weathering Heist by Emily Bronte then tenors the night by F Scott Fritz Gerald the thin red line by James Jones and middle March by George Elliott but just zooming out reflecting back on that conversation what do you think if an alien came what are what are some candidates for books that you'll recommend to them.
Middle march the best novel written in English war and peace it's the one of the best novels written in Russian I would argue I think both of those are because if you've only got one book you want a long book yeah true and and they're both books that kind of it's something I was always trying to put into games and you know that feeling of all of life is here you know you've got love death violence romance the whole human experience in different ways so I think that there's something amazing about you know vanity fair I used to use to love the novel not not the magazine because the same thing all of life is here.
Your spoke highly of Scott Fritz Gerald and Hemingway I was obsessed by them in my 20s yeah as one must be yeah absolutely and I think them as a double act is so amazing you know one helped discover the other and then died first and then suddenly it died in in obscurity and then was rediscovered as a genius while the other one was still alive and falling into not obscurity but into decline I think it's that their relationship is itself very novelistic that by the way as a phenomena of writing maybe no longer maybe still that you know people like Franz Kafka who died in obscurity like all these writers died obscurity not nobody knows them and they become famous later yeah that is just so interesting that's such an interesting.
You know that Franz Kafka and Franz Kafka is in particular as fascinating because he wanted all of his work to be burnt like destroyed so that in speaking of the critical voice is just and I think he's one of the one of the best writers of the 20th century of course the dystopian novels are really interesting they're 84 uh brave new world love 1984 had never listened to it already and then I think I did it on talking book or maybe read it I can't remember drawing covid and became I think I did both became obsessed by it and it's the elements of that creeping into a better paradise but it's so good I hadn't realized how good it was yeah and it is so of the moment it's almost like because of his fame and yeah it's almost like cliche and you think about the caricature and I remember the year 1984 and I remember the song there's too much it can't be that good and then it was that I came to it completely cold just I should get work my way through this because it's another classic I haven't read and then it's incredible.
And the book I read more than any other book is Animal Farm by George I don't know why exactly but the child like fairy tale telling of totalitarian well you grew up in a communist country yeah maybe that's it the roots of it I remember you know I was a kid in the Cold War in London and we were always terrified of Eastern Europeans you were going to come and kill us all and then I ended up marrying a poll and and I was we were and we had Ukrainians you know who who who worked worked for us and worked with us and I was sitting a few years ago sitting around a campfire in upstate New York surround with the campfire was built by our old nannies husband who's Ukrainian.
And he'd been in the red army and I was like history is so strange that you end up the red army used to be the ultimate enemy and I was just hanging out with it but everything changes you think these you think these things are permanent and they're really not yeah you know we face some of that now where you think these structures are permanent and they're going to change.
And you also mentioned the three great world war two books are the thin red line life and fate by the state Grossman and the end of the affair ground green uh what makes for great war book well I think world war two is interesting because it affects everywhere obviously and so you can get all these different kinds of stories in there's so many good I was just trying to come up with a range of one American one British one Eastern European uh just to get just different perspectives but there's so many amazing world war two books around all kinds of stories.
I think the most complete one because it is this all of life being there probably is life and fate which is amazing and it was uh written by the state Grossman he experienced Stalingrad first hand and there's also just a deep full soft book component and the bit in Treblinka is one of the most harrowing sections I need book ever read and it really almost more than any other uh piece of art around the Holocaust made me feel what you would feel like at that moment and it's just incredible piece of humanism.
And also just I mean mansards from meaning by Victor Frank oh yeah it seems like that context reveals in the most pure way human nature and like what kind of you know in mansards from meaning is when everything is taken from you you know the little remains of love for in this case his wife it's the thing that is a little flame that burns and obviously a Grossman is small acts of kindness is the thing that allows the human spirit to persist.
I love the bit in life and fate when you get obviously it's in this Stalinist period and so the they're all losing they all know that what they thought was going to be wonderful about the revolution isn't going to happen so there's a whole and everyone scared of being killed by Stalin because it's post the purges but then you get these guys and they're trapped in a building fighting in Stalingrad and uh so they know at this moment they're dead anyway and they get to live like pure perfect Marxist communists away from Stalin all his nonsense.
And I thought that section is incredible because you realize like it in some ways in all of its horrors the most disappointing thing about the 20th century in some ways was the absolute failure of communism you know it was because it was such a you know quote unquote beautiful idea and it just did not work time and time again and these people who fought for it and then saw it not working I think they're sort of fascinating characters you know all of the all of the revolutionaries from 1917 that were then killed by Stalin which was all of them apart from him and him and Lenin.
And there was you know people in modern day politics talk about communism like it's trivial it's trivial that it would lead to atrocities but I don't think it's that trivial it's uh it's this idealism of humans yeah it's like why you know why can't basically why can't we all get along there's a real. compassion behind there's real love and that what you realize is there is it's a real study the 20th century of human nature that unfortunately at scale that kind of compassion is abused by centralized powers so there's a dictator always in that context in in those given that set of technologies a dictator arises and does the opposite of what the the promise of the ideal is supposed to be well I think I thought a lot about that then because I was taught by all these disappointed communists you know after 89 all of these English communists you know we're all like having to accept discovering all these atrocities that happened didn't you know so it was always fascinated me and then you think about complexities or where one's own values are in the modern moment and I say you know without from from the e and whether either of them any what we would call left now or call right now does it have any bearing on on the sort of communist era of those words and I would say probably not think the things have changed but fundamentally the one value that I would go I think is worth fighting for is go whenever either side starts to move towards thought control move away that's never the right outcome the never right outcome is oh you've said the wrong thing you should be removed now that should never ever be a thing we should lean towards yeah it does seem like freedom individual freedom is a prerequisite for happiness for in a flourishing of a larger society so there's like you said 1984 is pretty I mean it's a caricature but it is pretty it's quite it's actually also just a good story as my criticism of brave new world it's just poorly written but I like brave new world probably applies more to the 21st century than does 1984 I think 1984 with the fake walls yeah and the way that it revealed everything and it was a setup for him yeah there's something if you could have seen the internet there's something it's like it's like an analog internet that will be built around the main character.
What advice would you give to a young person today about let's say career how how to have a career they can be proud of how they can have a proud of you've had a non-standard life I've had a lucky life and which I have fought to mess things up and fate has always thrown me a bone you've traveled in South America and had hobos chase you with machetes yeah yeah yeah yeah so that happened a series of poor life decisions yeah and I run away you know I was I mean I ran away to South America that was a poor decision I ran away from the guy with a knife that was a good decision yeah I came to America that was a good decision I ran came to LA that's I think being a good decision it's been fun to see a different side of America and being a different creating environment LA is still amazing for creativity and entertainment the wider entertainment industry stuff I think that's been fun what would I say I would say when you get a chance take it that was one thing I did do well when I got chances I was good at taking them I would say do not worry too young about your career I would say worry about having a rounded intellectual in a life because you're going to spend the whole of your life in your own head so the more interesting you find your own head the more interesting you find the world the less you're going to annoy yourself so I would say I would say do not do a vocational degree as an undergraduate that's my mind I would say do something else do something you know random and then focus afterwards that would be I think I was advocating against the obsession that people had about four years ago with STEM subjects and now AI is going to make them all irrelevant anyway so you know it's interesting to see everything changes jobs are not that hard you know turn up being enthusiastic we turn up in person being enthusiastic help people say you'll be finding any job people you know the job is no one the chance to take showed up like this is okay this is interesting this is new this is different not always no but I did the big times where the chance to move to America for me that was a big moment my life was a mess those weird timings.
I read that Sam wrote you an email yeah in South America I literally I was in South America in Columbia when there was a war raging there yeah I was making a series of very poor life choices and a lack of life skills age 25 my latest poor choice was to get up too early because the police didn't start work till nine but the mug has started at eight and so I was out walking along the beach at eight and these guys this raster turned up when I've been talking to the day before was I trying to talk to me and then two guys came up to talk to him and I couldn't tell if they were trying to mug him because he owed the money or he'd bought me to them but I did notice one of them had a machete and now that I kind of broken gun so I thought this is not good and I ran off sprinted down the beach in my in my silly shoes and got to the charts once in my life to run over to a road run jump into a taxi and scream you know take me anywhere feel like I'm an action movie and now guys chasing after the machete.
And the taxi driver looks back sees the dude the machete and goes see he's on amigos and then all my friends get me out of here and then I um he drove me up the street into a bit where the town was um it's kind of between the old town and new town in carter and you and um I got out of the car and then cut my foot on a rock that was the some total of my injuries and um then went to the internet cafe because this was probably late 98 and got the chance to come and work on a game for six weeks in New York and I was like well if I stay in South America much longer I'm going to get myself killed because this was I was getting into silly stuff um and so went to New York and they're just starting rock star and so I got to sort of write the mission statements and what not there and and help set the tone for that and just ended up staying you know at the come and go a bit well the wheel visas got sorted out and then just ended up staying through last day for a year because New York's pretty fun.
It actually was not that this was the height of Giuliani for user maniac um so he uh you couldn't when you went to bars you told you couldn't dance because they were trying to clamp down on New York being fun so it was actually less fun than London but it's still a great energy in New York and got exposed to the kind of madness of New York capitalism by the way as we hear sirens in the background that always makes me think in New York when I come in New York it's always siren steam coming out the floor people screaming at you I mean you get people screaming at you in LA at least yeah but it's more the strip is more spread out you get a bit more quiet yeah um and I love the energy you know it was great to work hard and then be able to go out for dinner late and and New York was really really a fun experience for me.
You work with your brother Sam for many years uh what do you admire about him as a creative mind as a human being his drive and his vision early on to see what video games could become he was the one who understood that video games were the next big thing and I think that was uh you know people laugh in our face about that in those days and so to have someone that was strong and saying no no we stick to say to the course and then having the confidence to push through with these big projects.
Are you excited for the future of video games yeah I think the right I completely I still I still look up I'm glad you've spoken so I mean you've spoken so kindly about our work about the stuff that I did and the stuff the whole teams did it's wonderful but I just look at and see problems and see things that we can make do better you know I think uh it was always each try each try to do it better and I've got you know some of the stuff we're working on now is going to do stuff that people haven't really seen before uh and I think it's just I think the games can get so much better they can feel so much more alive all that they can be better at storytelling and feel.
More alive and feel like you know their systems all the stuff the component parts we talked about you can we can both make each of those parts better and tie them together better I think it's the technology is all it to me it's still feels like it's only just beginning you know it's been it's been cinema evolved from like nineteen hundred eighteen ninety five whenever it was until they invented talking in 1930 or whatever that was not that and then it's kind of found its modern form and then by thirty nine they're shooting in color and that's basically a modern film is no different from a nineteen thirty nine film but with games I still think we've got a long way to go.
The tech there's so many different parts the tech that it's still got a long way to go and you can go in all different fun directions I just wish I know you said video games take a lot less than the possible they they could but I just wish it was faster like you've already made me fall in love with absurd of earth and you've made me fall in love with the better paradise and now I am going to sit depressed realizing what I have to wait I go of course read well we should have some little short cartoons coming out in a while from third of us and more stuff coming in the next period but yeah it just takes it takes a little bit of time and I think I mean movies you big movies are four years plus from start to end yeah you know all the legal stuff at the start you know we'll be about this.
Yeah and certain movies from idea to completion I mean take ten plus years of some of the games and a lot of that's just that development process that is really sometimes feels like it's designed to not make stuff a bit more of a specific advice but on the topic of video games what advice would you give to to maybe independent video game creators they're dreaming of creating great games they're inspired by red dead and they're aspiring of all the incredible open worlds and narratives you've created like how's it possible to have a chance of doing something.
I mean it's part of the two two ways try and do it cheaply with yourself in a small group or join a company that you think is doing it the right way you know I think there's upsides to either of those I think if you want to make something that's cinematic AI is going to change some of this but if you want to make something cinematic you need resources you can still make something that's really interesting that isn't super cinematic but it's an interesting experience in some ways but the second you're involving actors and motion capture and one of those big experiences it's going to cost some money so therefore if you want to do that you've got to figure out what companies you want to work out figure out how you get to work there.
Do you have do you have hope for AI helping with some of the video some of the video generation some of the world generation some of the open world assistance in generating the world yes limited absolutely if used correctly it will be a great tool if used incorrectly it will lead to loads of generic stuff yeah you know I've been in games for 29 years and all the time the piece of tech that's going to make making games much easier and much cheaper is about to turn up and all that's happened is the games have got much better and way more expensive so I'm always nervous about saying finally we have that bit of tech that makes our lives easier but it looks as if it might be able to do that when you use it the right way if you use it you know if you use it to try and as a substitute for creativity it's going to be really generic a big ridiculous question what's the meaning of this whole thing we have gone on here of life of existence why are we here to watch the universe the easiest plausible answer is we are designed by the universe to watch itself and to comment on it in interesting ways consistently more and more interesting ways yeah.
What role does love play as part of that it's the only thing that makes it possibly worth doing everything else everything material is irrelevant so the only things of value are these immaterial things you know I do think metaphysics always trumps physics for me well Dan from the bottom of my heart speaking of love thank you what a pleasure thank you man thank you for everything you've created in this world at me and millions of diehard fans of your games are forever grateful I know there's a lot of people that would like to say thank you to you just to be clear because I always like to make this very clear yeah it was never me it was always me sat alongside people with actual real talent who did amazing things.
Well I hope you keep being self-critical and creating awesome stuff in the world and we can't wait to keep exploring the worlds you create and thank you so much for talking to your brother thank you for having me what a privilege thanks for listening to this conversation with Dan Hauser to support this podcast please check out our sponsors in the description where you can also find links to contact me ask questions get feedback and so on and now let me leave you with some words from Ernest Hemingway one of Dan's and my favorite writers the world breaks everyone and afterward many are strong at the broken places thank you for listening and hope to see you next time.