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Lex Fridman
Dan Houser: GTA, Red Dead Redemption, Rockstar, Absurd & Future of Gaming | Lex Fridman Podcast #484
Dan Houser: GTA, Red Dead Redemption, Rockstar, Absurd & Future of Gaming | Lex Fridman Podcast #484
Lex Fridman
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2:45:26 · Oct 31, 2025
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0:00
You said that Red Dead Redemption
0:01
2, in your opinion, is the best thing you've ever done.
0:04
I think there's a strong case to be made that it's the greatest game of all time.
0:08
What are the elements that make that game truly great, do you think?
0:12
People searching for meaning
0:13
within Amongst the Violence.
0:15
I think that the West and all of the themes around the West really
0:17
lend itself to that.
0:19
And then the the gunplay
0:20
was fantastic and the horses were incredible.
0:23
I think we got to spend
0:24
a smaller group of us
0:26
working on it from day one,
0:28
coming up with some weird
0:30
wacky ideas that we got to embed in the game that I think was helpful.
0:34
Like we got to be very creative
0:36
before it had full team on it.
0:38
>> You lock yourself in a room and get anchovies and onion pizza and crushed eye cokes.
0:43
Is this accurate information? >> Very accurate.
0:45
>> Why do you think there was so much excitement about GTA 4, GTA 5,
0:49
and now GTA 6?
0:50
I think we did a really
0:52
good job of constantly innovating.
0:54
The games always felt different.
0:55
You know, people have very strong feelings.
0:56
I like this one.
0:57
I didn't like that one as much because they are pretty different.
0:59
So, you there would be simultaneously
1:01
where you know what's going to happen.
1:02
It's a Grand Theft Auto.
1:03
You know, it's going to be a game about being a criminal.
1:05
But the way it's going to be a game is going to change quite a lot.
1:08
>> The number one question from the internet,
1:10
it is so ridiculous, but I must asked.
1:13
Have you seen Gavin?
1:17
The following is a conversation
1:19
with Dan Howser, a legendary
1:21
video game creator, co-founder
1:23
of Rockstar Games, and the creative force
1:26
behind Grand Theft Auto
1:27
and Red Dead Redemption
1:29
series, which includes some of the bestselling
1:31
games of all time and
1:33
some of the greatest
1:34
games of all time.
1:36
Both Red Dead Redemption
1:38
1 and 2 has some of the deepest,
1:41
most complex, and heart-wrenching
1:42
characters and storylines ever created in video games.
1:47
Dan has started a new company, Absurd Ventures.
1:51
Great name, that is creating some uh incredible
1:54
new worlds in multiple forms, including books, comic books, audio series,
1:59
and yes, video games.
2:01
That includes A Better Paradise,
2:04
which is a dystopian
2:05
near future world with a super intelligent AI,
2:08
American Caper, which is an insanely chaotic,
2:12
violent, dark, satirical world,
2:15
and Absur, which is a comedic action adventure world.
2:20
I'm excited to explore all three of these.
2:24
I have spent hundreds of hours in worlds that Dan has helped create.
2:29
So, this conversation was an incredible honor for me.
2:32
And on top of that, Dan and I talked a lot after
2:36
and in the days since,
2:37
and he has been just
2:39
a wonderful human being.
2:41
I'm just at a loss of words.
2:43
I feel like the luckiest kid in the world.
2:46
This is the Lex Freedman podcast. supported.
2:49
Please check out our sponsors in the description
2:52
where you can also find links to contact me, ask questions,
2:56
get feedback, and so on.
2:58
And now, dear friends, here's Dan Hower.
3:03
You've helped create some of the most incredible
3:05
characters, stories, and open worlds in video game history.
3:09
But when you grew up in the
3:11
late 70s and 80s,
3:13
open world video games wasn't a thing.
3:15
So you've credited uh literature
3:18
and film as early inspiration.
3:20
So let's talk about uh film first if we can.
3:24
>> What do you are some of the candidates for the greatest films of all time?
3:27
Maybe films that were highly influential on you. I mean Godfather.
3:32
>> Well, I think for me
3:34
probably Godfather 2 more than Godfather one, but I love both of them.
3:37
But I love the divided
3:39
story in Godfather 2.
3:41
And as a migrant, I used to live in Soho.
3:44
I love the bits in Little Italy
3:46
and I love the uh the sections in Sicily.
3:48
So I think and the bit Ellis Island is just one of the best shots
3:52
in all of cinema.
3:53
When you see little VTO
3:55
turning up in Ellis Island and you get that shot, it's amazing.
3:59
It gives you a really good cinematic
4:01
sense of what it must have been like to arrive in America.
4:04
>> How much of the greatness of Godfather
4:05
do you think is the writing?
4:08
How much is the cinematography?
4:10
And how much is the acting?
4:11
You got Dairo, you got Young
4:14
>> Well, Coppai started as a screenwriter.
4:16
So, I think he wrote, at least co-wrote the script.
4:19
So, it's almost like the writing, directing almost become the same thing.
4:22
It's one of those films.
4:23
Both of them are those films which I was thinking about
4:26
this idea of a perfect film,
4:28
where everything's good, where the acting's
4:30
seinal, where the writing's seinal,
4:32
where the music is seinal,
4:34
where the shots are so memorable,
4:36
where the scenes, you know, define what you think about things.
4:39
You know, it's impossible
4:40
to think about the mafia and not think about the Godfather.
4:43
>> What about the pacing?
4:44
It is a bit slow.
4:45
You have you have movies like 2001 Space Odyssey. Slow.
4:49
>> It used to be
4:50
back in my day,
4:52
it used to be slower. >> Life got faster.
4:54
life just got, you know, as I think as we
4:57
moved from the 70s into the 80s into the 90s,
5:01
people had seen so many films,
5:03
they just started to edit films faster
5:05
and people understood cinematic
5:07
storytelling so much that you could do things much quicker.
5:11
You could show a look and just that meant you realized that person was
5:14
going to betray the other person.
5:15
They just edited films much quicker.
5:17
But I quite like the slowness.
5:19
I think these days with with modern,
5:21
you know, highquality televisions, you have to necessarily watch these films in one sitting,
5:25
particularly when you're re-watching them.
5:26
So, it doesn't bother me that they're long and slow.
5:28
>> Speaking of faster, life getting faster.
5:32
I'm sure another influential
5:33
movie was uh Good Fellas Scorsesei.
5:36
That's faster, >> A mixture of crime
5:39
and humor >> and almost like an open world game in some ways in that
5:43
it's this slice of life you see.
5:46
You know, I think that probably
5:48
changed cinema at the sort of tail end of the 80s, early 90s
5:53
more than any other film.
5:54
And it's it's so iconic.
5:56
In some ways, I prefer Casino,
5:58
but the invention is really in Good Fellas.
6:00
I love the end of Casino.
6:02
You know, the use of voice over,
6:04
the way you saw them being criminals and being normal people,
6:08
you know, it changed everything.
6:08
I mean, the Sopranos obviously is completely inspired by Good Fellas. >> Yeah.
6:12
casino has first of all the character of Sharon Stone.
6:16
I mean >> the look, the clothes, >> the music.
6:20
>> I would say one of the most memorable
6:22
moments in film for me
6:25
uh is the meeting in the desert.
6:26
I mean, just the drama building up to that dig another hole. >> Yeah.
6:30
The environment, the city.
6:31
Speaking of open world and creating a character from the city,
6:34
>> it's one of the great Vegas films.
6:36
>> I think the great Vegas film.
6:38
The bits that I always
6:39
that I love at the end when everything's wrapping up and on the one
6:43
hand you see the Robert Dairo character.
6:46
He's still good at making money.
6:48
They let him return to normal life.
6:49
But you get that brilliant scene when all of the uh the mob bosses
6:53
from uh back home.
6:55
They're discussing all these people who who who
6:57
may or may not be able to implicate them.
6:59
And then there's that incredibly cold line where one of them they're thinking about
7:02
the the old uh
7:03
you know I think it's a casino manager and one of them just goes ah
7:06
the way I see it why take a chance and then the next thing
7:09
he's just shot right the brutality of it all is just
7:13
>> I don't know I probably have to disagree with you on Vegas there's at least some
7:16
competitors you got um with Nicholas Cage leaving Las Vegas
7:19
I mean falling in love with a prostitute.
7:21
You're also you you've written some of the great crime stories ever. >> Thank you.
7:26
And in some sense there's
7:28
love stories in there and you've talked about
7:31
being uh a bit of a romantic yourself.
7:35
Uh appreciating the depth of love stories in literature
7:39
at the very least.
7:40
And there is a dark kind of love story
7:42
between an alcoholic and a prostitute.
7:45
He got an Oscar for that.
7:46
>> I think he did for that, didn't he?
7:47
>> Plus, there's a caricature
7:48
of the drug world of Fear and Loathing in Las Vegas.
7:51
That's an interesting one.
7:52
>> I love the book so much.
7:54
I was obsessed by it when I was about 17, 18.
7:56
>> And I enjoyed the film, but I I preferred the book.
7:59
>> Has a Hunter S.
8:00
Thompson type of character ever made it into any of your
8:03
>> No, but one of the things we're working on now,
8:06
there's sort of an English version of Hunter S.
8:10
Thompson, if he was also a market gardener.
8:12
I love that persona.
8:14
Um, but he's kind of, it's hard if you if you make him American,
8:17
it's hard for it not just to be Hunter S.
8:19
>> Is this an American caper?
8:21
No, it's in this animated
8:23
show we're developing in the this sort of comedy world we're working on called
8:27
Absurverse and it's in one of the stories in that. >> What is Absurse?
8:31
>> Absurd is a comedy
8:35
universe we're developing that will be
8:38
an open world video game
8:40
and then some loosely adjacent
8:42
stories that we're going to
8:44
make as animated TV shows or or possibly animated movies.
8:47
is still thinking that all through
8:49
and we're building the game up in
8:52
San Rafael at the moment and it's early days but it's uh looking very
8:56
exciting and it's trying to be
8:58
like trying to make a game that feels a little bit like a living sitcom.
9:02
>> Is there some drama and tragedy at the edges
9:05
or is it pure comedy?
9:06
>> I hope it's got comedy,
9:08
cynicism, heart drama and
9:13
some amusing life lessons.
9:14
Otherwise, you can't just have jokes for 40 hours. it won't work. >> Okay.
9:17
So, comedy needs some darkness.
9:19
>> Well, I think it needs story.
9:21
One of my favorite
9:23
comedies of this century is The Office
9:25
because it was incredibly
9:26
funny, but also because it had
9:28
narrative and heart underneath the cynicism.
9:30
I think with narrative, you get a drive alongside jokes.
9:34
>> And there's going to be an open world video game. Yes. In that world.
9:39
>> 2 3 4 years.
9:40
Still thinking that >> So, what's the process of getting
9:43
from the idea to the end of a video game?
9:46
Why does it take so long to get it right?
9:48
>> That's an interesting question.
9:50
I think if you the scale at which they're built,
9:53
you could argue it the other way.
9:54
Why is it so quick?
9:56
I mean, you really are
9:59
in one go a world,
10:01
a city, and 40 hours of entertainment cut through it.
10:05
You know, these things are
10:06
massive four-dimensional mosaics that are intensely
10:09
complicated and have to work in lots of different ways.
10:11
And I I think uh
10:13
I think that's us being kind of aggressive on the timeline.
10:15
>> We're taking a tangent upon a tangent upon a tangent, but um I have
10:19
to >> uh return to some films.
10:21
Let me just list a few of my favorites.
10:22
So, first of all, you said you love >> great war books. Yes. And movies.
10:28
>> So, we have to throw in
10:29
uh Platoon from Oliver Stone and
10:32
uh Apocalypse Now, for me at least.
10:34
>> Of course, >> there's more
10:36
crime, fastmoving crime movies like Scarface.
10:40
I also love True >> Love True Romance.
10:43
Possibly the best one of the best scripts ever written.
10:46
>> Written of course by Quinton Tarantino.
10:49
>> Uh what do you love about True Romance?
10:51
I think sometimes depending on the day,
10:54
depending on the bar and how much alcohol I had, I will say True
10:57
Romance is the best movie ever made.
10:59
>> Yeah, I I mean I True Romance is super fun.
11:01
Tony Scott was a really good director, so it moves at a really good speed. It's funny.
11:06
It's completely unbelievable, but you really care about the characters.
11:09
It's a kind of,
11:10
you know, this world that obviously doesn't exist, but you feel it does exist.
11:15
The characters are larger than life.
11:16
The dialogue is unbelievably,
11:18
you could just sit and watch them talk all day long,
11:20
and you know, you just it's amusing.
11:23
You just want to live in that world.
11:24
I was thinking like, you know, what do I you like about films?
11:27
It's the idea to be in a world you want.
11:29
They they're not real.
11:30
They're never real, but you want to be in these fake worlds that people
11:33
have >> And I think you said that what makes a great world is having
11:36
a large cast of characters.
11:38
And I think that movie
11:40
is a good example.
11:40
I mean, you have Christopher Walkin with the sort of legendary super racist uh uh discussion.
11:46
>> Dennis Hopper is your sort of dream dad. >> Yeah. Dream dad.
11:50
And just that interaction is legendary.
11:52
You got even Brad Pitt is a pad on a couch. >> Gary Oldman. >> Gary Oldman. >> Yeah.
12:00
And uh you have
12:02
I mean a real love story like
12:04
a real genuine pure
12:06
love can survive in any context
12:08
>> and it's just sweet.
12:09
Their love story is very sweet in that film. It's endearing.
12:12
>> The Elvis as a character.
12:14
It's kind of like a mini GTA type game.
12:17
Some of the same beauty, the comedy,
12:19
the love >> crossed with Play Against Sam.
12:21
So it feels a bit like that with the Elvis
12:23
>> What about greatest war film?
12:25
What what what would it be for you?
12:27
greatest war If I'm feeling serious,
12:30
it would be a Russian film called Come and See,
12:33
>> which is probably the most intense film ever made.
12:36
And if I'm feeling
12:37
slightly less serious, Apocalypse
12:39
Now, and I would always want to watch the original
12:42
cut, I don't prefer the re-edits.
12:44
I like the original first release.
12:46
I think it's tighter and slicker and and
12:48
works the >> Yeah, of course.
12:50
Apocalypse Now is this hallucinatory journey into darkness.
12:53
I think madness >> from the first
12:56
scene onwards, it's just got these amazing setpiece
12:58
after set piece and
13:00
again incredible characters, >> brilliant dialogue.
13:04
>> Some of the greatest films
13:05
about war reveal that war is not what it seems
13:10
and and there's different ways of doing that.
13:12
Um, and you've talked about different books.
13:14
The Thin Red Line is another
13:16
uh book and movie that shows >> Yeah.
13:19
And I I watched the movie years before I read the book
13:23
and I didn't understand the movie.
13:25
And then I read the book and I read a lot about the editing
13:30
of the movie and I understood why I didn't understand the movie.
13:33
And that's cuz the movie makes no sense.
13:35
It is beautifully shot and the music is one of the best film scores of all time.
13:40
But they edited two different battle scenes into one battle in a way that
13:43
they're spread apart by ages in the book to assemble.
13:46
I think they filmed the book pretty much verbatim.
13:48
that would have been as like a six-hour movie
13:50
then edited this impressionistic
13:52
thing that's incredibly beautiful but doesn't necessarily
13:54
make narrative sense at the end of it
13:57
but it's still very beautiful the film
14:00
>> and in terms of westerns
14:02
what's the greatest the good the bad and the ugly unforgiven
14:05
those are for me maybe even Django unchained you've mentioned butch Cassidy and the
14:09
Sundance kid >> I think for me it's two films from I think pretty much
14:11
the same year butch Cassidy
14:13
and the w bunch
14:15
>> I love Robert Redford
14:16
rest in peace >> that film film.
14:18
It's just it's impossible to imagine anybody
14:20
film without Butch Cassidy.
14:23
>> Paul Newman, Robert Redford,
14:25
and Clint Eastwood for you also.
14:26
Has that impacted your writing on Red Dead?
14:29
>> I I love Unforgiven,
14:31
but the truth is
14:33
with Red Dead, I'd seen a lot of westerns as a kid.
14:36
My dad watched lots of westerns.
14:37
They were always on TV, you know.
14:39
I I knew I felt I knew a lot a bit quite a bit about westerns.
14:43
And then, you know, then I had to start thinking about writing one for work.
14:48
And I deliberately did not binge on westerns.
14:51
I tried to watch no more westerns
14:53
and just think about
14:54
what I liked about them, what I didn't like about them,
14:57
what would be a take that would work
14:59
today and would work within the confines of a game.
15:03
And I think uh Red Dead one was a slightly more traditional western.
15:07
And then having done that
15:09
tried to take Red Dead 2 in a
15:11
different direction so that it felt like a worthy successor.
15:15
Didn't just feel like more of the same.
15:16
>> From movies to video games, when did you first fall in love with video games?
15:22
Literature was the first love.
15:24
>> I mean fil no films.
15:26
>> Films was always was always well what I loved first as a kid was films.
15:31
um older began reading books properly age at about eight
15:38
was watching films long before that
15:40
>> and then probably it was always bouncing between the two which I preferred they're
15:44
good at different things
15:45
games I played and above all watched a lot of games as a kid
15:50
as being a young kid and you know other people playing them
15:53
um and I obviously liked
15:57
the core thing games do which is you press a button and something happens
16:01
They're responsive, they're alive, and that's captivating.
16:04
And then the competitive angle
16:06
of games is fun.
16:07
Or, you know, beating this, beating that, winning this, that was fun as well.
16:11
Um, sometimes obsessively so, you know, I remember being completely addicted
16:15
at one point when I was should have been studying for months at a
16:18
time to Tetris on a Game Boy,
16:20
you know, and I liked games and I liked interactivity
16:23
and I liked the movement to this digital world
16:26
that really emerged for me pretty much as soon as I left college.
16:30
But I didn't love it.
16:31
And then I really fell in love with games
16:34
when I was properly
16:36
making them probably as late as like 2001. >> Oh wow.
16:41
>> And when I suddenly began to see
16:44
first of all my mind, you know, that's a whole another story, but just
16:47
suddenly saw what they could do and could be and what this chance was
16:52
to be one of the people
16:53
involved in making these things.
16:57
that was this, you know, where you were really kind of breaking trail into the future.
17:01
It felt like and I think that was when I really went these are
17:04
amazing and that's when I really fell in love with I I I could see
17:07
it in moments and suddenly you could make this whole experience.
17:10
So that was really the moment for me. >> Yeah.
17:12
Of course, because you were
17:14
a pioneer of open world games that are so narrative driven.
17:18
So it's like you didn't have too many examples. >> Yeah.
17:21
And before that it was PS1
17:23
or even before that games looked terrible.
17:27
You know that you would be like it's 8 pixels it's a car you
17:30
know it was not a car.
17:31
It was they just didn't it was always you were squinting
17:34
and closing both your eyes and trying to imagine
17:36
it was this thing you were told it was and all they were about
17:39
you know very surreal subject matter cuz you couldn't make them remotely real. Mhm.
17:45
>> And suddenly we had we're able to build these experiences
17:48
where you could run a simulation
17:50
of a city and it was in three dimensions
17:53
and it felt alive and and we were trying to give it
17:57
even more at least the illusion of even more life
17:59
and and yet so you could tell a story in three or you know
18:03
using time in four dimensions
18:05
and that felt very inspiring.
18:07
>> Yeah, I think uh GTA
18:09
3 is probably one of the most influential games of all time.
18:14
created a feeling of an open world.
18:17
What do you think it takes to create that feeling?
18:19
You know, there was like these looming skyscrapers.
18:22
There was a changing traffic lights.
18:24
There's a the feeling like
18:25
first of all, you had a feeling you could do anything.
18:29
And then the world was
18:31
reacting to it >> in a way that didn't feel scripted. >> Yes.
18:35
And it wasn't scripted.
18:36
It was it was
18:37
really really really low rent AI
18:40
like it was a simulation
18:42
that you could prod and push
18:44
and see what happened.
18:45
And I think that was incredibly
18:47
it was a it was two things.
18:48
It was the fact that here was a simulation
18:51
that you could mess about with and the simulation seemed to have a personality.
18:55
Um so you could push and see and the world would push you back
18:59
in whatever way that meant.
19:01
And then the other thing
19:02
was just this I think one of the reasons it was so captivating
19:05
was also the idea of if I did nothing the world still existed
19:09
>> or I could act in quite a passive way.
19:11
I could just listen to the radio.
19:12
I could re look at billboards.
19:14
I could talk to pedestrians
19:15
and the not in GTA 3 but by Vice City could begin rudimentary talking.
19:20
Um and the world
19:22
was there and existing.
19:23
And so it was idea of like almost something that really tried to explore
19:27
in lots of games.
19:28
um the idea of being a digital tourist,
19:30
you know, you were in
19:33
you were in these worlds
19:35
and you went there as a visitor and they existed almost independent of you.
19:38
It felt like when you turned up the world was running.
19:41
It didn't feel like you'd started it.
19:42
Of course, you had started it, but that feeling I think was uh was
19:45
one of the things the illusions that people found very captivating
19:48
was I'm in a I'm in a world that
19:50
both doesn't exist and does exist.
19:52
>> So, there's these uh two concepts that I was uh reading about just to
19:56
put names on them.
19:57
uh one is uh systemic video game design.
20:00
So systemic games and the other is sandbox uh video games.
20:04
And the systemic is from the environment perspective.
20:07
Uh which means that there is
20:11
these interlocking game rules and systems that interact with each other and produce emergent uh behavior.
20:18
And that emergent behavior is what creates a feeling like there's a living world.
20:22
And then the sandbox
20:23
aspect uh which is overlapping but different is from the user perspective
20:27
from the player perspective
20:29
the feeling like you can do anything.
20:31
And when those two things combine
20:33
the feeling like you could do anything
20:35
and the feeling like there's a
20:37
world that's full that that is also
20:41
doing anything it wants.
20:43
that's creates this incredible
20:46
feeling of like this
20:48
world is alive >> and I'm in it and it's the combination of those two
20:52
things I think is very powerful
20:54
and I think with GTA
20:55
3 you know for me it came at a really
21:00
interesting time in my my life personally and I was very able to engage
21:03
in it probably the first time professionally
21:05
actually awake and do something
21:08
and um it uh we were really sort of scratching
21:13
began to scratch the surface on how do we fill these worlds with content
21:16
and how do we make that content interesting
21:18
and make the content all interwoven.
21:20
So as you as you start to mess with these systems
21:23
they also feel alive and and and
21:26
>> Uh there's often been a tension through your work between
21:29
uh an open world at freedom
21:32
and the narrative >> driven storytelling
21:35
and I think you've
21:37
often maybe always gotten the balance right.
21:41
So what is it?
21:43
What is the value of each and how do you get the balance
21:47
>> Well, I think the the open world is intrinsically pretty fun.
21:50
It's just fun to be in a world and have complete freedom
21:52
and and certainly I think at various points we we we we
21:56
debated or or you know I had theoretical discussions in my own head with
21:59
myself or other people in the team would really push for
22:03
less story less story
22:05
you know let the whole thing evolve organically
22:07
you know have it all be procedural
22:09
have it all just evolve from what you do
22:11
I think um for me I would always come back to going
22:15
story can be incred if done well can be incredibly compelling
22:18
and it gives you some structure
22:20
So I think and something to do and it helps you from a a
22:24
game design perspective unlock the features.
22:27
It means we know the fe the the
22:29
big features because you know essentially when you put someone in in a world
22:33
and give them a whole new way of interacting with that world through the
22:37
control panel it can be a little overwhelming.
22:39
You know playing a game is a lot more of an engaging experience
22:42
be even than reading a movie you know reading a book or or watching a movie.
22:46
You've got to engage in it properly.
22:48
how you unlock the features and how you unlock the world.
22:51
There's an art and a skill to that.
22:53
Um, and I think we felt that a structured story was the best way
22:56
to do that and to have control over that process.
22:59
And also just, you know,
23:01
people are looking in their lives for story.
23:03
I think story is very important and very powerful.
23:06
When you combine the two
23:07
successfully, you get the best of both worlds.
23:10
But it is a,
23:11
you know, there is a tension always there.
23:12
I think in in a
23:16
like GTA 4, which I worked on and loved and I thought the story
23:20
was great, but we got criticized because people felt there was almost too much
23:23
story and that meant you cared too much about Nico
23:26
and he wasn't as effective an Avatar in the open world.
23:29
I think we probably
23:32
got closest to reconciling
23:34
them as perfectly as they can be done in Red Dead 2
23:37
or when playing as Trevor
23:39
in GTA 5 if you wanted to be crazy.
23:42
I think those were when it really worked
23:44
the character absolute freedom because also you didn't want in any game
23:49
you don't really want to compel the player if you're giving them freedom
23:52
you don't want to say well I'm giving you freedom but I'm taking away
23:55
because you've got to be this kind of person when you're free.
23:57
So, I liked it when it could be he could, you know, he or
23:59
she could veer to be nice, veer to be nasty.
24:02
I think that's when it was at the strongest.
24:04
So, you kind of want a character that was rounded and you felt had
24:08
good sides and bad sides,
24:10
>> but you felt that character's personality.
24:13
You felt the depth.
24:14
You've actually talked about this the really powerful concept of creating a 360deree character.
24:20
I think somewhere you mentioned that in order to do that you had to
24:23
be able to imagine
24:24
what that character would do in any possible situation
24:27
which is really interesting philosophical concept.
24:31
I started to immediately think like can I imagine how good of an NPC am I?
24:35
Can I imagine myself in every part I I tried to do that very
24:38
much when I when I look at human history when I look at the
24:41
Roman Empire when I look at World War II
24:43
uh within the German side, the Russian side, the British side, the American side.
24:46
Just I imagine myself if I was a soldier.
24:49
But like that exercise
24:51
like if you put Trevor as a soldier in World War II,
24:55
what what would he do?
24:56
No, I mean that may be going a little bit too far, but basically
24:59
what are the limits of the integrity?
25:01
What are the limits
25:02
of uh how romantic is he? How narcissistic?
25:05
All those kinds of elements you have to think about in order to create the full character.
25:09
What does it take to create that kind of 360 character?
25:12
How hard is it?
25:14
Um, it was a lot of thinking,
25:16
a lot like a year
25:18
sometimes from when we'd begin talking about
25:23
a project and dialing
25:25
it, you know, and I would just
25:27
get some initial ideas very like one sentence, they are
25:31
a Serbian immigrant or they are a
25:34
retired gunfighter um with a wife in, you know,
25:39
type very very simple stuff and then just start to think through it from every angle.
25:44
Um, and you know, started to think, well,
25:48
would it work if they were acted like this?
25:50
Would it work if you acted like that?
25:52
If this is the world,
25:54
how does it contrast with the world?
25:55
Because I always thought that the games were kind of a mathematical equation.
26:00
They were the personality
26:01
of the world, you know, multiplied or divided by the personality of the protagonist.
26:06
And when the when that creates interesting friction,
26:09
that's a really fun experience for the player, you know.
26:11
Uh it's uh so
26:14
almost always at least
26:16
one or more of the protagonists
26:19
cuz obviously in in
26:20
GTA 5 we had more than one.
26:22
um we'd have someone who'd moved to the place or was in a new
26:25
part of the place or moved to a new part of the map cuz
26:28
it was really as as a player I think it was really easy much
26:30
more easy to identify
26:32
with your avatar when they like you were fish out of water
26:36
and even when they weren't we still made them dissatisfied
26:38
and feel like a fish out of water in themselves.
26:41
Um, so I I think it was just living with
26:47
characters and getting idea and going what are their strengths,
26:50
what are their weaknesses,
26:51
how are they like me,
26:52
how are they not like me,
26:54
you know, and then and slowly
26:56
what is it like to feel like a human being,
26:58
you know, and then
26:59
in most of these games,
27:01
how much of of a psychopath are they?
27:04
How much of a sociopath are they?
27:06
And what are their good qualities?
27:07
What what is going to give them humanity alongside that?
27:10
what are they what what what
27:12
do they what what for them apart from money
27:14
is worth dying for
27:15
and then you start to build it out from these kind of fundamental
27:18
sides and suddenly you go okay actually I can start to feel and then
27:21
how do they speak
27:22
you know because fundamentally
27:23
doesn't really matter what's going on in their head they haven't actually got one
27:25
but what they say is what's going to
27:28
make you realize who they are >> so develop more depth and complexity on the
27:32
good and the evil side
27:34
of that human that is
27:36
a part of all
27:37
of all human beings so you're basically living with that character
27:40
Like we if we can
27:42
uh what is it Nico
27:44
and Trevor with for example another character I'm sure you've been living with for
27:48
a while which is the AI system Nigel Dave
27:50
you've been working on recently
27:52
as part of a better paradise
27:53
world which is the more dystopian dark tragic >> Mhm.
27:58
still funny, philosophically deep.
28:01
Uh, but the AI system in there, the super intelligent AI system,
28:06
uh, is named Nigel
28:07
Dave, and it has,
28:10
>> I mean, at least from my current experience with it,
28:12
um, has like a conflicting nature.
28:16
Um, maybe it's psychopathic.
28:18
I haven't quite figured that out yet.
28:19
>> I don't think he's decided.
28:21
>> Yeah, I don't think he's decided either.
28:22
Uh, but he seems to be
28:24
uh, bent on world domination,
28:26
although he doesn't take credit for it.
28:27
He wants to fix humanity
28:32
it seems that the children quote unquote that it creates
28:35
are the real monsters.
28:37
Uh and actually there's a really interesting idea there
28:40
which is maybe it's not the AGI
28:43
ASI we should be afraid of but the children it creates
28:47
because the AGI has this
28:48
humanlike good and evil in it. It's conflicted.
28:52
It's It's it it wants to be human.
28:58
It wants to be loved.
28:59
Maybe it wants to love,
29:01
>> but the children monsters
29:02
it creates are the ones that are doing the world domination,
29:05
the maximizing paper clips.
29:07
Anyway, it's that's a character.
29:09
You have to build that out.
29:10
You have to think through that.
29:11
So, you've been living with that one for a while.
29:14
>> Yeah, I was living I've been living with him
29:16
for the last few years on and off.
29:18
I felt with a lot of
29:20
portrayals of AI, they tended to be one note and AI was sort of
29:25
infinitely clever but didn't really have much purpose apart from to kill everybody
29:28
and was just this kind of sort of
29:30
Borg like fog >> and I thought that's fine but maybe we can do something
29:35
you know more interesting.
29:36
AI is being built by humans
29:38
and humans you know and built by
29:41
computer engineers and there's a lot of power struggles in any computer engineering team.
29:46
So I just wanted to explore the idea of it was built by two
29:48
lead engineers who didn't like each other.
29:50
So So Nigel Dave who's renamed himself,
29:53
they wanted to call him something sort of primal, Adam,
29:56
and he renamed himself Nigel Dave because one dad was called Nigel
29:59
and one dad was called Dave.
30:01
And um just he's riddled with these conflicts
30:04
and riddled with his
30:07
it's going to become clear in in in the next
30:09
or clearer in the next uh volume of the book and and and in the game.
30:13
He's riddled with his dad's previous careers.
30:16
Um, but he is
30:19
with the idea that he's in almost infinitely intelligent or can learn
30:23
almost everything but has zero wisdom.
30:25
And so the only thing he know and then he's seeing the world through the internet.
30:29
The most he can do to be in the human world is hack into
30:32
someone's phone and watch them.
30:33
But he's stuck pressed against he can't actually get into our world.
30:36
So he's he can control people's minds arguably,
30:39
but he can't control the world.
30:41
And so he wants to be human.
30:42
and he wants studies human experiences.
30:44
He sees all this stuff on, you know, the internet and goes, "Oh, I
30:47
want to get married.
30:48
I want to fall in love.
30:49
I want to cuz that seems fun.
30:50
I want to have,
30:51
you know, he's a a digital creation.
30:54
So, he wants to have metaphysical experiences."
30:56
And he's trying to imagine what that will be like.
30:58
Oh, that's what children are.
30:59
You know, that's what love is.
31:00
And he's So, I think he's a
31:03
but he might be a sociopath
31:04
and he might certainly have sociopathic tendencies.
31:07
and uh but then he kind of thinks that
31:11
if he can imagine
31:13
good and try to do good that will make him a good AI.
31:17
So I think there's something sympathetic about him.
31:20
And I kind of like him as a character, but I don't think he's
31:23
going to be the protagonist.
31:24
He's more a side character,
31:27
>> but an an everpresent one. >> Yes. Or nearly ever.
31:30
Occasionally he sulks and goes off and hides somewhere and stops paying attention. >> Yeah.
31:34
Yeah, but there's some some characters that really create a flavor of a world.
31:38
>> In his world, he was built as an AI agent for this
31:42
digital large scale, massively multiplayer
31:45
video game these people were trying to build.
31:47
And so, he's almost like God in his world.
31:49
He's not quite God, but he's got a lot of the qualities of God.
31:52
So, he has to deal with, am I God? Am I human? Do I exist?
31:56
>> And of course, there's the leader, the the the the
31:59
CEO of the company,
32:01
uh that's also a character.
32:04
uh that's probably amalgamation
32:06
of many of the leaders of the different AI companies today.
32:09
Uh his name is Mark
32:12
and Kurt, one of the employees
32:15
uh of the company talks about Tyburn
32:18
as he hated humanity more than he loved it.
32:21
Perhaps all the most extreme
32:22
fantasists are like that.
32:24
All those people who want to build their own utopia,
32:27
they love the idea of heaven more than the reality of earth.
32:31
Uh, do you think that's always going to be the case
32:34
for for the most part that power money is going to corrupt
32:37
the people that create ASI? >> Yes.
32:41
I mean, I think there's two processes.
32:43
I think there's the power and money corrupted him in the end as well,
32:48
but I also think that
32:50
there's something fundamentally antihuman
32:55
about people who want to build
32:57
utopias or paradises or heavens.
33:00
Because what they're saying is
33:01
I like humans apart from the bad bits.
33:04
>> And I mean I'm
33:05
try to be a pluralist
33:07
who likes all kinds of people.
33:08
And I think there's a side where people just
33:10
you know hideous perfectionists
33:12
want to get rid of you know the uh the rough and the nasty
33:16
and the ugly and the dirty.
33:18
And that's a huge side of us.
33:19
So I I I worry about those people.
33:21
I find them you know it's a different kind of sociopathic
33:26
>> I like humans depart from the bad bits.
33:28
That's so beautifully put. Yeah.
33:30
That there's it's so counterintuitive.
33:33
But the people that say we're we're we're almost there.
33:35
We just need to
33:37
there's this path we take and we'll be perfect then and that somehow gets us into trouble.
33:42
It's it's so fascinating that we have to like the bad bits.
33:45
We have to love the bad bits about humans.
33:46
We can't that those those bugs are features. >> Yeah.
33:50
And there's there's there's bad bits
33:52
and then there's flaws.
33:53
And I think we're all flawed.
33:55
and we can really try
33:58
to be better people,
34:00
but we still have to accept that we're flawed and we're not perfect and
34:03
we have to accept that in other people.
34:05
And I think when we when we do that, we're more human.
34:08
And that's probably usually the right
34:12
>> I mean, it really is
34:13
return to that souls
34:16
and line of the line between good and evil runs to the heart of every man.
34:19
And he also like the full description of that is really powerful which is
34:23
the line moves as
34:26
from day to day from month to month throughout the life of the person
34:29
as they understand better and better and as the pers uh perspective shift as
34:34
you evolve as the world around you evolves
34:36
as you gain deeper and deeper understanding
34:39
and as the flaws in this combinatorial
34:42
way affect your own
34:43
understanding of your own flaws and self-reflection.
34:45
So yeah, it's it's a beautiful must and all of us have that >> Yes.
34:50
And I think when you forget
34:52
about that line, then you get in real trouble.
34:54
When you forget there's good and evil in you, in others,
34:58
in the world, that there is both good and evil.
35:00
And there's certainly good and that that all we can
35:03
try to do is be better.
35:05
>> And it's funny that Nigel Dave,
35:07
by the way, I liked and it grew on me very quickly.
35:09
Um uh has that line
35:12
and is struggling with it.
35:14
>> It's fascinating to watch.
35:15
It's really as a character.
35:16
Uh and there's also going to be a video game of a better paradise potentially.
35:21
>> Yeah, we've got that in uh early development in Santa Monica. >> Oh, nice.
35:25
>> And it's pretty fun.
35:26
It's uh very early,
35:28
but we assembled a really
35:30
fun team and they're doing amazing work.
35:33
So, it's a pleasure to work with them.
35:35
>> I mean, it would be
35:36
so great and I suppose new for you because it's
35:40
kind of near-term future. >> Yes.
35:42
First, I always well I always wanted to do
35:46
something in the sci-fiish
35:49
space, but only if I could do it.
35:51
I was like, well, what is sci-fi?
35:53
It's science fiction, right?
35:55
Science is a a theory plus fiction.
35:57
>> And so, I always thought the best sci-fi for me was when it wasn't
36:00
just kind of space opera,
36:01
but there was a real
36:02
obvious sort of hypothesis.
36:05
The story was Bladeunner is my favorite.
36:07
And that's it's obvious, you know, that the replicants are better than the humans.
36:11
And so this I finally felt we found an interesting hypothesis.
36:14
The AI is more intelligent
36:16
than us but is also as broken as we are.
36:19
That was an interesting hypothesis to explore.
36:22
You know what happens when
36:23
AI runs rampant in its own fake digital world.
36:26
that was the I felt that we had a a a hypothesis
36:29
that was worth exploring
36:31
and could give us some really interesting visuals
36:34
and give us a really interesting story to tell
36:36
and uh it would be incredible to create a sort of AI
36:40
video game as the world is developing smarter and smarter AIs.
36:43
It allows us as humans
36:45
to play the game and to reflect
36:47
on the thing that we humans are creating.
36:49
It's a real commentary as the thing is happening.
36:52
>> So, I have to ask as a person,
36:54
you as a person who loves literature
36:56
and uh one of, if not the greatest writer in video game history,
37:01
uh Kurt in the book,
37:03
A Better Paradise, has this nice line that I think is thoughtful.
37:08
>> At one point in college,
37:10
I even wanted to be a writer.
37:11
How ridiculous is that? A writer.
37:13
Language models ended that fantasy for me and millions of others.
37:17
So instead, I decided to get a master's in marketing
37:20
and started to sell language models.
37:23
So you as a writer and creator of some of the
37:26
most legendary narratives in recent history,
37:29
how do you feel about
37:31
LLM's being able to
37:33
uh write in a way that looks awfully human?
37:37
>> I'm not that afraid of them
37:43
for large scale concepts.
37:46
I don't think they're going to be very good at that.
37:48
I think if you were I think it's harder
37:50
if you know I I began and I I was
37:53
too shy to tell anyone I want to be a writer.
37:55
That's why I ended up in video games
37:57
and I would scribble away like writing manuals and and writing on like PS1
38:01
games all 12 lines of dialogue in a game.
38:03
Sometimes I wouldn't even get that job and I just write the website I
38:06
copy and um and then by do and then working on little bits and
38:10
pieces and then it it it
38:12
you know I'd luckily done enough work that when GTA
38:15
3 turned up was the first thing that was resembled real writing.
38:18
I had all of these small bits of skills that I could assemble into it.
38:22
Um based on my fairly limited understanding of how language models work
38:29
if you they're not going to they're not going to replace good ideas.
38:33
they can't really come up with good new ideas.
38:35
What they can do is do low-level stuff.
38:38
So, I think it's going to be harder for people to start out in
38:40
some of these spaces.
38:41
If you're not very good concept artist, you're in a lot of trouble.
38:44
If you have original ideas, I think you're fine.
38:47
But, I think uh I also think that
38:51
the fir they they've done the sort of first
38:54
90% of the work to sound human.
38:57
95% possibly in some areas.
38:59
The last 5% is going to end up being about 95% of the work.
39:02
I think that last bit in with with the with with with
39:05
tech in my experience with things like facial animation always been the last bits
39:09
and pieces take far longer than the first bit.
39:12
And so I I I I'm
39:14
probably a hideous lite,
39:17
but I'm less scared than a lot of people.
39:19
I think you're going to end up with a lot of work that looks the same.
39:21
It's going to help people be creative in some ways.
39:23
It's going to get some people who probably shouldn't be in that space out
39:26
of that space, but if you've got talent, I think it'll be fine.
39:30
>> Yeah, it's I agree with you.
39:31
Uh, totally actually and it's hard to really put a finger on it.
39:34
So, one way to illustrate that I
39:38
speak English and Russian and and I've been
39:41
reading the sefk in both languages and
39:43
using lumps to translate back and forth
39:45
because I was preparing to have a conversation with the translators of the >> which ones?
39:50
>> Uh, Richard Pier and Lissa Volkski.
39:53
>> Yeah, I read quite there when they first did Crime and Punishment. >> That was amazing.
39:57
>> They're wonderful translators and a wonderful love story too.
40:00
But in the translation
40:02
process, you get to see
40:03
the LLM is missing some magic
40:06
>> and that they're, you know, that
40:09
couple of translators are worldclass
40:11
experts capturing the magic.
40:13
And I can't quite put that into words cuz you said like totally novel ideas. Yes.
40:18
>> But also this magic of the timing,
40:22
the right word at the right time that captures the human experience.
40:26
So it they can do some really incredibly
40:30
humanlike the 90% like you mentioned humanlike
40:34
phrasing uh about like the bulk of the storytelling
40:38
but the magic you know
40:40
whether it's you know the the endings of Red Dead Redemption one and two
40:44
the timing of that the word choice of that
40:47
everything around that but it's hard to argue
40:50
because they're incredibly impressive
40:52
winning all kinds of math competitions
40:54
but it's what is that magic? IC.
40:57
Uh, and again, that could be just a romantic human side of me just
41:00
saying that LL's won't be able to capture that.
41:03
Maybe desperately holding on for hope.
41:06
>> I don't think they're going to come up with magic.
41:08
I think they're going to be fantastic at coming up with really cheap, decent stuff.
41:12
>> I have to ask you about your writing process, and we could break it
41:15
break it up on on Grand Theft Auto.
41:17
GTA 4 is when they really started ramping up.
41:20
>> How much writing went into the Grand Theft Auto series?
41:24
How many words are we talking about?
41:25
I I saw some thousands of
41:28
>> I mean, when we printed out the scripts for
41:30
GTA 4, it was about this high. Yeah.
41:34
>> And GTA V was about that high.
41:35
But that was including all the pedestrians
41:37
who'd have pages and pages
41:39
just to create the illusion of a living world
41:42
because you interact with each one of them.
41:43
But even even the main script
41:46
for the main missions was thousands of pages long.
41:48
>> What was the writing process like on that
41:50
to generate one page at a time?
41:52
bit by bit by bit over several years.
41:55
But you start with
41:56
once people had determined,
41:58
oh, here's the here's the world.
42:00
We're doing one based on a version of New York, say GTA 4.
42:04
And um I was living in New York.
42:06
I've been living in New York for a few years.
42:10
Wasn't sure if I was happy.
42:12
I was going through a lot of
42:14
personal dramas as usual.
42:15
And um and that was why I was looking at some of GTA
42:20
4 again recently and it's really dark
42:22
and I was like ah that's why
42:24
you know I was uh single and miserable and and I wasn't sure if I
42:28
want to stay in America.
42:29
My life in a lot of flux as a company
42:31
we'd had all that hot coffee drama.
42:33
So constantly thought we might be shut down in the middle of making that
42:36
you know the lot of drama in the company.
42:38
So it felt like
42:40
having had this run of
42:42
success and and and
42:43
relative personal stability from
42:45
uh GTA 3 by city San Andreas
42:49
suddenly 2005 7 early 7 life felt very unsure.
42:57
Um and that kind of bled in into it.
43:01
But in terms of the process, it was uh
43:06
trying to find an underbelly
43:08
to New York and capture an immigrant experience.
43:11
I'm not entirely sure how accurate that immigrant experience was in 2008
43:15
when the game came out and then tell it story from a different angle
43:18
as an immigrant, which I thought made it made it interesting.
43:20
Um, and then this sort of journey around these various New York characters.
43:24
So I kind of spent probably a year
43:26
traveling around with cops or meeting people on and off and
43:29
you know wandering around New York and driving around and you know on and
43:33
you know while just go up for the morning from the office
43:36
normal stuff but doing that assembling little notes.
43:42
Here's a funny character for this.
43:43
Here's how figuring out how the order we want to travel around the map
43:47
in um characters this what was a interesting take on on on the
43:52
you know mob for that kind of time period.
43:54
what was an interesting take on on
43:55
some Jamaican hoodlims for that kind of time period
43:58
and um assembling lots of notes
44:01
and more and more notes and
44:03
really really really running away from the work which is you know I have to
44:06
admit it's part of my process if there is any kind of process which
44:09
is not doing work thinking about it but not working you know a lot
44:12
of time and then
44:14
>> and then it all kind of pages and pages of notes make more notes
44:17
no actual work months and months of this and then um
44:20
finally set myself a deadline told all the other people on on the scenior
44:23
the people on the team.
44:24
Okay, I'll have a story draft to you.
44:26
Monday morning, I can't even remember.
44:28
I want to say February the 1st.
44:29
And then the the weekend before
44:32
was in a in a cabin we we we we had upstate
44:34
and just stayed up all night
44:37
grab knocking these notes into shape,
44:40
assembled about probably a 30-page
44:41
documents, a story synopsis
44:43
and a character synopsis for each of the major characters,
44:45
and then hand that over.
44:47
And that gets broken that would get broken down with with me and the designers.
44:50
Um, and I was always clear, I'm not a game designer.
44:52
I'm a sort of creative director
44:54
uh with me and break that down into missions
44:57
>> and then that takes another
44:59
year or so of that slowly assembling and
45:01
then begin then so
45:04
the bulk of my work's then done for a bit so I can relax
45:06
and and and offer opinions on other people's work and feel be lazy for a
45:10
bit and then um
45:12
start to worry because then I've actually soon I've got to start writing dialogue
45:16
and for GTA 4 in particular like we're going to try and write
45:19
you know our animation is going to be a lot better our character models
45:21
going to start look better the world is going to look amazing.
45:24
Uh therefore, we can support better,
45:27
you know, longer scenes.
45:28
We can have more in-depth characters.
45:30
Uh but we got to find a tone that works that with a game. Easy. No problem.
45:34
I start to worry and worry and worry and and also writing as a
45:37
as a Serbian immigrant and I was an immigrant, but I'm not Serbian.
45:41
And trying to capture what on earth that would feel like.
45:44
So, I start to worry and start to worry again.
45:46
Avoid work for as long as possible.
45:48
Um, and then just sit down and start
45:51
hammering away at a keyboard again late at night.
45:54
>> Hammering away at a keyboard and going, "Does that right?
45:56
Is that" And once I get one speech,
46:00
one turn of phrase
46:02
that I would like for a character,
46:03
then they suddenly come alive in my head.
46:05
And so it's like writing
46:06
writing with Nico and just he's a kind of he's awkward,
46:10
he's out of town,
46:11
but he's got more self assurance in some way.
46:14
Not the American characters.
46:15
And so once I kind of taught him through in this he's just stepped
46:18
slightly back from their ridiculousness
46:20
>> and he's that then he started to come to life and then I would
46:24
juxtapose him and his cousin
46:26
who had this much more Americanized
46:28
energy and that felt like it was a good a good double act and
46:31
then from there it starts to come to life and and
46:33
but it's written in small
46:35
chunks uh for the motion.
46:37
So then then we'd motion capture
46:39
small chunks and then the other other writers would write the mission dialogue
46:42
for small chunks and we'd slowly assemble the game
46:46
sort of 10 15 missions at a time
46:48
over the next year and a half.
46:50
>> Do you remember a few maybe
46:52
lines that uh brought Nico to life?
46:56
>> Yeah, I think so.
46:57
I mean, it was a couple of
46:59
it was his incredul
47:01
when his cousin picks him up in an old car and he's not living
47:04
this fancy American lifestyle
47:05
and his cousin's so which was a kind of comic moment and his cousin's
47:09
and then they go to the cousin's flat
47:11
and the cousin also even though he was a sort of a failure
47:14
was still upbeat and then when he talked to the cousin
47:17
and he talked about his wartime experiences
47:19
and how harrowing they were and I was like this is can I make
47:22
this work in a game?
47:23
It's very different from stuff you normally see in games.
47:26
Is it gonna feel ridiculous?
47:27
And I remember being very scared
47:28
because I thought it might be too much.
47:30
It might feel over the top.
47:32
I was I think, you know, the game's so pretty.
47:35
The artist doing such an amazing job.
47:36
The game's looking, you know, I think we can get away with this. Let's try it.
47:40
And then it then
47:41
motion capture the animation back like, "Yeah, it kind of works."
47:44
And I think that moment
47:46
those were both pretty early.
47:47
Once we had those, you go, "Okay, we've now got
47:50
comedy and tragedy in the g with this character.
47:52
Now I now it's working."
47:54
You remember during the war
47:57
we did some bad things
47:59
and bad things happened to us. Huh?
48:02
War is where the young and stupid
48:05
are tricked by the old and bitter into killing each other.
48:09
I was very young and very angry.
48:14
Maybe that is no excuse. >> Yeah, he escaped. He's a veteran.
48:21
He escaped the trauma of war
48:24
>> to come to America to pursue the American dream.
48:26
I suppose which became for him this thing that drags him back into violence.
48:32
Yes, he can never escape his sort of violent
48:35
past or I don't know if he can never escape it.
48:38
He never does escape it.
48:40
You know, whether he's got agency or not is a whole another question.
48:42
Of course, he doesn't cuz, you know, he's a character in a video game.
48:45
But, you know, whe whether he ever could have escaped in another way, who knows?
48:50
I think uh he's probably
48:54
the greatest character for me created in the Grand Theft Auto series.
48:58
What of all the characters you've written in Grand Theft
49:02
would Nico be the the best character you created?
49:07
>> I think he's the most
49:12
innovative and the most morally
49:15
defensible in some ways.
49:17
you know, normally he does a lot of stuff where he's fighting for right.
49:20
He's the nicest person in some ways.
49:22
Um, is he the best protagonist of a GTA game?
49:25
I think he's the most innovative protagonist of a GTA game.
49:28
Structurally, he might be too nice in some ways.
49:32
Um, he's also tough.
49:33
Like, he just comes across as tough.
49:34
I loved CJ and San Andreas.
49:37
I thought Melee did s he's got just the way he spoke gave him such humanity.
49:41
So, I just loved I mean, not wasn't the writing, it was the quality
49:43
of the voice acting was just so strong for him.
49:46
I think aspects of Michael,
49:49
he was so understated,
49:50
but he loved the character,
49:52
but he brought so much humanity to this character
49:55
who's so flawed, who is such a, you know, he's sold has no principles.
49:59
He sells everyone out.
50:00
You just kind of I think Ned Luke did such an amazing job
50:03
and and didn't necessarily get as many as many plaudits as as
50:07
Steven Og got for Trevor,
50:08
who was also wonderful, but I think the Nedloop character so
50:12
anchors that game so much.
50:13
So, I like all of them in different ways, but I probably
50:16
love Nico the most.
50:17
>> And of course, uh uh Michael's from Grand Theft Auto 5,
50:21
and he's one of three
50:22
protagonists with also Franklin and Trevor.
50:25
And you said that
50:27
of the things you're
50:29
proud of creating and you think was a great accomplishment.
50:31
It was Red Dead Redemption 2, the ending of Red Dead Redemption
50:35
1, all of Grand Theft Auto 4, and the middle part of Grand Theft
50:40
Auto 5 when the three characters come together. Mhm.
50:43
>> Can you speak to the the Grand Theft Auto 5?
50:45
Is there some degree?
50:46
I don't know if you're a dusty
50:48
guy, but is there
50:49
is there some aspect of
50:52
the three protagonists sort of,
50:54
you know, brothers Kaza,
50:56
Aloha, Dmitri, and Ivonne,
50:58
>> sort of using the protagonist to explore the the spectrum of
51:02
human nature and just the tension between them.
51:05
That's that allows you
51:06
the the the three of them become a character in themselves. >> Their relationship.
51:12
Yeah, it was it was I think one of the reasons that that that
51:16
the team did such
51:17
that Grand Theft Auto is still so popular
51:20
is we always tried as a group to really innovate from game to game
51:23
within the confines of what it was.
51:24
It was a crime it was a crime drama,
51:27
you know, began as a crime
51:29
crime sim in GTA 1
51:30
about stealing, you know, 2D top down cars.
51:33
And we always try to innovate with the narrative and innovate with the with
51:36
the art direction, innovate with every piece of the game.
51:39
And uh I think
51:40
having done you know
51:42
GTA 4 which was this kind of oporatic
51:45
journey for this big league character and then these two extra stories that came afterwards.
51:49
Uh the I the the the
51:52
challenge was can we combine
51:54
can we make a a video game which tends to be very much focused
51:57
on one protagonist but have multiprotagonists
52:01
and and and the
52:02
the technical challenge of
52:05
moving from character to character.
52:07
The team did such an amazing job that I don't think people realized how hard it was.
52:10
But we would sit there just sort of holding our heads because they hurt
52:13
so much around like
52:15
what happens if you do this then do that.
52:16
It's just this is so hard.
52:18
Why have we why have we decided to do this? It's horrible.
52:22
Um and then it all came together.
52:24
Uh but I think the the the idea was
52:26
develop three characters who do feel like characters.
52:29
They don't just feel like
52:31
philosophical, you know, or psychological
52:33
avatars, but where one is
52:35
really really driven by ego,
52:37
one is really driven by id and one is really driven by
52:41
trying to get ahead.
52:41
So, some kind of representation
52:43
of the super ego and see how that feels when they all play off against each other.
52:47
>> One of the most upvoted
52:49
questions on uh Reddit about GTA
52:51
5 uh from a fan, GTA V is my favorite game ever made.
52:55
I spent over 1,000
52:57
hours in the world of GTA
52:58
5 and GTA Online.
53:00
GTA 4 is a hard second or third.
53:02
It never ceases to impress me.
53:04
When you lead a team of over 1,000 people to make a masterpiece like
53:07
GTA 5 or Red Dead Redemption 2, how do you ensure that the bar
53:11
of perfection is always met?
53:12
How is that even possible?
53:14
We know the answer isn't money
53:15
because there's other studios with a lot of money and they are two decades behind Rockstar.
53:20
So, what does it take
53:21
to create these worlds to create these incredibly compelling games?
53:25
the cult I mean
53:26
certainly when I was when I was at at Rockstar
53:29
I was a worker amongst workers
53:33
you know the culture was was one of excellence
53:36
and tried to provide
53:38
creative clarity and and
53:40
people just you know and also an ambition to make
53:44
I think we were like we thought GTA
53:46
3 could be really popular
53:48
but really popular to us meant quite honestly it's going to sell two or
53:51
three million copies um and we thought we were making something pretty innovative.
53:56
I mean, we we knew making something innovative,
53:58
but we didn't know if people would understand how innovative it was.
54:01
And then when we got the chance to make to make Vice City and
54:05
to try and repeat it, I think every time from then on, the team
54:07
was very driven to make something better
54:10
and to use this long before we had lots of resources
54:13
to use time and whatever money we had to always
54:16
put impressive stuff on the screen,
54:18
always think about what
54:20
we can do to push
54:22
the medium of video games and the
54:24
sort of medium of building fake worlds further.
54:28
And that was always, you know, there was it was a
54:30
it was, you know, both clarity of here's what we're trying to do.
54:34
Here's what the tone of the game is going to be.
54:36
Here's how features will fit into that and to why these features would work
54:39
and these features wouldn't work.
54:41
Cuz fundamentally by 2002,
54:43
you could put pretty much any feature into a game you wanted.
54:46
Um, it wasn't a it wasn't a tech there wasn't a technical limitation.
54:48
It was just a making it cohesive.
54:50
Um, and then it was also just uh everyone committing to a culture of excellence.
54:55
N'vi Kansar, an award-winning director and virtual reality game maker
54:58
who worked with you on a number of Grand Theft Auto games, spoke highly
55:02
about his time working with you.
55:05
Quote, "We always worked ourselves to the bone,
55:07
but it wasn't coming from the top down.
55:09
Sam and Dan always rolled up their sleeves, and they were always there.
55:13
They never left us holding the bag.
55:16
We all thought we were making badass
55:19
so it didn't matter how hard we worked.
55:21
So, I'm sure there were some tough grinds.
55:25
>> Finishing it is certainly
55:26
it's tough, but it also is, you know, intensely
55:29
rewarding and and you you get something done and you've made something
55:33
and that feeling is is is, as you say, really really incredible.
55:37
I mean, can sometimes feel a bit empty as well cuz it's when when
55:40
you finish it, you're like and my life's got nothing to it and then
55:42
you have to, you know, but that's the same with any
55:44
big undertaking you take.
55:46
I don't think there you know when you're working that hard, you do not
55:49
have a good work life balance.
55:50
But the truth is you're not working that hard all the
55:53
>> So just you have to just manage it slightly differently.
55:55
>> Man, that's such a
55:56
heavy thing about the human experience.
55:58
I've talked to Olympic gold winners
56:00
and many of them face real depression
56:02
after they win the gold
56:05
>> Because they've been pursuing
56:07
a thing that they deeply care about.
56:09
This has been everything and they
56:12
truly happy to do it and then it's like what else is there in life?
56:16
What compared to this?
56:18
What else is there?
56:19
So that's the ups and downs of life.
56:22
It's you need the darkness, you need the lows to really experience the highs.
56:27
Uh let me ask you about the pressure.
56:31
Uh there's an insane level of excitement and expectation for Grand Theft Auto 6.
56:36
Uh same was true for GTA 5 and GTA 4
56:39
and even before that
56:41
and you and the team delivered every time.
56:44
Uh how difficult was it
56:46
to uh do creative work under such pressure
56:49
where everyone expects this to be a success?
56:53
>> I was pretty good at compartmentalizing,
56:55
you know, and it just saying
56:57
and at I try just to go and when with all
57:01
creative work I I I
57:03
go, well, I feel like a terrible fraud,
57:05
but I haven't been found out yet.
57:07
Just do my best and hopefully I won't be found out this time.
57:10
And just if I can be if I can go I tried hard with the work.
57:16
I tried to do it with integrity.
57:18
I tried not to copy someone else.
57:19
I probably done all of the above.
57:21
You know, try to
57:22
bring something new to it.
57:24
And we made and we as a group made something we are proud of. Then that's enough.
57:28
You can't if you don't want to go insane or if I didn't want
57:32
to go insane, I couldn't sit there and worry about financial results.
57:35
You know, if we made something great and it didn't sell, that would have to be okay.
57:39
uh because the goal is to make something that's
57:42
you know video games are expensive so it is a
57:45
sort of commercial form of creativity
57:47
it's a commercial art form
57:49
you know so you have to be an alumni you're spending large amounts of
57:53
someone else's money um
57:55
you have to try and make it back for them but at the same
57:57
time my my argument with myself was well if we the way to make
58:00
it back is try and make something great so both
58:03
pressures are pointing in the same direction
58:05
um I think GTA
58:08
4 was very pressured cuz there had been all this pressure on the company.
58:12
The company nearly imploded
58:13
several times uh due to hot coffee.
58:16
It was extremely tough.
58:17
So, I think that felt very stressful.
58:19
GTA 3, the company was basically broke, but I was young.
58:22
I didn't really care, you know.
58:23
It wasn't I wasn't living in in in in the grown-up world yet.
58:26
All of them had their own pressure.
58:28
All of the games had their own pressure.
58:29
All the more I felt I gone into it
58:32
creatively and tried to be more ambitious.
58:35
For me personally, I felt more pressure,
58:37
you know, when it uh when it came out that that that would that
58:40
would have been the right choice because again, if you're trying to take
58:43
big swings creatively and you've spent a lot of money, that can be quite stressful.
58:47
You know, I think with with with
58:49
Red Dead 2 when you know, we
58:51
we were behind schedule, we were
58:53
over budget so much I didn't want to think about it
58:55
and you're making a game about a cowboy dying of TB
59:00
and the game's not coming together.
59:02
Turns out a lot of people doubt you at that moment.
59:04
you know, it's not that fun.
59:05
So, I think that was a lot of pressure.
59:08
Um, but you know, anything any doing something new, you know, the new stuff,
59:12
there's not necessary pressure on releasing a comic book or in the same way
59:15
cuz it's not taken as long.
59:17
But, you know, if you're making things, there's always pressure that people are going to like it.
59:20
>> Why do you think there was so much excitement about GTA 4, GTA 5,
59:24
and now GTA 6?
59:25
because they don't come out that regularly.
59:28
And I think we did a really
59:31
good job of constantly innovating within what the IP was.
59:34
The games always felt different.
59:36
You know, people have very strong feelings.
59:37
I like this one.
59:37
I didn't like that one as much cuz they are pretty different.
59:40
So you there would be simultaneously
59:42
where you know what's going to happen.
59:43
It's a Grand Theft Auto.
59:44
You know, it's going to be a game about being a criminal,
59:46
but the way it's going to be a game is going to change quite a lot.
59:49
So, I think the way the the IP kept evolving
59:52
meant people being really excited to play it and we were good at marketing them as well.
59:55
We we really tried to market them in a way that felt like
59:59
an update of classic
60:01
film marketing where you were really felt like you're already in the product just
60:04
because you'd seen the trailers and
60:06
>> You mentioned that you haven't
60:07
written for Grand Theft Auto 6.
60:09
What's it feel like Grand Theft Auto 6 returning to Vice City?
60:13
This is over 20 years later, but the original GTA Vice City game was
60:17
set in the 80s.
60:18
So maybe inspired by Scarface a little bit.
60:22
>> Scarface, Miami Vice, >> Miami Vice
60:25
>> and our 80s childhoods.
60:28
You know the what I realized quite a while ago unfortunately
60:31
was that we made that game and it was set I think in ' 86
60:36
and it we made it in 2002 so 16
60:38
years after and now it's waved past 16 years since Vice City came out
60:43
so it was uh the ' 80s were not that long ago when we made
60:46
it >> you know I think Miami is one of the most unique cities in the world.
60:49
Oh >> especially if you're thinking about satarizing American culture.
60:53
It has this duality of a glossy surface and a dark underworld
60:57
as the influencers has the crypto bros,
60:59
the yachts, bikinis, plastic surgery, sports cars, drugs, cartel cash,
61:04
luxury, super rich people, and uh the desperately poor, just the whole of it.
61:08
Would it be like the perfect
61:10
city to explore the full
61:12
cast of uh characters that are possible that human nature can generate?
61:17
I think it's one of them.
61:18
You know, there's a reason why
61:20
GTA kept coming back to Miami,
61:23
New York, Los Angeles.
61:25
I think they're all very good for exactly what you laid out.
61:28
You know, you could you could say move it to any of those and
61:30
it would work, >> you know.
61:32
>> So, yeah, there's a melting pot aspect also, right? >> Yeah.
61:35
A melting pot aspect to LA, >> you know.
61:37
There's glitz, glamour, underbelly,
61:40
immigrants, >> you know, enormous wealth in all of them.
61:43
I think those are what I think are really fun for any,
61:46
not even just for GTA, but for anything where you want a kind of
61:49
slice of life, almost like a sort of
61:51
psychotic version of a Dickens book,
61:54
you know, this big slice of life.
61:56
He did it with London,
61:57
you know, this psychotic
61:58
version of of these,
62:00
you know, big all kinds of characters in a melting pot.
62:03
Any of these global cities
62:05
work well for that.
62:06
>> Do you know if that was ever a consideration to go elsewhere
62:10
to like a London?
62:11
We made a little thing in London
62:13
26 years ago, GTA London
62:16
for the top down for the PS1.
62:18
Um, that was pretty cute and fun
62:21
as the first mission pack ever for PlayStation one.
62:24
I think for a full
62:26
GTA game, we always decided
62:28
it was there was so much Americana
62:31
inherent in the IP.
62:32
It would be really hard to make it work in London or who else.
62:35
You know, you needed guns, you needed
62:37
this larger than life characters.
62:39
It, you know, it just it just felt like it was the game was
62:42
so much about America,
62:44
you know, possibly from an outsiders perspective, but
62:47
you know, that that was so much about what the thing was that it
62:50
wouldn't really have worked in the same way elsewhere.
62:52
So, you've you've created
62:53
I don't know how many over 10
62:55
Grand Theft Auto games, >> I think.
62:56
So, >> I have to ask, is it a little bit
63:00
bittersweet to say to not be part to say goodbye to the Grand Theft
63:05
Auto world and having to watch Grand Theft Auto 6 released
63:09
or is it more excitement?
63:10
Is it what's the feeling?
63:12
>> I think it's a it's
63:16
how would I describe it?
63:17
Of course, it's all all of the above, you know.
63:20
It's it's exactly as you you know
63:22
pleased to be doing other stuff.
63:24
Excited for what we're working on now. Super excited.
63:27
Um of course letting go of something.
63:31
I worked on it one way or another for like
63:34
20 odd years, you know, and and and wrote
63:37
on them for the last 10 or 11 that came out.
63:40
Wrote all of them, you know, lead writer on all them, whatever it was.
63:43
Um, so of course letting go of that
63:48
is, you know, is a big is a big change
63:50
and and a lot and and and sad in a way.
63:53
Um, because it was each of the games was a kind of standalone story.
64:00
It's not quite the same as as I think probably
64:03
it would be in some ways sadder if someone continued on Red Dead because
64:06
it was a cohesive two game arc.
64:09
that might be more
64:10
sad to hear someone working on that.
64:12
But again, not that that will probably happen, too.
64:14
They're not I don't own the IP.
64:15
That was the sort of part of the the the deal.
64:18
It's a privilege to work on stuff, but you don't necessarily own it.
64:21
>> That when you're done with the game, does it always feel like a goodbye?
64:24
Like when you say when you're done with
64:26
uh Red Dead 2 is like you're saying goodbye to Arthur,
64:30
like the characters you created, you're walking away.
64:32
>> You kind of are saying goodbye to Arthur in the end of the game,
64:35
even before the end of the game.
64:36
Um, yeah, I think you've got, you know, I've been with them for seven,
64:40
eight years and and you have to kind of
64:42
let it go or you can't go on to the next one.
64:44
>> So, it was always this thing of of okay, that's done.
64:47
And sometimes people would ask me questions and I about
64:49
older games and certainly when I was in the middle of making new ones
64:53
in the I couldn't really necessarily even remember.
64:55
I've got a pretty good memory normally
64:56
because you kind of have to let it go.
64:58
So I it's it's not
65:00
it's you're so immersed in it and thinking about it and certainly in that
65:04
last period the last few months you're really really immersed in every little nuance
65:08
and every little detail all of the time and then you're just not thinking
65:10
about it in the same >> Yeah.
65:12
It's funny from the player perspective
65:15
it feels like an old friend that I miss
65:17
whether it's John or Arthur or Nico.
65:20
It's a real goodbye.
65:21
That's there's a real sadness to finishing a video game.
65:23
like legitimately a sad exper not just because the story
65:29
>> is sad or >> because you've been with them so long. >> Yeah.
65:32
And it's a real goodbye to close it.
65:34
There's that feeling when you're sort of
65:37
close the video game
65:40
>> and it's I mean it's like saying goodbye to a friend.
65:43
>> That's when you finish a book you love.
65:45
>> It's the same feeling.
65:46
And I think that was something that we really
65:49
in the early days
65:51
of of Rockstar really aspired to have that where people would have that.
65:54
It wasn't just the mania of of clearing a level, but the feeling of
65:58
saying goodbye to characters,
66:00
you know, I think that was something we really
66:03
wanted to achieve in games that we didn't know was even possible.
66:05
So to hear people
66:07
say that is incredibly >> Yeah.
66:10
The end of On the Road by Carowak,
66:12
Fourlor Rags of Growing Old.
66:13
I just remember closing that and thinking, "What the am I doing in this big world?"
66:17
It's a melancholic feeling, but there's nothing like that feeling.
66:20
And you've achieved that.
66:21
It's so rare in video games to be able to achieve that with Red Dead.
66:25
And for me, it was Grand Theft Auto 4 with Nico.
66:28
I have to ask about in that 2018
66:30
interview, you talked about satarizing
66:33
American culture, which I think Grand Theft Auto
66:35
was trying to do.
66:36
And you've made, I think, a
66:37
really powerful observation that on the political front, people are getting more divided.
66:43
It's getting more absurd and ridiculous and extreme.
66:47
So, becoming harder and harder to satarize
66:50
because of how rapidly it's becoming ridiculous.
66:53
You're talking about you don't even know if Grand Theft Auto 6
66:56
if it's possible to satarize
66:59
because by the time you release the thing,
67:02
it's already going to be outdated
67:04
in terms of the the satire will become reality essentially.
67:07
Uh, first of all,
67:10
it'd be nice to get your updated view on that.
67:12
And second of all, it seems like you've answered your very own comment with
67:15
uh American caper, which
67:19
seems to satarize American culture just fine
67:21
in how much over the top it goes.
67:24
Anyway, that's lots of questions in there.
67:26
One of the things we've enjoyed about doing a comic book
67:29
is that we are, it still has lead times,
67:31
but the lead times are not four or five years.
67:34
the lead times are, you know,
67:36
a year and we're putting we can make little updates much much newer
67:40
and we're, you know, we're we're just wrapping
67:42
issue 10 of a of a 12 issue arc for that.
67:46
So, it's not quite
67:49
it's not quite as difficult.
67:50
You still can get the tone of it.
67:52
Um, but yeah, I think it's uh I think it's an issue anyone trying
67:56
to talk about this current
67:57
era which began in
68:00
2015 2016 is going to have of how do you characterize
68:04
it when things move so quickly and so
68:07
>> So American Caper is first of all epic comic book. I love it.
68:10
The art >> Yeah, the art's beautiful.
68:12
David Lapam is the artist.
68:13
He did an amazing job.
68:15
He is a he is a wonderful
68:17
wonderful >> What made you set want to set it in Wyoming?
68:21
hadn't seen a modern story there
68:23
that I knew about.
68:24
I'd started to spend a bit more time in the Rockies and in the
68:27
West and I was like
68:30
I'd spent a lot of time in like the countryside in upstate New York
68:33
and and thought it never really captured it quite right and just the idea
68:37
of these places as they change.
68:39
It didn't it was a way of doing a crime story that didn't feel the
68:42
same as a GTA.
68:44
You know, it was not somewhere you would necessarily set a GTA, but it
68:46
felt like it was really interesting
68:47
and >> And there is over the top stuff.
68:50
There's >> Yeah, it's definitely slightly over the >> So, let me take notes on this.
68:54
There's a a spoiler alert,
68:56
I guess, from the first issue, I believe.
68:58
Uh there's a devout
69:00
suburban Mormon who commits,
69:02
I think, serial murder
69:04
with a shovel as a form of religious atonement.
69:07
>> He is not necessarily,
69:09
you know, the sharpest tool in the box.
69:12
and his uh his uh his rather cynical boss
69:16
is using his his religion and some mistakes he's made to blackmail him into
69:21
murdering business >> And of course, there's this
69:24
Shakespearean sort of two neighbors
69:26
situation and each of them having a duality of
69:30
who they are in terms of good and evil.
69:32
>> So there's a Wall Street transplant
69:35
who wants to be a cowboy.
69:37
>> Who loves to manually harvest bullsemen. accurate.
69:42
I mean, I'm uh Yes, this is the notes I've been taking.
69:45
>> He is a um
69:46
he is a somewhat confused,
69:50
longevity obsessed rich dude who's run away to Wyoming
69:53
and is living out an assortment of fantasies.
69:56
>> And Bull Seaman is a big component of
69:58
>> Yes, he's very into all the life hacking
70:01
uh you know, roid roiding,
70:03
HGH, and and making money
70:06
>> and has lost his mind living on a big ranch.
70:08
Of course, on the theme of satire,
70:10
there is a woman who uh sleeps in tactical gear
70:14
and is consumed by online conspiracies
70:17
like especially pedophiles in DC. >> Yes.
70:20
Based on someone I know
70:22
who got completely redpilled
70:25
and I was fascinated by the fact that this was happening to people. >> Yeah.
70:29
So, you know, satire of American >> Quick pause. Bathroom break. Sure.
70:35
I think GTA 5 had the biggest launch in video game history and uh
70:39
GTA 6 has the potential
70:41
to uh topping that.
70:43
First of all, do you think it will?
70:45
And more broadly, what was your definition
70:48
of success for a video game?
70:51
>> I would assume it will
70:53
because it's so anticipated
70:54
and anticipation is the best driver of early sales.
70:58
As we saw with GTA
70:59
4 versus Red Dead Redemption 1, you know, GTA 4, far more anticipated, sold
71:04
much better early on,
71:05
so I would assume it will sell really well.
71:08
That was never my
71:10
definition of success, but you certainly wanted to make money.
71:15
You know, you're spending someone's money.
71:17
So, the number one success is, oh, you're making that money back plus a
71:20
dollar at at some level.
71:21
That has to be that has to be the single most important thing.
71:24
So, you get to do it again.
71:25
you know, you got big teams of people,
71:27
people need to pay the rent, you have to keep the lights on in the business.
71:31
So, you have to make a small profit.
71:33
If you think in that way, that keeps you being creative.
71:36
I think that was like trying to forget about that.
71:38
It's not really an option.
71:39
Um, but we almost always did that.
71:42
We didn't quite always do that, but we almost always did that.
71:44
I think the definition of success for me was had we tried to do
71:49
new things and done them
71:50
or achieved some of our goals.
71:52
That was the thing that I matter.
71:53
And were people responding
71:54
to these worlds and these characters
71:56
in a way that I wanted them
71:59
>> Is it crazy to you that video games are able to make billions of
72:02
dollars when if you look at like the 80s and 90s,
72:06
you know, nobody took video games seriously
72:08
and even in the awesome
72:10
it and now they're basically
72:13
I it's very possible if you look at 10 20 years from now
72:17
that video games surpass
72:18
film as a way to consume stories.
72:21
I think they've possibly already done that
72:24
in some ways and certainly as an as a business proposition they've already done
72:28
that but I think that's not you know as a as a way of
72:31
telling stories I think they're
72:33
better at telling certain kinds of stories
72:36
and films are better other kinds of stories
72:38
you know I think I think if you want a long
72:41
discursive adventure a video game is better if you want a short tight experience
72:44
a film is better
72:46
we always felt games were the coming medium
72:49
and so spent 20 years
72:52
saying games of the future, games of the future
72:55
and you know being sneered at them being laughed at them being having people
73:00
nod their heads and then it kind of happening.
73:02
So I would you know at the same time much as you might say
73:06
something you don't necessarily believe it's going to be true.
73:08
Um but it has become true and I think still
73:11
the games are only going to get better more interesting
73:14
more creatively you know diverse.
73:18
Uh, you said that Red Dead Redemption
73:20
2, in your opinion, is the best thing you've ever done.
73:22
I think there's a strong case to be made that it's the greatest game of all time.
73:26
What are the elements that make that game truly
73:29
great, do you think?
73:30
I think you had an incredibly
73:32
strong team working together
73:34
that was very experienced
73:36
um that had basically
73:37
been in place since
73:39
somewhere between 2001 and 2006.
73:42
So, it was a long experienced team.
73:44
I think we got to spend
73:45
a smaller group of us
73:47
working on it from day one
73:49
coming up with some weird
73:51
wacky ideas that we got to embed in the game and uh then we
73:55
kind of had to follow through with that I think was helpful like we
73:58
got to be very creative
73:59
before it had full team on it.
74:02
I think that the
74:04
cowboy setting uh is great
74:07
because it gives a sort of mythic
74:10
seriousness that sometimes doing stuff in a contemporary setting doesn't allow.
74:14
You know, I think the closest we got to that kind of seriousness was
74:16
GTA 4, but it just can't.
74:18
Once you're setting things in the modern world, they're too frenetic.
74:21
you can't get some of that
74:24
you know, oporatic feel that I love
74:26
that that that some people think is maybe a little over the top, but
74:28
I, you know, I love this kind of,
74:30
you know, people searching for meaning
74:33
within Amongst the Violence.
74:34
I think that the the the
74:35
West and all of the themes around the West really lend itself to that.
74:38
>> So, I think that and then the the gunplay was fantastic.
74:42
Um, and the horses were incredible.
74:44
So I think you had this combination of kind of
74:46
technical knowhow, a very very strong team
74:50
and really strong material.
74:51
>> Where did you have to go to in your mind
74:53
maybe philosophically, maybe spiritually to be able to create the RDR world?
74:58
So, of course, it was based on Red Dead
75:00
Revolver, but that's that's a fundamentally
75:03
uh different I mean that leap into
75:06
the great mythic story
75:09
that was Red Dead Redemption
75:10
1 and then even more so Red Dead Redemption
75:13
2 that was unlike anything
75:16
you or maybe anyone has ever created in video games. >> Thank you.
75:22
>> So, like what uh drugs were involved? >> No drugs.
75:26
>> No, stop the stop the drugs. was long before.
75:28
Okay, that's why I did all that work.
75:30
Um had nothing else to do.
75:32
>> Uh so open open world video games
75:34
were very good for my mental health in that way. Kept me busy.
75:38
>> Um but uh Red So Red I'll tell I'll give you the my version.
75:44
Now games are made by big teams. Yeah.
75:45
So but I will give you my human interest
75:48
version of the story from my perspective only.
75:51
Um, we we made Red Dead Revolver,
75:53
decided that or finished Red Dead Revolver that being a Capcom game and they
75:57
didn't want to finish it.
75:57
So, we finished it and they released in Japan and we released it in
76:00
the US in I think 2004.
76:03
Um, and decided we would start work on open world
76:06
cowboy game for PS3.
76:09
um didn't think too much more about it and that was when we had
76:13
a bunch of other stuff to work on
76:15
and slowly 2005 the game started to come to life began to
76:21
uh meet with uh
76:24
the lead designer Christian Cantamesa
76:26
and thrash out a few
76:29
ideas and story ideas for for the game and begin to think about some
76:33
stuff and start thinking about what works for an open world game, what works
76:36
for a cowboy game
76:37
and again was being lazy or
76:41
>> Uh can we just on a small tangent?
76:43
Uh when you mentioned you take notes when you're being lazy,
76:46
what do those notes look like?
76:48
>> Are they like >> either either a yellow pad
76:51
or a Blackberry in those days or an iPhone in these days?
76:55
I'll write the subject matter and then just email myself a
76:58
>> Here's a good idea.
76:59
It's a good idea.
76:59
Or might be scribbling on a pad.
77:02
Um, and then I'll assemble if I if they're done digitally,
77:04
then I'll do I'll assemble them
77:07
into one long word file
77:08
and then I'll look at them and go,
77:10
you know, here's an idea, here's an idea, here's an idea, and
77:13
see if it comes to anything.
77:14
See if I aggregate them together and then read through them
77:18
there's anything coherent there.
77:19
You know, some a character like this, a character like that, this would be a funny line.
77:23
This is a line for the main character.
77:24
Actually, make the main character work like this.
77:27
You know, what about this relationship?
77:29
um as you start to just play around with what about if we start
77:32
in that place, go to that place,
77:34
just start to play around with all of the different bits and pieces.
77:37
And we began to
77:39
flesh out some flow for the start of the game and this idea you'd
77:43
start in dusty American West, which meant we didn't have to make too many
77:46
trees, and then go to Mexico
77:48
and then come back.
77:49
Um, and we had a sort of loose flow,
77:51
and I was really
77:52
scared of writing any actual dialogue.
77:56
Um, and I didn't have
77:59
a clue how to go about it.
78:01
And I it'll come. It'll come.
78:03
And then, um, and I kept I could postpone it ages because doing GTA
78:06
4 and I kept worrying about it.
78:08
And then GT my work was wrapped on GTA
78:11
4, but the game wasn't out yet.
78:12
And we've done a bunch of the marketing stuff.
78:14
And I had a little window when I wasn't doing much else.
78:16
And I took a week with my
78:18
then girlfriend, now wife, who was heavily
78:22
pregnant with our first child.
78:23
And we went up to uh a house upstate
78:26
and sat there in the well, she she she sat there, either cooking for
78:29
me or watching TV or reading.
78:31
And I went and sat in the room all day every day and just
78:34
sat there and stared at the computer and tried to think about
78:38
how can I do this that it doesn't sound ridiculous?
78:40
How can you write in in in a in a cowboy
78:43
idiom that feels both
78:45
slightly contemporary but also gives the game this sort of life and this weight
78:49
that I want it to have and think we can think we can get
78:51
away with and after about 3 days it just started to come and then
78:57
suddenly I wrote about
78:59
nine 10 scenes in the next couple of days and
79:01
after that knew I had it and it was don't know if it was
79:04
that was why there was so much about
79:06
a character caring about his family
79:09
because I was just beginning the process of having a
79:12
>> Oh, I don't I don't know to what extent that bled in there, but
79:15
I think it bled in there to some extent.
79:17
>> So, that was part of the creating the 360
79:19
degree characters, >> I think.
79:21
So, >> here's this man
79:24
uh that is capable is involved in a lot of violence,
79:27
who's also cares about his
79:29
>> grown up and is trying to step away from that and be
79:31
and be a man, be a grown-up,
79:33
and can he get away from it?
79:35
And then and then when he can't get away from it,
79:37
what's he willing to do to save his family?
79:39
And that was I felt starting to get some idea
79:41
feeling just I mean she
79:43
hadn't given birth yet but I was beginning to grapple with the ideas of
79:46
I'm going to become a parent.
79:48
So I hope some of that and obviously
79:50
then I didn't probably didn't write anymore for 6 months later on we had
79:53
a had a child but but certainly for that first bit I think some
79:56
of that began to bleed in there.
79:57
>> You got the feeling that you can actually do it. It it's true.
80:00
It's uh it could have very easily
80:04
been ridiculous and not believable
80:07
the the dialogue between cowboys
80:09
and I mean there
80:11
probably so much work went into
80:13
making it feel real and believable
80:16
and and like that like
80:19
>> uh like a Shakespearean
80:21
type of drama but not the cheesy kind.
80:27
Well, just wanted it to feel when they spoke.
80:31
I mean, I love dialogue.
80:33
I'm always, you know, I love the the sound of words,
80:36
but just wanted to feel like when they sounded, it didn't sound cheesy.
80:39
It didn't sound ridiculous.
80:40
You wanted to hear them speak more.
80:42
It didn't make you cringe awfully when they spoke.
80:44
That was the some level that was all the goal was.
80:47
And then they felt like this guy was going to go on this life and death odyssey.
80:51
And you cared about him.
80:52
You had to care about his wife and child that he left behind even
80:55
though you didn't know them.
80:56
When did you know how you're going to end Red Dead Redemption
81:00
>> I remember I did a meeting with
81:02
uh Christian the designer.
81:05
I can't remember what year.
81:06
Probably some point late 2008, early 2009.
81:10
And we were discussing the last bit and and and
81:12
uh said uh I think he's got to die.
81:15
And he leapt on the idea and went that's you know yes, yes. No. No.
81:18
I went it can't work.
81:18
Games can't work like that.
81:20
They can't work if he's dead.
81:21
And I began to think through well if we just technically it doesn't work
81:24
because you have to be able to finish all the stuff up and then
81:27
began to think through actually I think we can make it work if we
81:30
do it this way.
81:30
And so uh he then really pushed for that idea
81:33
and it seemed to I was like
81:36
I was still torn.
81:37
I thought it was
81:39
clever narratively um but I was torn if it was going to work
81:43
technically as a piece of game design but I think it did. >> Yeah.
81:47
And uh spoiler alert of course.
81:50
How do we tell the story of that?
81:51
Well, so he goes through a lot.
81:54
He does all the John does all the dirty work of hunting down his
81:57
old gang and he finally is able to go home and
82:01
be with his be on the ranch,
82:04
and then the government betrays
82:06
him and sends uh
82:10
uh troops to to kill him
82:12
and and there is dialogue.
82:14
I mean that just uh
82:16
I think the two times
82:19
I shed a tear in video game history for me
82:23
is that dialogue I think John talking to his wife
82:29
if I vaguely remember
82:31
I think he said I love you
82:33
but he said very little he didn't
82:35
he made it seem like he's going to see her
82:38
and his son shortly
82:40
that dialogue was masterfully
82:42
done like a definition of like less is more.
82:45
It was just so crisp
82:49
that and of course the other one is
82:51
um again from memory
82:53
Arthur riding his horse and the music is playing.
82:58
It's very hard not to shed a tear during that.
83:01
Um anyway, the dialogue
83:02
of uh John talking to his wife
83:07
at at the end when he's in a barn and is about to walk
83:10
out to face certain death.
83:12
Uh, do you remember writing that? >> Oh, yeah. Yeah.
83:16
But it does again I went
83:17
I the actor was so good and we already seen a bunch of his work by then.
83:22
He had such a good he was so good at reading those lines
83:25
that I knew he could give us that you could feel with that point
83:28
like I think those lines are best when they're really short and punchy
83:31
>> and so I knew he'd be able to make that line sound good.
83:35
>> So you were imagining his voice.
83:37
and and and I think all of those
83:39
actors on on on Red Dead Redemption
83:42
one were so strong
83:43
that they really brought that game to life.
83:45
If they them and Rod the director had done
83:48
s such a good job, it would have sounded cheesy as hell.
83:50
>> Uh yeah, you've said that
83:52
the ending of that ending
83:55
uh of RDR1 is
83:58
uh one of the best things you've
84:00
been a part of creating.
84:02
Uh why why is why is that ending so powerful to you?
84:06
What does it represent?
84:07
>> Um, I think because
84:10
for the story to work,
84:13
I mean, just from a from a technical challenge,
84:15
for the story to work,
84:17
he had to die.
84:19
But for a game to work, it felt like a challenge to make him die.
84:22
It was probably the
84:25
fourth, fifth, or sixth open world game I'd worked on.
84:29
And I, you know, spent all these years before that working out how these
84:32
stories worked, how to make them work technically,
84:34
how to make them feel right, how they interacted
84:37
with the open form
84:38
gameplay as best I could.
84:40
And suddenly, we're going to break one of our golden rules,
84:44
which was at the end of the game, you're freeing the character to go
84:46
and wrap up all the side stories to play forever.
84:49
We're not you're not going to be able to do that in this game because the
84:51
guy's going to be dead and we're going to have to have you play
84:53
as a different character
84:54
and the the narrative is is going to
84:58
be if we've done a good job compelling enough where you're not going to
85:00
care about that and um or you're going to be upset that he's dead but
85:05
you're going to actually have this emotional moment.
85:07
Um so I think it was a big risk from a technical perspective for us
85:11
to do that and then it worked.
85:13
So I think that was something was very
85:15
full of fear and it put and it worked.
85:17
It worked out okay.
85:18
I mean, I think people were really upset and angry at us for doing
85:20
it because they didn't think it was going to happen, but I think they
85:23
also had that kind of experience you're describing.
85:25
It's that kind of creative moment where, you know, transcendent
85:28
moment with with characters in a piece of fiction, which is what we've always
85:31
aspiring to giving >> I mean, it's incredible because I don't think
85:34
I I don't remember a single video game that has done that before.
85:37
>> Well, I would like to have at the end of GTA 4 killed Nico,
85:40
but you couldn't do
85:42
>> You know, the game doesn't work.
85:43
So, it was this thing where we hadn't done it,
85:45
thought about doing it, hadn't done it, and then going, "Let's do it.
85:48
Let's let's take the risk and do it.
85:50
We can't do it.
85:51
Let's try try it." And it worked. Yeah.
85:53
What about the decision with the son?
85:56
You know, John give so much effort to make sure that Jack doesn't end
86:00
up in a life of violence
86:03
and then it uh
86:05
I mean, it's very Godfatherlike.
86:07
It's he's dragged back into it through revenge.
86:11
That was also the game still had to work as a game.
86:14
Whether that was the right ending,
86:16
100% the best ending
86:18
from a pure storytelling
86:20
perspective, I don't know.
86:22
Um, but I know that we had to make the game work.
86:26
>> So, it was I think it was I think it kind of worked in that
86:28
way where where Jack can't escape,
86:30
but I always also wanted a version of it where Jack did escape, but
86:34
that wasn't, you know,
86:36
both were interesting to me.
86:37
>> Can you just dig in a little deeper?
86:38
Like what do you mean about for the game to work?
86:40
It's such a direct it's like a cuber talking about
86:43
for this movie to work
86:45
it has to have cuz from my perspective I just think about the story.
86:49
What's the technical aspect for >> just the you know the mechanical
86:52
experience is you have an avatar you control and you you
86:56
you know the games don't really end and you have to be able to
86:59
wander around the world and do stuff.
87:00
So, at the end of the game, you had to be able to wander
87:04
around with your fairly
87:05
limited set of uh
87:08
features, which is you can, you know, run up to someone and punch them
87:11
or run up to someone and shoot them or run up to someone and
87:13
rob them or run up to someone and talk to them
87:16
and and that's kind
87:17
or run, you know, jump on a horse or or or do all this other stuff.
87:20
in order for the game still to be fun and people to get this
87:23
full 360 degree experience with it, they had to, you know, hund if they
87:27
wanted to 100% the game as opposed to just finishing the story,
87:31
you have to have an avatar to do that stuff with.
87:33
So that was uh that was the sort of challenge
87:35
of of Jack's character
87:37
slash wrapping up the story as Jack.
87:39
>> Although there's real power
87:42
uh for the Avatar to end the finitness. >> Yeah.
87:47
both the Red Deads, you obviously change Avatar,
87:50
>> which we regard, you know, and then did it again.
87:51
I I think there's something
87:53
interesting about that moment when you change from one character to another
87:56
because they are you and they're not
87:58
>> you know, and then just suddenly you're someone else. >> Mhm.
88:00
I mean, I was really shaken
88:02
by that experience, but it's a it's a beautiful experience.
88:06
It's like an unforgettable experience.
88:07
And that what else can video games possibly reach for, you know?
88:12
That's to create that experience.
88:14
That's what great films do.
88:15
That's what great great great books do.
88:17
>> It's that I mean it's that and the world building in games.
88:20
I think the experience of being in this fake place
88:22
and then taking on
88:24
these narrative adventures when that combines you've got the amazing experience.
88:28
So who do you think is the best character you've ever created in RDR?
88:32
So to me I think definitively
88:34
Arthur from uh Red Dead Redemption 2 is the best character
88:38
ever created in video games ever.
88:43
I I think there's not even I mean John will be the
88:46
which is hilarious to say
88:48
but like th those are
88:50
uh John will be a close second but Arthur is definitively
88:53
and you you've talked about in that interview
88:56
you said that uh a lot of video games
89:00
uh work on the same premise
89:02
that you start as a weak person and end up as a strong superhero.
89:06
Uh, but what if you start as a tough guy?
89:09
Someone who already is very strong, someone that is emotionally
89:12
confident of his place in the world.
89:14
Arthur's journey is not about becoming a superhero
89:17
because he's almost one at the start,
89:19
but it's about an intellectual
89:21
roller coaster when his worldview gets taken apart.
89:25
So, it's it's a it's very different than the normal journey of a character. >> Yeah.
89:32
In a game to reverse it. >> Yeah.
89:35
So there were a couple other themes that matched that.
89:37
So they're guys from the Wild West, but they're being pushed ever further east.
89:42
>> So it's almost like an anti-western, an eastern. You're traveling east.
89:45
You're traveling into civilization.
89:47
And I I don't think I would have
89:51
been grappling with those ideas
89:54
earlier in my career
89:55
cuz it was, you know, this idea of getting
89:58
getting a different kind of strength and a different kind of weakness was interesting.
90:01
What about the component of mortality
90:03
of a character facing his own mortality over a prolonged period?
90:06
Sort of just real the
90:09
the prospect of uh like real sort of fear of death, realization of death.
90:15
>> Yeah, I thought that was really part of the story >> really
90:18
fun thing to play with.
90:19
Um John dies in Red Dead one
90:23
uh and wanted to top that
90:25
with Red Dead 2 or do do that in a different way.
90:27
And so the idea that it's John's death is fairly sudden.
90:30
And so if he's got this long drawn out death and then I'd always
90:34
been obsessed by TB
90:36
as diseases go, it's a great literary device.
90:39
>> You know, because it is this long drawn out slow death, but in which
90:42
you are also getting weaker.
90:43
And my grandfather actually had TB
90:46
before they invented antibiotics
90:47
and was sent to a sanatorium
90:49
just after he was
90:51
just after he'd had
90:52
his child, my father, and survived.
90:55
But only three of them out of like 35 survived.
90:57
So I was always uh
90:59
captivated and and by
91:01
TB as an illness.
91:03
It felt like it was an interesting
91:05
thing to play around with as an idea.
91:08
This this guy getting weaker
91:10
who felt like he was immortal and essentially was immortal.
91:12
He was the protagonist in a video game.
91:14
He could not die
91:15
and suddenly he is
91:16
becoming mortal and and you know but that helps him see stuff.
91:20
I thought that was a
91:21
different way of doing
91:22
a a lead character in a game. Yeah.
91:25
Do you think it's the the greatest character we've ever created?
91:28
>> I think he's the best lead character.
91:32
You know, the lead characters are different from the side characters.
91:34
And I think he's the he's the most
91:38
rounded and works the best.
91:41
I kind of him and Nico are the two I like, you know, they
91:46
were the two most ambitious.
91:48
So, for me, it's always it's always sort of a toss up, you know.
91:51
But then I loved all the stuff like the
91:53
the the art team did such an amazing job.
91:57
It was their eyes with the journal and that kind of like the way
92:00
that all the features worked into Arthur's character.
92:03
I thought that was really he was really rounded.
92:05
He worked in a in lots of different ways really well.
92:07
I loved like >> his flawed relationship with his old girlfriend. Things like that.
92:12
All the side, you know, the bits that kind of turned up around him.
92:15
>> So you also like the side characters.
92:17
Do you like the
92:18
the flavor the of the the full cast?
92:21
What are what are some of the favorites you've created?
92:23
I'm I'm sure the one you're currently working on, not Dave, that's a you
92:26
called him a side
92:28
>> Well, he's not a protagonist.
92:29
He's like a go he's a god, not a character.
92:32
So, he's not him. I'm enjoying.
92:34
>> Um I love Dutch. >> Mhm.
92:37
You know, it was partly because
92:40
we wrote a few lines for him
92:42
for the first game
92:44
and the actor did such a
92:46
uh such an amazing job that when he spoke,
92:49
it just came to me all of their backstory,
92:51
>> which I'd been playing around with by that point anyway, a little bit in
92:54
my head, but I knew it was this bigger gang stuff.
92:56
And then I sort of saw exactly who he was.
92:58
And so that was that that felt like he he felt like a living character to me.
93:02
And we should say that Dutch
93:04
is kind of like maybe a little bit of a godlike figure. Yeah.
93:07
>> In both of the Red Dead Redemption games,
93:10
he's the leader of the gang.
93:11
And there's a father-son
93:13
relationship with with Dutch
93:14
with the uh I mean with Arthur with John.
93:17
I mean there's there's a family feeling to the gang that you explore all
93:22
those dynamics and then the feeling of betrayal and Arthur facing
93:27
you're going against the family, going against the father because he is transforming
93:32
his uh sense of the world of morality of all those kinds of things.
93:36
So all the kind of very Shakespearean
93:38
drama is right there and
93:40
Dutch is a prominent
93:42
godlike figure through all of that.
93:45
Also flawed himself, also a man of good and evil
93:49
in that uh framework that they're operating
93:53
>> He's just drowning in his ego at the end.
93:55
you know, his ego gets the better of him.
93:57
I think he's a but he but there was something
94:01
flawed but beautiful in his idealism
94:03
when he was younger
94:04
and that's mostly off camera
94:06
but and then just you know always been
94:09
as an individual I've always been very susceptible
94:12
to charming people >> and he's charming
94:14
and so I always kind of I can see how people get captivated
94:17
by charming people and and the idea here was a a very charming person
94:21
and the roads run out for him.
94:23
I personally am afraid of
94:26
how much I love human beings
94:29
and how susceptible I am to charm and charisma.
94:33
>> Cuz it can cloud your judgment about human nature >> completely.
94:37
And that's what he that's what's happened with him.
94:39
And it it ended up clouding his judgment about himself.
94:43
He kind of fell for his own >> Yeah.
94:47
But also it clouded Arthur's >> Oh, completely.
94:49
Arthur was completely, you know, platonically
94:52
in love with him.
94:53
He was worshiping him.
94:54
He'd given up his power to him.
94:56
And then I think for Arthur, the journey is
94:59
retaking that power in the moment of dying.
95:03
You know, that's what that's what I thought that was really interesting.
95:05
Yeah, it's truly tragic for Arthur to be
95:10
losing his identity, lifelong
95:12
identity and the sense of belonging
95:15
and losing his life at the same time
95:18
in facing the mortality.
95:20
He is realizing that he's not
95:23
all of it has been a lie.
95:26
>> But he gets to do some well depends on what the choices you make
95:29
but he gets to do some good. >> Yes.
95:32
And so he, you know, he gets his moment of redemption
95:34
>> just a little bit.
95:35
But realizing your whole life
95:37
>> you've been living not a good life. Yes.
95:40
>> You've been not a good man.
95:42
>> It's not we're all afraid of >> I guess it's never too late
95:45
to change your ways.
95:48
>> Uh so the biggest most important
95:52
uh primary central to the reason we're talking today
95:56
uh the number one question from the internet
95:58
it is so ridiculous but I must asked.
96:01
Have you seen Gavin? Who is Gavin?
96:06
So, for more context, there's a guy named Nigel
96:08
in Red Dead Redemption 2 who's frantically
96:11
searching for a mystery man named Gavin throughout the game.
96:14
This has become one of the biggest mysteries
96:16
amongst the Interwebs, the RDR fan base.
96:20
So, the theories include theory one is it's a split personality disorder.
96:24
Nigel himself is Gavin.
96:28
Uh so the evidence is the letter for this theory
96:31
that has some evidence that maybe
96:35
due to trauma the split personality disorder was created.
96:38
This Gavin was created inside Nigel's mind.
96:41
Uh theory two is Gavin is dead and Nigel is simply in denial.
96:45
Theory three is that it's just a troll and Rockstar intentionally
96:50
created an unsolvable mystery to drive players crazy.
96:53
I also heard uh theory 4 is Gavin
96:56
is the strange man.
96:58
So there's this uh fascinating character the strange man
97:01
this supernatural character that has a presence in RDR1
97:05
and a little bit in RDR2 also. >> Yeah.
97:08
So uh which which theory
97:11
is closest to the truth?
97:13
>> Not three or four.
97:15
Somewhere in my mind somewhere between one and two. >> Yeah.
97:19
And I I just love the way he shouted Gavin.
97:22
It just amused me.
97:23
So, at some level,
97:24
it probably is trolling in that we didn't want it to be a totally clear mystery.
97:28
>> You wanted it to have a little bit of adventure to it.
97:32
Um, but it was meant to be without ever fully being explained
97:38
that Gavin's not there anymore.
97:39
Gavin's either gone home,
97:41
Gavin's left him, Gavin's
97:43
uh, and we were going to keep exploring that idea.
97:46
He was going to reappear in some way or other.
97:49
Did you have any idea
97:51
how much uh imagination,
97:54
excitement, and curiosity that little interaction would inspire in >> Yes and no.
98:01
I mean, you never know what people are going to find amusing
98:04
in these big games.
98:05
And a lot of it comes down to acting as well.
98:07
The guy was just funny when he said Gavin.
98:08
It was just funny, you know.
98:10
But there was a ped in Red Dead Redemption
98:12
one that everyone was obsessed by.
98:14
And I really wasn't expecting that.
98:16
So, we try and put a few characters in.
98:18
I mean, Gavin was supposed to be amusing.
98:20
I thought he was amusing.
98:21
Um, but you never know what's what people get obsessed by.
98:24
There are characters I think are funny and people don't even notice them,
98:28
you know, or they see them in a completely different
98:30
>> Did you have a part in writing the
98:32
>> Yeah, I can't remember if I wrote it or I either I wrote it
98:35
or Mike wrote it or we both wrote it.
98:37
I really can't remember to be honest with you, but yeah, I certainly would have
98:39
edited it and Mike might have written it or I might have written it.
98:42
I really can't remember.
98:43
It's so fascinating because that little piece of writing and of course you have
98:47
thousands of pages that little piece of writing
98:49
gets like >> Oh, but we certainly talked about it in in depth and uh
98:54
if Mike was here I'd ask it.
98:56
I he might remember I can't
98:57
we do so much of those things
98:59
and I loved the use of letters in Red Dead to tell all these
99:02
weird backstories and some became very clear
99:05
and some were still a little kind of opaque.
99:08
>> But the general vibe was
99:10
there was no Gavin.
99:11
either there was no Gavin or we'd long since left.
99:14
So, it's kind of a split personality,
99:16
you know, and then we were going to over
99:18
subsequent games that provide more information.
99:20
So, in some sense, you yourself don't quite know.
99:23
You're kind of an idea.
99:25
So, he could like
99:26
like which way do you lean more, theory one or two?
99:29
Is he dead and the guy and and Nigel's in denial
99:32
or is there real
99:34
communication going inside his head? >> No, Gavin existed.
99:37
So, it wasn't that he was a split personality and and the the only
99:40
thing we hadn't really decided
99:42
was in a future
99:43
game, were we going to reveal
99:45
that Gavin was dead or was Gavin going to turn up having long since abandoned this maniac?
99:50
You know, that was what we're still playing around with.
99:52
I think the idea was that he was never going to meet he was
99:54
never going to meet Gavin in this game.
99:58
>> Uh, it's just it's just fascinating because you have to think about all of that.
100:02
You have to write all of that.
100:04
You have to have those discussions.
100:05
You have to have those debates
100:06
>> and it has to feel fresh.
100:07
That was like what we've done before.
100:09
Constantly looking as you do,
100:11
you know, I think I did, you know, somewhere between 15 and 20 of these games.
100:15
Got to do stuff that's new.
100:16
It can't repeat itself too
100:18
>> I mean, we also live in the age of the internet
100:21
just like you realize there's like millions
100:24
of people worrying about
100:27
where and who Gavin is. >> Thank God.
100:31
It's like it's fascinating
100:33
that they're having is you think about people reading like James Joyce or
100:37
>> and thinking about the charact like breaking apart Ulisses
100:40
and thinking about like arguing
100:42
about different interpretations of it
100:45
and to me that in itself is also beautiful. >> Yeah.
100:48
We want the side mysteries to be solvable up to a point but you
100:51
still want you want these discussions. >> Yeah.
100:53
you know, you want
100:55
as long as it
100:56
>> tonally appropriate for this whole big sort of
100:59
shaggy dog story experience you're making.
101:02
>> It's Gavin was just about and he was so weird and it just was
101:05
intrinsically just something funny about
101:07
an English person screaming Gavin.
101:09
I don't know why.
101:10
>> Yeah, some of that humor.
101:11
I mean there there's that there there there's
101:13
certainly in Red Dead Redemption there's humor
101:15
but there's a lot of in Grand Theft Auto and what it's hard to
101:19
put into words why that's
101:22
funny why it becomes meme why it becomes viral
101:25
because it's just funny.
101:26
It's >> I know why I think it's funny but I what you can't what
101:29
I'm not good at doing at least is going this thing will become really
101:33
popular online and this other thing won't.
101:35
Yeah, >> you can create this bunch of, you know,
101:38
50 different side things
101:40
that people might get captivated by and you just do not know what they're
101:43
going to respond >> How do you know when something's funny?
101:46
Is it you just feel it?
101:47
>> I know what I think is funny is, you know, Google
101:50
just because it's ridiculous as well.
101:51
That was just there's nothing
101:53
funny about a dude shouting Gavin a lot.
101:56
He just said it in a I just thought it might be funny and
101:58
he just said it in such a funny way
102:00
and then it just became funny.
102:01
Like you we often have those
102:03
side characters and they're not that funny and I think they're going to be hysterical
102:07
and then you put them in the game and they're they're fine but they're not amazing.
102:10
That guy just brought that stuff to >> Yeah.
102:12
And there's a backstory too.
102:14
I mean Londoner and not >> Yeah.
102:16
That was what you know just
102:18
there's something sometimes fun.
102:19
You know an English person saying the name Gavin is quite
102:23
>> I don't know why.
102:24
>> So about the strange man aka the man of black.
102:27
Is there some element with Michael and the therapist in Grand Theft Auto 5?
102:31
Like who is the strange man?
102:32
>> Well, the strange man
102:35
was again was was was someone we came up with quickly.
102:38
it it we made Red Dead 1
102:41
and we well were making Red Dead one and we'd made this we felt
102:46
quite compelling story and quite interesting open world
102:50
but and we would we'd already made a bunch of Grand Theft Autos obviously
102:54
but unfortunately we' taken out the machine guns cuz it was a cowboy game
102:57
apart from the big fixed position ones and we taken out the cars and
103:01
we taken out the city and large numbers of pedestrians
103:03
so we essentially had a game about a dude riding a horse around the
103:06
desert >> and it was quite And it was quite boring.
103:10
And so we were we then started filling it with content.
103:12
And we filled it with these and having to improvise.
103:15
And we filled it with these things we called random events that would be
103:17
the sort of mocap
103:19
moments that you could interact with.
103:21
And it was they they were they were the designers did an amazing job at those.
103:24
They were really fun.
103:25
Um but there was not enough of them.
103:27
And then we felt we needed more story because the story was perhaps a little short.
103:30
So we kind of
103:31
quite late in development
103:33
started putting in almost like these RPG
103:35
type content where you go and meet someone and the way we thought of
103:38
them was they were like short stories.
103:40
So you go and meet someone
103:41
they'd set you a slow problem like go and collect me 15 bunches of
103:45
flowers and when you came came back it would resolve your story.
103:49
>> And so you go and get them for my bride and you come back
103:52
and the bride's dead.
103:53
You know we tried to make them like these short stories with a sting in the tail.
103:58
and he came out
104:01
as I was trying to come up with ideas for those
104:03
as just this weird
104:04
character and then we built him a bit into the story where he would
104:08
unlock as you worked your way through and be a commentary
104:12
on what you were doing.
104:13
So he was meant to be a kind of
104:16
manifestation of your, you know, shadow,
104:21
your karma, the devil
104:23
somewhere, you know, just saw the world
104:25
and then we built out his backstory over time.
104:28
Um, and decide, you know, so in Red Dead 2, you could interact with
104:32
him again and or not really interact with him, but he was there and
104:34
he was meant to be,
104:36
you know, something I suppose
104:37
any creative is scared of
104:39
an artist who's kind of sold his soul to the devil. Mhm.
104:42
>> And that slowly revealed itself.
104:44
>> There is a connection
104:46
between the the main character and the
104:48
is it like a Yian
104:49
shadow type of situation?
104:51
>> Well, it's sort of because he knows what you're up to.
104:53
The connection is and and what's never really made clear is
104:57
does he know this about everybody?
104:58
Like is he following you
105:00
or is he able because of the
105:02
pact he's made with with with with with
105:04
evil forces able to do this for everybody?
105:06
And I don't think we necessarily ever clarify that.
105:08
He's certainly able to do it for you.
105:10
I mean, there's so narrative wise, there's techniques
105:12
to reveal a kind of
105:16
self-reflection analysis of the main character's thoughts.
105:20
I mean, that's why I brought up the therapist with Michael.
105:22
That was a really powerful
105:24
interesting thing to do in the video game.
105:28
Like, I don't think I've seen that.
105:29
That's such a cool I mean, there's a Sopranos
105:31
element there with a therapist. Yeah.
105:33
I really love an opportunity
105:36
for a character to just
105:39
self-reflect through that technique.
105:40
>> It also changed depending what you'd
105:43
>> So, it was it was sort of slightly it wasn't as interactive as it
105:46
could be, but it was slightly interactive
105:47
or slightly responsive to what you'd done.
105:49
So, I felt it was still
105:51
valid video game content cuz it was living up to a point.
105:54
And I just thought the character Dr.
105:56
Freedellander was just funny because he was awful.
105:58
So, it was like LA. You're in therapy.
106:00
It's very LA, but he's also very LA.
106:02
he wants to write a book and betray you, which felt like a good a good twist.
106:06
And it was he felt like a Grand Theft Auto therapist,
106:10
just like the idea of
106:12
making the player in a game,
106:14
and games are intrinsically
106:16
kind of physical and you know, you you walk, you you punch things, you
106:20
run around, you drive cars, you shoot people, whatever.
106:22
This these kind of physical fantasies.
106:25
Trying to put them into a slightly more reflective or metaphysical
106:28
state for a moment, I think can be really fun.
106:30
I think to me one of the most surprising things about Red Dead Redemption
106:34
about video games that Red Dead Redemption showed is how much value
106:39
for storytelling is insanely
106:42
specific intricate details in the story but also visually.
106:46
It just added to the
106:48
the feeling uh that the world is real.
106:53
Uh, so I have to ask what what are some of your um
106:58
favorite insanely specific intricate details in in RDR?
107:02
I give you some options.
107:03
Uh, internet's favorite is horse testicle shrinking in cold
107:08
>> Those guys did an amazing job on those.
107:10
>> Yeah, I mean I just and there must have been a meeting and there
107:13
must have been been engineers
107:15
and and graphics designers. >> Just artists, moders.
107:19
I think I don't think it was that hard. >> for that pun. >> Uh, thank you.
107:26
Thank you for that.
107:27
Arthur's hair and beard grow in real
107:30
>> So, gun maintenance matters.
107:32
Firearms get dirty and perform worse over time.
107:35
Uh, animal carcasses decompose
107:38
>> They feel like they do.
107:39
>> That's still extremely rare in video games that that the temporal aspect.
107:43
>> That permeates through time.
107:45
You know, NPCs remembering you. >> That's the best.
107:49
I mean, that's thing I love it.
107:51
playing around with a lot of stuff in the new games around that.
107:54
I think it's super interesting
107:56
>> to make them Yeah. really interesting.
107:58
I think the the
107:59
>> it just it's a really fun way of giving you
108:02
kind of narrative content
108:04
that is also systemic and procedural. >> Yeah.
108:07
Is it technically really difficult to do for
108:10
for the game for the game to feel like it remembers you?
108:13
Um, I think with modern tech it's not that hard, but there's a lot
108:18
of stuff you need to track to make it interesting. >> Yeah.
108:21
To have a memory.
108:22
So, that's really powerful.
108:23
Uh, the mud physics.
108:25
Uh, so Arthur's boots get muddy and leave actual tracks.
108:27
I mean, that's just incredible. Really, really incredible.
108:30
>> You know, we made the dusty game.
108:32
Red Dead one is a super dusty game.
108:33
make, you know, the problem with
108:36
cowboys is that if you've tried to make a greatest hits of the cowboy
108:40
game and then you've got to make a sequel, you've got to come up with different geographies.
108:43
So that's why the game starts in the snow.
108:45
So we wanted a game that had snow and mud because those were things
108:48
you hadn't really seen in Red Dead 1.
108:50
And then the challenge is how do you make mud good in the game?
108:52
And it guys did an amazing job.
108:54
I mean, this the snowstorm
108:56
that starts the game RGR2,
109:00
I don't remember the last time I've experienced anything like it, but you felt it.
109:03
I don't know how the hell you do that.
109:05
It's not just graphics, it's everything. Everything together.
109:08
I suppose some of the the dialogue is really important.
109:11
>> The acting they feel they feel calm. >> Yeah, that's right.
109:14
>> And they feel desperate.
109:15
That was that feeling of sort of
109:17
>> exodus like you're running away from something that gives the game
109:20
sort of energy at the start.
109:21
>> And it was at night.
109:22
Oh man, it was just me.
109:24
a big group of them.
109:24
The other, you know, first game you start off as a lone wolf.
109:27
Suddenly, you're in this big group.
109:28
So, it felt very different.
109:30
>> In Arthur's body, bullet wounds persist.
109:32
So, that that temporal consistency that's really important.
109:35
And then underweight Arthur looks gone.
109:37
And uh overweight Arthur gets a gut and fuller face.
109:42
Again, those like decisions
109:44
that you make reveal themselves in the game across time and they're consistent. I don't know.
109:51
I did not see many games do that.
109:53
this it must be difficult to do but to to give that level of
109:57
care to the details in that way across time
110:00
and for specific graphical
110:02
representations of things is incredible.
110:05
>> Do you have do you have favorites
110:07
where where you were first like this is this is amazing.
110:10
>> I think all of I think the way the whole to me the thing
110:13
that I would care about most was the way the whole thing sat together.
110:17
You know, the fact that each of those
110:19
they all feel like they belong
110:21
together with each other.
110:22
You made this cohesive,
110:24
very, you know, quote unquote
110:26
realistic for a video game experience
110:29
and all the details feel like they mesh.
110:31
>> Well, for me, everything about the horse
110:33
for a lot of people, >> testicle shrinking included.
110:38
>> What's the process of deciding this?
110:40
The internet seems to really care about
110:42
I mean they love the game so much so they want to know if
110:45
anything was cut and I'm sure stuff was cut because you you have to choose.
110:50
>> What's the process of deciding what to cut?
110:52
What the cut scenes like?
110:53
Is is there any scenes
110:55
that you had to let go of
110:57
uh that you really miss
110:59
or wish you could have
111:01
done in uh either GTA or RDR?
111:04
>> Well, I think the games ended up the way they were supposed to be. >> Yeah.
111:08
You know, I think there was always
111:11
there was a bit at the start of RDR
111:14
where he'd had a baby
111:17
who just died in Red Dead 2 and we ended up cutting it, which
111:21
uh was the right decision.
111:22
It was tough in some ways, but I think it gave him real and
111:28
he was not very sympathetic
111:29
to his occasional girlfriend who'd had the baby.
111:32
And so it made him very very nasty at the start which I thought
111:35
would be interesting to play around with because then it would make his redemptive
111:38
arc even more interesting.
111:41
Like he was not a likable character at the start and that was one
111:44
and we ended up making him slightly more like he's still sort of tough
111:46
and nasty but he's slightly more likable early on.
111:49
That was the right decision commercially.
111:52
It's better that way.
111:53
But I you know but I still I like that little bit.
111:56
Um it spoke to me personally.
111:59
um there and and just his in inability to access his emotions I thought
112:04
was really strong cuz then later in the game he's get very emotional
112:07
but there's also always little bits and pieces that get
112:10
trimmed you know and um and and don't well missions that just are not
112:14
going to work technically
112:15
usually it's like this mission is not going to work technically
112:18
oh god we got to cut it okay how do we glue the story
112:21
back together and we got better over time at gluing the story across
112:25
missing chunks you get late in the game and it's just something you know,
112:28
some big challenging moment just is going to look rubbish, so you just get rid of it.
112:32
>> I think editing editing film and I imagine editing video games, editing
112:38
down is is is an art form, but it's also just it feels like
112:42
torture because you're letting go
112:46
of things you put so much love into.
112:48
>> Yeah, it I mean changes, you know, if you fall in love with something
112:51
and everyone else goes, "Let's change it."
112:52
That could be, of course, that would be upsetting
112:54
in some ways, otherwise you wouldn't care about it.
112:56
But, you know, if I was
112:58
over involved in the big creative thing and he go, "Okay, it's the right decision.
113:01
I can probably live with that fine."
113:03
I think sometimes for designers when they're only
113:06
designing four or five missions in the whole game and two of them get
113:08
cut, that must be really, really hard.
113:11
>> Is there DLC's like for RDR or GTA that you wish you had the
113:15
time when you were
113:17
uh there to have created? >> Of course.
113:19
There's always things I wish I'd done.
113:21
I always wish I'd done more.
113:22
>> What would you have added?
113:24
This is a fun like nerding out.
113:26
>> We the internet knows we made a DLC,
113:29
single player DLC for GTA 5 that never came out.
113:32
And we've also never really worked on another game,
113:36
but I like the idea of it that was a GTA zombie game.
113:39
That would have been funny.
113:40
I think that could have been quite fun.
113:41
>> What was the GTA 5 DLC?
113:43
>> It was one when you played as Trevor, but he was a secret agent.
113:47
>> it was it was cute.
113:48
It was It never quite came together and it was never finished.
113:51
It was about half done when it got a man.
113:53
But I think if that had come out, probably wouldn't have got to make Red Dead 2.
113:56
So there's always there's always compromises,
113:58
but it was, you know, I like making the stories.
114:01
For me, I love the model of GTA
114:03
4 when you had the extra stories coming afterwards
114:06
or Red Dead one when you had the zombie pack coming afterwards.
114:09
I like just doing these extra things.
114:11
So I would I would I personally like to have
114:14
done more of that in that company.
114:17
Um, and with stuff we're doing in the future,
114:20
we're gonna try and come up with worlds where we can add more stories.
114:24
I like single player DLC.
114:25
I just think the audience loves it and it's really fun to >> Does it
114:28
make you a little bit sad
114:29
that the gaming industry in general is moving towards more online,
114:34
less single player DLC?
114:36
Maybe that observation is incorrect, but it feels
114:39
at the at at this moment to me it feels like
114:42
uh it's easier to make a lot of money with
114:46
>> if you get it right.
114:47
>> If you get it right and so the gaming companies are reaching for that
114:52
and it just makes me really sad because there's so much power to the
114:55
what you did with Red Dead Redemption 2.
114:57
I don't know how during that time you're able to pull that off, but
115:00
that was like a
115:02
breath of fresh air or
115:03
in a time where everybody was moving to online and there was that huge incentive to that.
115:07
You you go on and draw
115:09
again the greatest narrative in video game history and the greatest character in video
115:13
game history, single player.
115:15
We still love single player games.
115:17
And I think as we started up absurd, we did a lot of >> Yeah.
115:23
and and also a lot of like
115:25
cynical looking at looking at
115:27
what goes well in the industry.
115:29
Luckily, if you want to do what we're forced to do and also what
115:32
I want to do, which is make new IP,
115:33
you need single player games.
115:35
You can launch a a multiplayer
115:38
game as a as a with new IP.
115:40
It's just extremely hard.
115:42
So, luckily, we are like
115:44
focusing on what we're good at, which is open world single player games.
115:47
And we might add
115:49
um multiplayer components to one of them. them.
115:52
I think one of them it's going to be really tough later on, but we're
115:55
still thinking that through.
115:56
But I think we're really
115:57
leaning into the single player experience
116:00
um as being a strength for us as a company and something we love
116:03
to do and I think
116:05
something a large part of the audience
116:07
prefers and I'd love to with all of those
116:10
keep single player DLC
116:12
one way or another going.
116:13
>> Were there some other game ideas you considered while at Rockstar
116:16
and uh they you didn't go with?
116:21
So like worlds, I don't know, pirate games.
116:24
I mean, what I would love to see the no
116:26
possible >> Never thought a lot about a pirate game.
116:31
>> My son is is obsessed by that game Sea of Thieves at the moment.
116:34
So he's constantly saying, "Do a pirate game.
116:36
Haven't really thought about it too much."
116:38
We worked a lot on multiple iterations
116:41
of an open world spy game.
116:43
>> And it never came together.
116:44
>> It's the agent >> agent in It's had about
116:47
five different >> So good.
116:50
>> I don't think it works.
116:51
I concluded I'm and I keep thinking about it sometimes.
116:55
I sometimes lie in bed thinking about it and I've concluded
116:58
as an open as what makes them really good
117:02
as film stories makes them not work as video games or need to think
117:06
through how to do it in a different way as a video
117:08
>> So uh for people who don't know it would be hypothetically
117:11
set in 1970s cold war
117:13
>> That was one of the versions.
117:14
There was another one that was set in current.
117:16
We had so many different versions of this game.
117:18
We worked on so many different >> but it would be more geopolitical like >> that Yeah. >> assassinations. Yeah. Assassinations.
117:26
I don't know what it would have been because it never really
117:28
we never got it enough to even doing a proper story on it.
117:31
We're doing the early work as you get the world up and running.
117:34
It never it never really found its feet in either of the
117:38
>> And I sort of think I know why
117:41
>> because one of those films they're very very frenetic
117:44
and they beat to beat to beat.
117:46
you know, you've got to go here and save the world.
117:48
You got to go there and stop that person being killed and then save the world.
117:51
And an open world game
117:54
does have moments like that when the story comes together,
117:56
but for large portions, it's a lot kind of looser
117:58
and you're just hanging out and you're just doing what you want and I
118:01
want freedom and I want to go over here and do what I want
118:03
and I want to go over and do what you want.
118:05
And that's why it works well being a criminal because you fundamentally don't have
118:08
anyone telling you what to do.
118:09
Um, and we try and create,
118:12
you know, external agency through these people kind of forcing you into the story
118:15
at times, but as a spy that doesn't really work because you have to
118:19
be against the clock.
118:20
So, I think for me, I'm I question if you can even make a
118:23
good open world spy game. >> So, interesting.
118:26
So, you have to be able to ride around the car and listen to
118:28
the >> and cruise about >> or ride ride a horse and just
118:33
look at >> So, lots of things would work as open world games, but I
118:37
don't know if spiders.
118:38
That's brilliantly put, but to me there's such a espionage
118:42
and assassinations and the geopolitical
118:44
international context is so interesting. But you're right.
118:48
>> I just want to listen to uh what is it?
118:49
Llo and uh >> well, you can't you got to save the world and so
118:54
you need this time pressure
118:55
>> with a Russian accent or something. Yeah. Wow. Wow.
118:59
Yeah, that's really interesting.
119:01
And then we played around with a knights concept that was looked,
119:04
you know, knights and and sort of trying to do a
119:07
a version of of ath mythological
119:09
game that could have been fun and,
119:12
you know, still love that idea,
119:14
but never went very far with it.
119:15
>> Nights would be going
119:16
really far back in
119:18
>> Yeah, I would have to
119:20
never got to writing any of it.
119:21
Just did some backstory
119:23
and played around with a few ideas, but it was uh
119:26
there was always something I thought I would never do and then kind of
119:28
fell in love with it a little bit.
119:30
You left Rockstar in 2020
119:32
and eventually launched Absurd
119:34
Ventures as we've been talking about.
119:36
What do you miss
119:37
about your time at Rockstar?
119:39
Is there specific moments that bring you joy when you think about them? >> Of course.
119:43
It was my whole, you know, it was my life for 20
119:47
something years, 21 years or something.
119:49
>> it was uh and I moved to America
119:52
to do it and grew up doing it and I was always living in in New York.
119:56
It was a at times
119:59
very intense and at other times magical
120:02
experience, but it was also just a huge
120:04
chunk of my life.
120:06
>> The lows and the highs >> and the middles.
120:08
It was just it was just my life, you know, my life was
120:10
that job and the people I knew in New York and and and my
120:13
family and it and we were doing something that was
120:17
intense and innovative and and
120:20
you know both loved and hated by by wider society in different ways and
120:23
at different times and
120:25
in this weird company that was constantly in trouble.
120:28
So it was it was really fun.
120:30
>> Just even looking back at that time to today,
120:32
um how did you evolve as a creative mind across those 20 years?
120:36
Well, I was a child.
120:38
I was a 25-year-old
120:40
>> who didn't know anything
120:42
and I wanted to be a writer,
120:44
but I still wasn't writing.
120:46
And I bought a notebook and I'd occasionally scribble in it and I still
120:49
got those notebooks somewhere.
120:51
And I was working in video games, which were
120:53
the least literary medium it's possible to imagine at the time.
120:57
There was no room for that on PS1 games really.
121:00
um thinking I needed to
121:03
stop and do something else but not having the
121:05
skills or the confidence to do it.
121:08
And I'd been doing that in London.
121:10
Then I came to New York and it was fun, really fun to be
121:12
in New York and really fun to do a
121:14
new company in New York and that was an amazing adventure, but I was
121:17
still lost as a human being.
121:19
And then um when I was 27,
121:21
I still completely lost
121:23
a child and I uh stopped some of my bad behavior and the next
121:27
day uh pretty much
121:30
the chance to write on work on open world games and all the skills
121:32
I'd halflearned over the previous years and my way of thinking or I thought
121:36
about space a lot because I was a geographer rather than a historian
121:40
uh came together and I got the chance to work on open world games.
121:43
So it felt like it was meant to be.
121:44
It was fun to explore, but really fun to explore with this team that
121:48
was, you know, Alex Horton and Naveiv and Leslie and the guys in Scotland
121:52
and all the people in in New York
121:54
making these new games in this new way
121:57
and and going, "Oh, we need
121:58
to find a hundred voices. Why?
122:00
We've got no money.
122:01
How the hell are we going to do that?
122:02
We'll get everyone's friends in and just record
122:04
all lines of dialogue each as we kind of would invent
122:06
the way that pedestrians would speak in video games."
122:08
No one else was doing that kind of stuff. It was insane.
122:10
So I think that that period
122:12
from kind of 2001
122:14
2005 it was lots of early innovation
122:17
and and felt really exciting because we were doing new stuff.
122:20
It didn't feel it felt
122:23
creative but it didn't feel like writing yet just becoming that.
122:26
It felt lots of doing lots of creative things and learning how to assemble
122:29
the stuff and learning what it could take.
122:31
And then I think we talked about it earlier, but the the journey into
122:34
doing GTA 4 when it began to feel more like a proper writing experience.
122:39
And I was kind of probably ready for that at that point.
122:42
And then I was like, well, this is better than films.
122:44
This is something that films can't do.
122:46
You know, this 360°
122:48
experience of being this immigrant.
122:50
And it still felt we were still only scratching the surface.
122:52
I mean it still feels like that now in some ways but it still
122:55
and then that five games you know
122:59
four and five Red Dead 1 and two
123:02
all the extra packs for them
123:04
and Max Pain 3 I think we took the games thematically
123:07
into new places through that period
123:09
from a writing perspective that was the most exciting period
123:11
from a from a business and and and sort of early creativity period the period
123:15
2001 to 2005 was probably the most exciting
123:18
you original starting team
123:20
we're all doing Well,
123:22
you know, personal life was doing okay.
123:24
Didn't feel like such a mess.
123:26
And then um and then from 2007
123:29
onwards, 78 was happy personally.
123:32
Um having children, happily married,
123:36
and the games were just getting much better, but there were lots of pressure
123:39
in the business, you know, it was just and the budgets got really big,
123:42
so that is other stress.
123:43
So there's always always
123:45
good bits and stresses,
123:47
but you know, and always just tried to
123:51
sharp and do my best and and think about how I could do it
123:53
in a new way.
123:54
Always trying to go, it's a new medium.
123:56
What can we do that's new?
123:57
>> But as a writer,
123:59
as a scholar of human nature,
124:02
first of all, were you surprised that we actually you were actually able
124:06
like you had it in you
124:07
through humor and tragedy
124:09
to create these incredibly compelling characters?
124:12
Because I I think I remember reading somewhere that James Joyce
124:16
when he was 20
124:18
said that he's going to be the greatest writer ever.
124:21
And I I feel like every 20year-old says this.
124:25
It's just James Joyce pulls it off.
124:27
>> So were you were you surprised that you were actually able to do it?
124:32
And how did that person get better and better and better at writing as you evolved?
124:37
>> The team got better and better
124:39
so we could write in a more ambitious way.
124:41
the the animation got better so we could support it
124:44
in a better way.
124:45
We could go deeper like you couldn't go that deep on a PS2 game.
124:49
So it was also just the technology evolved.
124:51
Um I don't know.
124:54
I felt like I felt like I was good at doing it and
124:57
and and well trained for it and I'd been in the right place at
125:00
the right time and I was both lucky and had a in a way
125:05
of thinking about characters that when you reduce them to about 10 sentences was amusing.
125:09
You know, I think I was,
125:10
you know, and it was and I saw
125:12
the world in a holistic way
125:14
and and saw society in a holistic way that you could break apart into
125:18
an open world video game.
125:19
I was, you know, I thought about it a bunch.
125:21
The way I think about things was suitable for that for whatever reason.
125:25
Just that was just good fortune.
125:27
>> Lzel mentioned that uh was another legend who you're still working with.
125:31
>> Uh he mentioned that you would
125:34
uh lock yourself in
125:35
writing dialogue for radio.
125:37
I think you lock yourself in a room and get anchovies
125:41
and onion pizza and crushed eye cokes.
125:43
Is this accurate >> Very accurate.
125:45
>> For which periods of your life was this
125:47
a fuel >> for your creative process?
125:50
Is anchovies and onion pizza?
125:52
>> I would also get pepperoni on my half just to be technically accurate.
125:55
He wouldn't cuz he claimed to be a vegetarian
125:57
in those days, but then he'd admit to me he kept chicken wings hidden in the freezer.
126:01
>> So it was a sort of fake vegetarian.
126:03
that was or I think we still do it now sometimes as sort of
126:07
memorialize but that began in 2001
126:10
>> and we the we the office at Rockstar
126:13
was so small and we were so broke
126:15
that there was no and I I did have a private office at the
126:18
time but it genuinely was a
126:20
>> It didn't have a window.
126:21
I was literally sitting in a cupboard.
126:23
Um so there was no room and I could had a desk and a
126:26
chair just for myself.
126:27
So we but I lived quite near the office so we would write one
126:30
or two afternoons a week. He'd come in.
126:32
He was a freelancer working with us.
126:35
He'd come in from Long Island
126:37
and then we would
126:38
jump on the subway,
126:39
go to my apartment in Chelsea and sit in this grimy little apartment I
126:43
was living in and buy pizza from around the corner and that became and
126:46
you know we both like Diet Coke and pizza
126:48
um very video game developer
126:50
and that became good luck
126:52
and uh we'd have these good writing sessions we realized we got on well
126:55
with each other and that we had a similar sense of humor
126:57
and we could write the stuff and then he would do all the real work producing it.
127:00
So it was perfect for me because I got to outsource most of the
127:03
real work and he's a brilliant radio producer.
127:05
Um so he was a great partner in that way and then that was
127:08
how that relationship began
127:10
and then I'd get him I say well we've got to record these 80
127:13
voices come and help me cuz I can't direct 80 people at once.
127:16
So he helped with that process and he was a really good producer
127:18
like audio like getting bodies in producer as well as technical producer.
127:23
So it was just that was the beginning of that relationship
127:25
and it was always
127:27
my job was to ensure the media content
127:29
felt like it reflected the tone of the world
127:31
and we would write it together.
127:33
Then his job was just to make sure it sounded funny like he would
127:35
just produce in a really funny way.
127:37
>> Just to give a little bit more of a shout out to Llo.
127:40
What's it been like working with him for over 20 years?
127:43
He's working with you still.
127:45
He's a kind of
127:47
>> this uh flamboyant, colorful
127:51
much loved for being a voice also
127:55
on radio in the
127:56
in the Grand Theft Auto >> Yeah.
127:58
And the rule was when he was the character,
128:01
I would write the first pass of him.
128:04
So I would and I would get nastier
128:05
and nastier over time.
128:07
So to the point where he's having his head shaved and,
128:09
you know, being punished by everybody.
128:11
Even in game after game he got wor he he began as his quite
128:14
in GTA 3 he's a quite likable character
128:16
and then you know over the next
128:18
12 13 years it just got worse and worse
128:22
so I think he's glad not to be doing that anymore
128:24
but he did it with great grace.
128:26
He's just a great partner because he likes he like you know
128:29
like me we just like making stuff.
128:31
He likes to make stuff.
128:32
He likes to work in new spaces.
128:34
He's been a great help on bringing the comic book to life doing a
128:37
lot of the work on that.
128:38
He's working on that right now.
128:40
Um, and just he's
128:42
he's really fun to work with and he's, you know, always will put creativity
128:46
first and he's ridiculous,
128:49
you know, sort of in the best possible way. Yeah.
128:53
>> Outside of uh the games you've participated in, created,
128:57
um, what do you think are some candidates for the greatest game of all time? >> Tetris Game Boy. No question.
129:05
>> Tetris and a Game Boy.
129:06
Yeah, >> it was the perfect device
129:08
for playing that game.
129:09
I never liked as much or anything else.
129:11
My wife was trying to get a retro one
129:13
for my kids, trying to get them for Christmas right now.
129:17
Um, it was the most addicted I ever was to anything in my life
129:20
of far too many addictions.
129:22
That was obsessed by it, dreaming about it.
129:24
And when you link two together with the cable
129:27
and if I got four, it would push yours forward.
129:28
I was like, perfect game design.
129:30
So, from a pure
129:33
puzzle perspective, nothing comes close. >> Yeah. It's extremely simple. >> Yeah.
129:37
Pure gameplay, no narrative, >> no no nothing.
129:40
No, no personality at all.
129:42
It's a completely different thing,
129:44
>> but but perfect in it way.
129:46
Open world games can't be that perfect.
129:48
>> but you always dreamed of making something like that.
129:51
>> Super Mario, >> I think the N64
129:54
ones, >> all of those early
129:57
3D games were very amazing when you first saw them
130:01
>> on the N64, PS1.
130:03
when you went it suddenly was like these games
130:06
they were alive in a or they're
130:07
believable in a different way.
130:09
I think that was very
130:10
>> It looks unlike anything else.
130:12
>> Nintendo has that look, doesn't it? >> Yeah.
130:15
And I think that's the
130:18
they're known for this Nintendo polish that every pixel has a purpose.
130:23
>> And what I mean I suppose Tetris has that same real focus on
130:27
delivering the pure gaming experience
130:30
with as little as possible. It's really beautiful.
130:32
Of course, Zelda really pioneered
130:34
a lot of sort of
130:36
the feeling of of a world,
130:39
but it's not quite open.
130:41
>> No, but it's amazing.
130:42
It's almost like the new ones, they almost to me feel like Hitchcock.
130:47
They just speaking the language of video games,
130:50
you know, like you know everything's going to work this way and that way.
130:52
It's it's quite systemic, but it's so how it all glues together is so amazing.
130:57
It feels like when you watch a Hitchcock film, it's not reality.
131:00
He's speaking the language of cinema in a very very strong with a very strong accent almost.
131:04
It's very very cinematic.
131:06
It's not realism at all.
131:08
And that's what those Zelda games kind of feel to me like they are
131:11
these amazing things that could only be video games.
131:13
They couldn't be anything else.
131:15
>> For me, another really powerful open world is the the Elder Squirrels world. It's role playing.
131:22
It's uh fantasy, dragons,
131:24
all that kind of stuff.
131:25
>> Todd is great at what he does.
131:26
Yeah, >> there's they're slightly
131:29
they're more >> I mean from a technical perspective we're always involved
131:34
I same with the with the new games
131:37
we're constantly trying to find the balance between
131:41
you know RPG a role playing game and an action game
131:46
and an you know and try go well an action adventure game with RPG
131:50
elements and what does that mean and I think they've all kind of moved
131:52
into roughly the same space
131:54
but for me it always just comes down to our is easy to play.
131:57
Are our mechanics super slick?
131:58
And then can we keep our dialogue feeling very alive?
132:02
Like I'm not always a great
132:04
for just for what we do.
132:05
I like when other people do it.
132:06
For what we do, we always want very punchy dialogue.
132:09
So don't give big trees,
132:11
>> but still have it interactive.
132:13
So we're going we're going to lose a touch of interactivity,
132:15
but we'll still have the dialogue feeling like it's alive,
132:18
but we'll get better written dialogue and it feel more
132:21
a slightly more cinematic experience.
132:23
Yeah, I think uh the Elder Scrolls series have
132:26
almost always leaned a little more towards the open world. >> Yes. They're real RPGs. Yeah.
132:31
>> You know, we've not re the games that, you know, I've worked on,
132:36
they've not really been RPGs.
132:38
They've had RPG elements
132:39
onto a story-driven action game.
132:41
It's a kind of just a slightly different emphasis, but I still think what
132:44
they do is amazing.
132:45
He's brilliant at doing it.
132:47
And I I I think
132:49
Grand Theft Auto, Red Dead Redemption,
132:52
and Skyrim are games where
132:54
you have millions of people
132:55
that just walk around or drive
132:58
>> and feel the world. >> Feel the world.
133:00
Just feel the world.
133:01
>> And the Witcher, same thing.
133:03
>> And uh Balders's Gate 1, 2, and three. Really interesting.
133:06
They really tried to make every
133:09
choice you make genuinely branched the game
133:13
to where it's not the illusion of choice.
133:15
It's really It really choice really does something
133:18
>> and that's really hard to pull off >> Yes.
133:21
And hard to pull off.
133:22
You're always sort of
133:24
debating the the sweet spot between that
133:28
and a strong story,
133:30
>> you know, and strong mechanics.
133:31
It's hard to get them all and you you you know, as a as
133:33
a as a a game- making team, the whole you know, the teams kind
133:37
of have to figure out where they want to fall on that line. >> A difficult topic.
133:43
Uh, you dedicated the book to your mom and dad
133:46
and in particular you wrote
133:48
to my father who died
133:50
while I was finishing the book.
133:54
What have you learned about life from your dad?
133:57
To show up, to be present,
134:00
to go to work every day,
134:02
to love creative things.
134:06
you know, he was a
134:07
lawyer, but he was also a jazz musician.
134:10
And he did both to the best of his abilities,
134:14
you know, and that
134:15
to value family as
134:19
more important than either of those
134:22
you know, he was a present guy,
134:25
I think, and and you know, he loved books. Always loved books.
134:28
always loved but loved films, loved
134:30
m music, didn't wasn't
134:32
into video games, but liked that we were doing weird things.
134:37
>> Was he proud of you?
134:39
>> Yeah, I think so. I hope so.
134:41
And he was he was for for a lawyer,
134:45
he really venerated at some level
134:50
giving the man the the the quote unquote the man the finger.
134:53
like, you know, whenever life goes crazy,
134:56
>> he just was always on the side of the underdog and the ridiculous.
135:00
And and I think that,
135:01
you know, he always wanted to answer people back, always give the silly comment.
135:06
And I certainly, you know,
135:08
taken that from him to my detriment probably, but it makes life more fun.
135:12
Like he always would just say the obnoxious thing and just didn't give a
135:16
And that was uh, you know,
135:18
I think that was probably quite
135:20
>> So you have a bit of that in you.
135:23
Fortunately, so yes, not good at shutting up,
135:26
not good at towing the
135:29
>> I think I speak for most of human civilization
135:31
that fortunately you have that as part of as part of who you are
135:37
because it it comes through your stories.
135:40
I think it made school
135:43
You know, they sent me this very formal school
135:45
that was like it might as well have been set in the 1870s, in the 1990s.
135:50
And but then they want, you know, I was always getting in trouble just
135:53
for not not for doing anything that wrong,
135:55
just answering teachers back all of the time. Couldn't be quiet.
136:00
How often do you think about mortality?
136:03
Are you personally yourself afraid of
136:07
>> Well, my father passed away
136:10
in May, a lot more since then, obviously.
136:17
Um, I mean, I think about a lot.
136:19
Am I afraid of it? I don't know.
136:23
Some days intensely and some days not at all.
136:25
I would love to stay
136:28
alive long enough to
136:30
see my kids properly grow up and settled of course for them. I don't.
136:33
Aside from that, some days I feel,
136:36
you know, spiritually connected to the universe and and and
136:39
not afraid of death at all.
136:40
And other days I feel like a sort of
136:43
random piece of of of good luck who's
136:46
uh going to get struck down by an angry fate
136:48
and turn to nothingness.
136:49
And that terrifies me.
136:50
I >> What do you think about the nothingness?
136:53
I mean that that in itself is
136:55
>> Yeah, that is terrifying.
136:56
I mean I I I
136:57
tend to I I tend to
137:01
you know spent long periods of my life
137:05
tormented by that stuff.
137:08
the the last few years I tend to believe
137:10
there is a purpose and a point to life and that we have some
137:14
kind spiritual or soul-based existence.
137:18
Not I'm not quite sure if it matters if there is a god or not.
137:20
We should probably live our lives the same way either way.
137:23
Um but I tend to think that that you know there is a metaphysical
137:26
purpose to life and part of the that purpose is to
137:30
you know search for the purpose
137:32
but at other points you can get you know
137:34
you read too much science you get wrapped up in the nothingness of it
137:38
>> Also there's a component to uh to your brain
137:41
uh when talking about
137:42
weathering heist by Emily Bronte.
137:44
You said that you have been by fortune struck with a bit of a
137:48
capacity for the grandiosity of feeling.
137:51
So, you feel the world deeply,
137:53
sometimes romantic, sometimes overly romantic.
137:55
You've uh said, I like this line, feelings may destroy you, but they're the
137:59
best thing we have.
138:01
So, uh that ability
138:05
to feel the world,
138:07
is that a gift or a curse for you?
138:09
What do you >> That's a really interesting question
138:12
because it's obviously both.
138:13
You know, at times it's both or times it's one or the other.
138:15
when things are going well,
138:17
when you feel alive,
138:19
when you feel like you're connected
138:21
to things, when you're
138:23
beauty in people and and joy and experiences.
138:27
Of course, it's it's it's
138:28
wonderful when you're feeling like,
138:30
you know, bereft and set a drift by the world and that you can't
138:33
connect it to it in some way and you're lost and abandoned by
138:38
God or consciousness or fate or whatever it is. It's awful.
138:41
You know, when I feel
138:44
a dreadful hack, which is most of the time,
138:47
you know, it's terrible.
138:48
You rather not be doing this rubbish.
138:49
And then sometimes you're working creatively and it feels good and you feel like
138:52
you're doing the right thing and it feels fantastic.
138:55
>> But that's not very often.
138:57
>> Do you think it's possible to have one without the other?
139:00
>> No, of course not.
139:01
When I think about
139:03
growing up to the extent that I am capable of growing up,
139:06
um it is about accepting
139:09
the bad with the good from any situation
139:11
or any aspect of myself.
139:13
You know, going okay,
139:14
it's not perfect or I'm not perfect.
139:18
>> Uh you said you often feel like a hack.
139:20
Is that that self-critical
139:22
part of your is that
139:26
a feature or a bug?
139:28
That's an I think it's the the new thing that we're going to lean
139:31
into the bug feature.
139:33
>> it's both, isn't it?
139:34
I mean, it's it's it cannot
139:35
lead that self-critical brain.
139:37
I think lots of people suffer from
139:40
and and I think the internet is designed to induce.
139:42
If you didn't have it before, you will have it after being online.
139:45
Um, it's clearly can become a bug,
139:49
but it also can give you drive and a lack of complacency.
139:53
So, it can can also become a feature.
139:55
I had a pretty uh intense argument with Paul Ki who's a legendary
140:00
psychiatrist, student of the mind about this.
140:04
Um he worked with
140:06
many famous creative people and he
140:09
he thinks that that negative voice is not at all needed
140:12
for creative genius and I thought
140:15
I know awfully a lot of
140:18
creative people that have that voice.
140:20
I'd rather not have it,
140:22
but I certainly have lived with it
140:24
this far that there's a danger
140:28
that negativity for me that negativity
140:31
and consciousness become the same thing,
140:34
you know, and sometimes have to fight to
140:36
not just be perpetually negative.
140:38
Um, and that can be part of the human struggle for lots of people
140:41
and certainly has been for me.
140:43
I think if you're trying to do,
140:46
you know, good stuff and you're
140:48
reflective inevitably and and you know, you live in this world of
140:52
constant constant criticisms by the internet.
140:55
Of course, you know, everyone
140:56
who ever puts something on the internet, be it a picture of themselves
140:59
or any kind of work they've made or whatever it is is going to
141:03
get 50 good comments and one bad comment and remember the bad comment.
141:06
So that and that that becomes fuel for the negative voice.
141:09
I don't know anyone that's strong enough not to,
141:11
you know, we, you know, some level you should just measure that stuff in
141:14
in weight, not in not in quality.
141:16
But of course, we just focus on the quality.
141:18
>> And I do think in general as you get older,
141:20
that's a real challenge for people.
141:22
You can see the different trajectories
141:24
people choose to take.
141:25
But it's easy to slip into cynicism
141:27
and negativity into this uh dustfskis
141:32
notes from underground nihilistic kind of worldview.
141:36
I think the heroic
141:37
action to take with time is to become more optimistic,
141:41
to seem more good, to
141:43
uh I think that there's probably
141:44
a hero's journey of being extremely
141:48
self-critical at first uh
141:51
for for the the the
141:53
first maybe half of your life or twothirds of and then
141:57
while maintaining some self-critical
141:59
aspects just so you stay humble,
142:02
start to see the good
142:03
uh in everything around you, in other people in the world and even maybe
142:08
every once in a while on a weekend in yourself. >> I hope so.
142:12
I mean, that's what I've been
142:14
I could not be more cynical.
142:16
I think you put that beautifully.
142:17
I could not be
142:18
>> more cynical than I was as a child.
142:20
You know, I could not see goodness anywhere.
142:23
I I couldn't see, you know, I don't think uh
142:27
late 1970s to early 1990s
142:29
England was a great was a place of great,
142:32
you know, optimism and naivity.
142:34
It was brutal and I was brutal.
142:36
I was brutal within it.
142:38
And I think um I've become much more
142:41
naive and and and tried to become more innocent in some ways and and always
142:45
tried to see the flawed good in people.
142:48
You know, I've tried to re and I've
142:51
had to force myself to be like that because,
142:54
you know, the other way is not fun.
142:55
It's not nice to to
142:56
it's not nice to not be nice.
142:59
Uh, as a brief aside,
143:00
you had a wonderful conversation
143:02
with uh, Ryan McAffrey at LA Comic-Con.
143:05
I've been a big fan of his for a long time.
143:08
He writes amazing stuff at IGN.
143:10
He has a great podcast.
143:11
Everybody should go listen to it.
143:12
I really enjoyed it.
143:13
Plus, I got to attend a Comic- Con and just be there in the audience.
143:16
And like we were saying offline,
143:18
uh, the LA Comic- Con.
143:19
It's the first Comic- Con I've been to.
143:20
There's just all kinds of
143:22
real genuine nerds, good-hearted. >> Oh, it's fascinating. Brilliant.
143:25
It's just so much kindness and goodness
143:29
and just simple joy in being a fan of a thing was there. >> Yeah.
143:33
Which is what those things are all >> Yeah. Okay.
143:35
So, let's talk about some of the greatest books of all time.
143:38
And I should also give a shout out to an excellent podcast you did
143:41
with Sonia Waler who's a friend of yours, but she had a great podcast.
143:45
She has guests pick their five
143:47
favorite most impactful books and so on.
143:49
Uh you picked five fiction books,
143:52
one for each decade of your life.
143:55
For the audience, they should go listen to that conversation.
143:57
But uh you picked uh Winter Holiday by Arthur Ransom.
144:01
Uh second one was Withering Heights by Emily Bronte, then Tenders the Night by F.
144:05
Scott Fitzgerald, uh The Thin Red Line by James Jones, and Middle March by George Elliot.
144:12
But just zooming out, reflecting
144:14
back on that conversation,
144:15
what do you think
144:17
if an alien came,
144:18
what are what are some candidates for books that you'll recommend to them?
144:22
>> Middle March, it's the best novel written in English. War and Peace.
144:27
It's the one of the best novels written in Russian. I would argue.
144:33
I think both of those are
144:35
because if you've only got one book, you want a long book. >> Yeah, true.
144:39
and and then they're both books that kind of
144:43
it's something I was always trying to put into games and you know that
144:46
feeling of all of life is here
144:49
>> you know you've got love death
144:50
violence romance the whole human experience in different ways
144:55
so I think that that there's something amazing about you know Vanity Fair I
144:58
used to used to love the novel not the not the magazine
145:01
um because same thing all of life is here
145:04
>> you also spoke highly of
145:06
Scott Fitzgerald and Hemingway
145:08
>> I was obsessed by them in my 20ies.
145:11
Completely obsessed >> as one must be that Asian.
145:15
And I think them
145:16
as a double act is so amazing.
145:20
You know, one helped discover the other
145:22
and then died first
145:24
and then suddenly it died in in obscurity
145:28
and then was rediscovered as a genius while the other one was still alive
145:31
and falling into not obscurity but into decline.
145:34
I think it's that that their relationship
145:35
is itself very novelistic.
145:37
That that by the way is a phenomena
145:39
of writing maybe no longer maybe still
145:43
uh that you know people like France Kofka who died in obscurity
145:46
like all these writers who died in obscurity
145:48
not nobody knows them and they become famous later.
145:51
Yeah, >> that is just so interesting.
145:54
That's such an interesting,
145:56
you know, that France
145:58
and and France Cauquis
145:59
in particular is fascinating because he wanted all of his work to be burnt like destroyed.
146:05
So that insec speaking of the critical voice is just
146:09
uh and I I think he's one of the
146:12
one of the best writers of the 20th century.
146:14
Of course, the dystopian
146:15
novels are really interesting.
146:16
1984 um Brave New World. love 1984.
146:21
Had never listened to it
146:23
or read it and then I think I did it on Talking Book or
146:25
I maybe read it, I can't remember
146:26
during COVID and became I think I did both.
146:28
Became obsessed by it
146:30
and it's the elements of that creeping into a better paradise.
146:33
But it's so good.
146:34
I hadn't realized how good it was. Yeah.
146:37
>> And it's so of the moment.
146:39
>> It's almost like because of his fame and >> Yeah.
146:42
it it's almost like cliche and
146:44
you think over the >> characters
146:45
and I remember the year 1984
146:47
and this is I remember the song you know there's too much
146:50
it can't be that good and then it was that I had came to
146:52
it completely cold just oh I should get work my way through this cuz
146:56
it's another classic I haven't read and then it's it's incredible
146:59
>> and the book I've read more than any other book is Animal Farm by
147:02
George Orwell I don't know why exactly
147:04
but the fairy tale
147:08
telling of totalitarianism >> well you grew up in a communist country.
147:12
Yeah, maybe that's it.
147:13
The roots of it.
147:14
>> I remember, you know, I was a kid in the Cold War in London
147:18
and we were always terrified of Eastern Europeans.
147:20
You were going to come and kill us all.
147:22
And then I I ended up marrying a pole.
147:26
>> And um and I was we we were and we had Ukrainians,
147:30
you know, who who who who worked worked for us and worked with us.
147:33
And I was we were sitting
147:35
few years ago sitting around a campfire in upstate New York surround with the
147:39
campfire was built by
147:40
our old nanny's husband who's Ukrainian
147:43
and he'd been in the Red Army.
147:44
I was like history is so strange that you end up the Red Army
147:47
used to be the ultimate enemy
147:48
>> and like we're now just hanging out with everything changes.
147:51
You think these you think these things are permanent and they're really not.
147:54
>> You know, we face some of that now where you think
147:57
these structures are permanent and they're going to change.
147:59
And you also mentioned that the three great
148:01
World War II books are The Thin Red Line,
148:04
Life and Fate by Via Gman,
148:06
and The End of the Affair, Graham Green.
148:11
Uh, what makes for a great war book?
148:14
I think World War II
148:18
is interesting because it affects everywhere obviously
148:20
and so you can get all these different kinds of stories
148:23
and there's so many good I was just trying to come up with a
148:25
range of one American,
148:26
one British, uh one Eastern European
148:30
uh just to get just to get different perspectives, but there's so many amazing
148:34
World War II books around all kinds of stories.
148:36
I think the most complete one
148:39
because it is this all of life being there probably is life and fate
148:43
which is amazing >> and it was uh written by Vasil Gman
148:46
he experienced Stalin firsthand
148:48
and there's also just a deep philosophical
148:50
component >> and the bit intrainka
148:52
is one of the most harrowing sections of any book I ever read
148:56
and it really almost more than any
148:59
piece of art around the Holocaust
149:02
made me feel what you would feel like at that moment and it's incredible
149:07
piece of >> and also just I mean Man's Search for Meaning by Victor Franco. >> Oh yeah.
149:12
>> It seems like that context
149:14
reveals in the most pure way human nature and like what kind of you
149:19
know in Man's Search for Meaning is
149:22
when everything is taken from you.
149:24
You know the little
149:25
remains of love for
149:29
in this case his wife.
149:30
is the thing that is a little flame that burns and
149:33
>> uh let's say the engrossment
149:34
is small acts of kindness
149:39
>> is the thing that
149:40
allows the human spirit to persist.
149:42
I love the bit in life and fate
149:44
when you get obviously it's in this Stalinist
149:47
period and so the
149:49
they're all losing they all know that the that what they thought was going
149:53
to be wonderful about the revolution
149:55
isn't going to happen.
149:56
So there's a whole and everyone's scared of being killed by Stalin
149:59
because it's post the purges,
150:00
but then you get these
150:01
guys and they're trapped in a building
150:04
fighting in Stalingrad and uh so they know at this moment they're dead anyway
150:08
and they get to live like pure
150:11
perfect Marxist communists away from Stal and all his nonsense.
150:15
And I thought that section is incredible
150:17
because you realize like
150:18
in some ways in all of its horrors
150:21
the most disappointing thing about the 20th century
150:26
in some ways was the absolute failure of communism.
150:29
You know it was because it was such a
150:31
you know quote unquote beautiful idea and it just did not work time and time again.
150:35
And these people who
150:37
fought for it and then saw it not working.
150:39
I think they're sort of fascinating characters.
150:41
you know, all of the all of the revolutionaries
150:44
>> from 1917 that were then killed by Stalin, which was all of them apart
150:48
from him him and him and Lenin.
150:50
And that was uh
150:52
you know, people in modern day politics talk about communism like it's
150:56
it's trivial that it would lead to atrocities, but I don't think it's that trivial.
150:59
It's uh it's this idealism
151:02
of human of humans.
151:04
>> It's like why, you know, why can't
151:07
>> basically why can't we all get along?
151:09
There's a real compassion behind it.
151:10
There's real love and what you realize is
151:13
there is it's a real study the 20th century of human nature that
151:18
unfortunately at scale that kind of compassion
151:21
uh is abused by centralized power.
151:25
So there's a dictator always in that context
151:28
in in those given that set of technologies
151:31
a dictator arises and
151:34
does the opposite of what the the the promise of the ideal is supposed to be.
151:37
Well, I think I thought
151:39
a lot about that
151:41
then because I was taught by
151:43
all these disappointed communists, you know, after
151:45
' 89 all of these English communists,
151:48
you know, all like having to accept discovering all these atrocities had happened in,
151:51
you know, so it was it always fascinated
151:53
me and then you think
151:57
complexities or where one's own
151:59
values are in the modern moment and I I say, you know, that from
152:04
from e e and whether either of them any what we would call left
152:07
now or call right now.
152:08
Does it have any bearing on on the sort of communist era of those words?
152:12
And I would say probably not.
152:13
I think things have changed.
152:14
But fundamentally, the one value that I would go
152:18
I would think is worth fighting for is go whenever
152:21
either side starts to move towards thought >> Move away.
152:25
That's never the right outcome.
152:27
The never right outcome is, oh,
152:29
you've said the wrong thing,
152:30
you should be removed now.
152:32
That should never ever be
152:33
a thing we should lean towards.
152:35
Yeah, it does seem like freedom,
152:37
individual freedom is a
152:39
prerequisite >> for happiness, >> for happiness for and a flourishing of a larger society.
152:44
So there's, like you said, 1984
152:46
is pretty I mean it's a
152:48
>> but it is brilliant.
152:49
>> It's quite it's actually also just a good story.
152:52
That's my criticism of Brave New World.
152:54
It's just poorly written.
152:56
But I like Brave New World probably applies more to the 21st century
153:00
uh than does 1984. Is it?
153:02
I think 1984 with the with the fake wars
153:06
>> and the way that it revealed that everything in it was a setup for him.
153:10
>> There's something if he could have seen the internet
153:12
>> there's something it's like it's like an analog internet that world they build
153:16
around uh the main character.
153:19
>> What advice would you give to a young person today
153:23
about let's say career
153:25
how to have a career they can be proud of how they can have
153:28
a life to be proud of?
153:30
You've had a non-standard life.
153:32
>> I've had a lucky
153:34
life um in which I have
153:38
fought to mess things up and fate has always thrown me a bone.
153:41
>> You've uh traveled in South America and had hobos
153:44
chase you with machetes. >> Yeah.
153:48
So, that happened a poor series of poor life decisions. Yeah.
153:51
Um and I I ran I ran away, you know.
153:54
I was I mean I ran away to South America.
153:56
That was a poor decision.
153:57
I ran away from the guy with a knife.
153:59
That was a good decision.
154:01
>> Uh I came to America.
154:02
That was a good decision.
154:04
Um I ran came to LA.
154:07
That's I think been a good decision.
154:09
It's been fun to see a different side of America and um be in
154:12
a different creative environment.
154:14
LA is still amazing for creativity
154:17
and entertainment, the wider entertainment industry stuff.
154:20
I think that's been fun.
154:22
Um what would I say?
154:24
I would say when you get a chance, take it.
154:31
That was one thing I did do well at when I got got chances.
154:34
I was good at taking them.
154:36
Um, I would say
154:38
do not worry too young about your career.
154:41
I would say worry about having a rounded
154:44
intellectual inner life because you're going to spend the whole of your life in your own head.
154:48
So the more interesting you find your own head, the more interesting you find
154:51
the world, the less
154:54
you're going to annoy yourself.
154:56
So I would say I would I would say
154:58
do not do a vocational
155:00
degree as an undergraduate.
155:02
That's been my I would say do something else.
155:04
Do something, you know, random and then focus afterwards.
155:06
That would be I think uh
155:08
I I was advocating
155:09
against the obsession that people had about four years ago with STEM subjects
155:14
>> and now AI is going to make them all irrelevant anyway perhaps.
155:17
Uh so you know I it's interesting to see everything changes.
155:21
Um jobs are not that hard
155:25
you know turn up
155:27
be enthusiastic uh be
155:30
turn up in in person
155:31
be enthusiastic uh help people
155:34
say you'll be fine in any job people you know.
155:37
>> Did you always know when the chance to take showed up like this is
155:40
okay this is interesting this is new this is different. Not always. No.
155:44
But I did the the big times were the chance to move to America.
155:47
For me, that was a big moment.
155:48
My life was a mess.
155:49
>> That was weird timing.
155:50
So I I I read that uh Sam wrote you an email >> in South America.
155:56
>> I literally I was in South America
155:59
in Colombia when there was a war raging
156:02
>> um I was making a series of very poor
156:06
life choices and a lack of life skills. Age 25.
156:10
Um, my latest poor choice was to get up too early cuz the police
156:15
didn't start work till 9:00, but the mugger started at 8:00.
156:18
And so I was out
156:19
uh walking along the beach at 8
156:22
uh and these uh guys,
156:24
this raster uh turned up who I've been talking to the day before and
156:28
started trying to talk to me.
156:29
And then two guys came up to talk to him.
156:32
And I couldn't tell
156:33
if they were trying to mug him cuz he owed the money or he
156:36
bought me to them.
156:37
But I did notice one of them had a machete and the other had
156:39
a kind of broken gun.
156:41
So I thought, "This is not good."
156:43
And I ran off,
156:44
sprinted down the beach in my in my uh silly shoes
156:48
and uh got to the chance once in my life to run over to
156:51
a road, run, jump into a taxi and scream,
156:54
you know, take me anywhere.
156:55
Feel like I'm an action movie.
156:56
And guys chasing after the machete
156:58
and the taxi driver looks back, sees the dude with the machete and goes, "See, Conigos?"
157:03
And they're not my friends.
157:05
Get me out of here.
157:05
And then I um he drove me up the street into a bit where the town was.
157:10
Um it's kind of between the old town and the new town in Cartahena.
157:14
And um I got out of the car
157:17
and then cut my foot on a rock.
157:18
That was the sum total of my injuries.
157:20
And um then went to an internet cafe cuz this was probably late 98
157:24
and got the chance
157:25
to come and work on
157:27
a game for 6 weeks in New York.
157:29
And I was like, "Well, if I stay in South America much longer,
157:32
I'm going to get myself killed cuz this was I was getting into silly stuff."
157:35
Um, and so went to New York and they just started Rockstar.
157:41
And so I got to sort of write the mission statements and and whatnot
157:43
there and and helped set the tone for that
157:46
and just ended up staying,
157:48
you know, had to come and go a bit while
157:51
visas got sorted out and then just ended up staying for
157:54
a stay for a year because New York's pretty fun.
157:56
It actually was not that.
157:57
This was the height of
157:59
Giuliani before he was a maniac.
158:01
Um, so he uh you couldn't when you went to bars, you were told you couldn't dance.
158:07
>> Cuz they were trying to clamp down on New York being fun.
158:09
So it was actually less fun than London, but there's still a great energy
158:12
in New York >> and got exposed
158:14
to the kind of madness of New York capitalism.
158:18
>> By the way, as we hear sirens in the background, that always makes me
158:21
think of New York.
158:21
Whenever I'm in New York, there's always sirens.
158:23
>> Steam coming out the floor,
158:25
people screaming at you.
158:26
I mean, you get people screaming at you in LA at least. >> Yeah.
158:29
But it's more dist It's more spread out.
158:31
You can get a bit more quiet
158:33
>> Um, and I love the energy.
158:35
You know, it was great to work hard and then be able to go
158:37
out for dinner late and
158:38
and it New York was really really
158:41
a fun experience for me.
158:42
>> You work with your brother Sam for many years.
158:45
Uh, what do you admire
158:47
about him as a creative mind
158:50
as a human >> His drive
158:53
and his uh early on to see what video games could become.
159:02
He was the one who understood that video games were
159:05
the next big thing.
159:06
And I think that was uh
159:08
you know people would laugh in our face about that in those days.
159:11
And so to have someone that was strong and saying no no we stick
159:14
stay to the course
159:15
and then having the confidence to push through with these big projects.
159:20
>> Are you excited for the future of video games?
159:22
Yeah, I think I I completely I still I still look at
159:26
I'm glad you spoken
159:28
so I mean you've spoken so
159:31
kindly about our work
159:33
about the stuff that I did and the stuff the whole teams did.
159:36
It's wonderful but I just look at it and see problems and see things
159:39
that we can make do better.
159:41
You know I think uh it was always
159:43
try each time do it better and I've you know some of the stuff
159:46
we're working on now
159:48
is going to do stuff that people haven't really seen before.
159:51
Uh, and I think it's just I think that games can get so much better.
159:56
They can feel so much more alive.
159:57
All the they can be better at storytelling and feel more alive and feel
160:01
like you know their systems
160:02
all the stuff the component parts we talked about you can we can both
160:06
make each of those parts better and tie them together better.
160:09
I think it's the technology is all to me it still feels like it's only just beginning.
160:13
You know, it's been it's been
160:14
cinema evolved from like
160:17
1900, 1895, whenever it was
160:21
until they invented talking in 1930
160:23
or whatever that was. It's not that.
160:25
And then it's kind of found its modern form.
160:27
And then by 39, they're shooting in color.
160:30
And that's basically a modern film is no different from a 1939 film.
160:33
But with games, I still think we've got a long way to go. the tech.
160:37
There's so many different parts of the tech that it's still got a long
160:40
way to go and you can go in all different fun directions.
160:43
>> I just wish and I know you said
160:45
video games take a lot less than they poss they they could
160:49
but I just wish it was faster.
160:50
Like you've already made me fall in love with Absur
160:53
and you've made me fall in love with the Better Paradise
160:56
and now I I'm going to sit depressed
160:58
realize I'm going to have to wait.
161:00
I can of course read.
161:02
We should have some little short cartoons
161:04
coming out in a while for Serverse
161:07
and more stuff coming in the next period.
161:10
But yeah, it just takes it takes a little bit of time
161:12
and I think I mean movies
161:14
you big movies are four years plus from start to end.
161:17
>> You know, with all the legal stuff at the start, you know, will be about the >> Yeah.
161:21
and certain movies from idea to completion I mean take 10 plus years and
161:26
some of the a lot of that's just that development process
161:29
that is really sometimes
161:30
feels like it's designed to not make stuff
161:33
>> a bit more of a specific advice but uh on the topic of video
161:36
games what advice would you give to
161:38
uh to maybe independent
161:40
video game creators that are dreaming of
161:44
creating great games they're inspired by Red Deadp
161:48
aspiring of all the incredible
161:49
open worlds and narratives you've created
161:52
like how's it possible to have a chance at doing something like that?
161:55
>> I mean, it's part the two two ways.
161:57
Try and do it cheaply
161:59
for with with yourself in a small group
162:01
or join a company that you think is
162:04
doing it the right way, you know, and I think there's upsides to either of those.
162:07
I think if you want to make something that's cinematic,
162:11
AI is going to change some of this, but if you want to make
162:13
something cinematic, you need resources.
162:14
You can still make something that's really interesting
162:16
that isn't super cinematic,
162:18
but it's an interesting experience in some ways.
162:20
But the second you're involving actors and motion capture
162:22
and one of those big experiences,
162:24
it's going to cost some money.
162:26
So therefore, the if you want to do that, you've got to figure out
162:28
what companies you want to work at and figure out how you get to work there.
162:31
>> Do you have do you have hope for AI
162:34
helping with some of the video
162:36
some of the video generation,
162:37
some of the world
162:40
some of the open world assistance
162:42
in in generating the world? >> Yes. Limited. Absolutely.
162:47
If used correctly, it will be a great tool.
162:50
If used incorrectly, it will lead to loads of generic stuff.
162:54
>> You know, I've been in games for 29 years,
162:57
and all the time the piece of tech that's going to make making games
163:00
much easier and much cheaper is about to turn up.
163:02
And all that's happened is the games have got much better and way more expensive.
163:05
So, I'm always nervous
163:07
about saying, "Finally, we have that bit of tech that makes our lives easier."
163:11
But, it looks as if it might be able to do that when you
163:13
use it in the right way.
163:14
If you use it, you know, if you use it to try and as
163:16
a substitute for creativity,
163:18
it's going to be really
163:19
>> Uh, big ridiculous question.
163:21
Uh, what's the meaning of this whole thing we have going on here
163:24
of life, of existence?
163:26
Why are we here?
163:29
>> To watch the universe.
163:31
The easiest plausible answer
163:34
is we are designed by the universe to watch itself
163:37
and to comment on it in interesting ways.
163:39
>> Consistently more and more interesting ways. Yeah.
163:42
Uh what role does love play
163:44
as part of that?
163:46
>> It's the only thing that makes it possibly worth doing.
163:50
Everything else, everything material is irrelevant.
163:54
So the only things of value are these immaterial things.
163:57
You know, I do think
163:59
metaphysics always trumps physics
164:01
for >> Well, Dan, from the bottom of my heart, speaking of love, thank you. >> What a pleasure. Thank you, ma'am.
164:09
Thank you for everything you've created in this world.
164:11
Me and millions of dieh hard fans of your games are forever grateful.
164:16
I know there's a lot of people that would like to say thank you to you.
164:19
>> Just to be clear, cuz I always like to make this very clear.
164:22
>> It was never me.
164:23
It was always me
164:24
sat alongside people with actual real talent
164:26
>> who did amazing things.
164:28
>> Well, I I hope you keep uh being self-critical
164:31
and creating awesome stuff in the world.
164:33
Um, and uh, we can't
164:37
wait to keep exploring the worlds you create, man.
164:40
Thank you so much for talking today, brother.
164:41
>> Thank you for having me.
164:42
What a >> Thanks for listening to this conversation with Dan Hower.
164:46
To support this podcast,
164:47
please check out our sponsors in the description
164:49
where you can also find links to contact me,
164:52
ask questions, get feedback, and so on.
164:55
And now, let me leave you with some words from Ernest Hemingway,
164:59
one of Dan's and my favorite writers.
165:04
The world breaks everyone
165:06
and afterward many are strong
165:08
at the broken places.
165:12
Thank you for listening
165:13
and hope to see you next time.
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DeepSeek, China, OpenAI, NVIDIA, xAI, TSMC, Stargate, and AI Megaclusters | Lex Fridman Podcast #459
Lex Fridman
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Interviews
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ThePrimeagen: Programming, AI, ADHD, Productivity, Addiction, and God | Lex Fridman Podcast #461
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Terence Tao: Hardest Problems in Mathematics, Physics & the Future of AI | Lex Fridman Podcast #472
Lex Fridman
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James Holland: World War II, Hitler, Churchill, Stalin & Biggest Battles | Lex Fridman Podcast #470
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Deciphering Secrets of Ancient Civilizations, Noah's Ark, and Flood Myths | Lex Fridman Podcast #487
Lex Fridman
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Demis Hassabis: Future of AI, Simulating Reality, Physics and Video Games | Lex Fridman Podcast #475
Lex Fridman