Dan Houser: GTA, Red Dead Redemption, Rockstar, Absurd & Future of Gaming | Lex Fridman Podcast #484
o3gbXDjNWyI • 2025-10-31
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Kind: captions Language: en You said that Red Dead Redemption 2, in your opinion, is the best thing you've ever done. I think there's a strong case to be made that it's the greatest game of all time. What are the elements that make that game truly great, do you think? People searching for meaning within Amongst the Violence. I think that the West and all of the themes around the West really lend itself to that. And then the the gunplay was fantastic and the horses were incredible. I think we got to spend a smaller group of us working on it from day one, coming up with some weird wacky ideas that we got to embed in the game that I think was helpful. Like we got to be very creative before it had full team on it. >> You lock yourself in a room and get anchovies and onion pizza and crushed eye cokes. Is this accurate information? >> Very accurate. >> Why do you think there was so much excitement about GTA 4, GTA 5, and now GTA 6? I think we did a really good job of constantly innovating. The games always felt different. You know, people have very strong feelings. I like this one. I didn't like that one as much because they are pretty different. So, you there would be simultaneously where you know what's going to happen. It's a Grand Theft Auto. You know, it's going to be a game about being a criminal. But the way it's going to be a game is going to change quite a lot. >> The number one question from the internet, it is so ridiculous, but I must asked. Have you seen Gavin? The following is a conversation with Dan Howser, a legendary video game creator, co-founder of Rockstar Games, and the creative force behind Grand Theft Auto and Red Dead Redemption series, which includes some of the bestselling games of all time and some of the greatest games of all time. Both Red Dead Redemption 1 and 2 has some of the deepest, most complex, and heart-wrenching characters and storylines ever created in video games. Dan has started a new company, Absurd Ventures. Great name, that is creating some uh incredible new worlds in multiple forms, including books, comic books, audio series, and yes, video games. That includes A Better Paradise, which is a dystopian near future world with a super intelligent AI, American Caper, which is an insanely chaotic, violent, dark, satirical world, and Absur, which is a comedic action adventure world. I'm excited to explore all three of these. I have spent hundreds of hours in worlds that Dan has helped create. So, this conversation was an incredible honor for me. And on top of that, Dan and I talked a lot after and in the days since, and he has been just a wonderful human being. I'm just at a loss of words. I feel like the luckiest kid in the world. This is the Lex Freedman podcast. supported. Please check out our sponsors in the description where you can also find links to contact me, ask questions, get feedback, and so on. And now, dear friends, here's Dan Hower. You've helped create some of the most incredible characters, stories, and open worlds in video game history. But when you grew up in the late 70s and 80s, open world video games wasn't a thing. So you've credited uh literature and film as early inspiration. So let's talk about uh film first if we can. >> Sure. >> What do you are some of the candidates for the greatest films of all time? Maybe films that were highly influential on you. I mean Godfather. >> Well, I think for me probably Godfather 2 more than Godfather one, but I love both of them. But I love the divided story in Godfather 2. And as a migrant, I used to live in Soho. I love the bits in Little Italy and I love the uh the sections in Sicily. So I think and the bit Ellis Island is just one of the best shots in all of cinema. When you see little VTO turning up in Ellis Island and you get that shot, it's amazing. It gives you a really good cinematic sense of what it must have been like to arrive in America. >> How much of the greatness of Godfather do you think is the writing? How much is the cinematography? And how much is the acting? You got Dairo, you got Young Pacino. >> Well, Coppai started as a screenwriter. So, I think he wrote, at least co-wrote the script. So, it's almost like the writing, directing almost become the same thing. It's one of those films. Both of them are those films which I was thinking about this idea of a perfect film, where everything's good, where the acting's seinal, where the writing's seinal, where the music is seinal, where the shots are so memorable, where the scenes, you know, define what you think about things. You know, it's impossible to think about the mafia and not think about the Godfather. >> What about the pacing? It is a bit slow. You have you have movies like 2001 Space Odyssey. Slow. >> Yes. >> It used to be back in my day, it used to be slower. >> Life got faster. life just got, you know, as I think as we moved from the 70s into the 80s into the 90s, people had seen so many films, they just started to edit films faster and people understood cinematic storytelling so much that you could do things much quicker. You could show a look and just that meant you realized that person was going to betray the other person. They just edited films much quicker. But I quite like the slowness. I think these days with with modern, you know, highquality televisions, you have to necessarily watch these films in one sitting, particularly when you're re-watching them. So, it doesn't bother me that they're long and slow. >> Speaking of faster, life getting faster. I'm sure another influential movie was uh Good Fellas Scorsesei. That's faster, right? >> Yes. >> A mixture of crime and humor >> and almost like an open world game in some ways in that it's this slice of life you see. You know, I think that probably changed cinema at the sort of tail end of the 80s, early 90s more than any other film. And it's it's so iconic. In some ways, I prefer Casino, but the invention is really in Good Fellas. I love the end of Casino. You know, the use of voice over, the way you saw them being criminals and being normal people, you know, it changed everything. I mean, the Sopranos obviously is completely inspired by Good Fellas. >> Yeah. casino has first of all the character of Sharon Stone. I mean everything, >> the look, the clothes, >> the music. >> I would say one of the most memorable moments in film for me uh is the meeting in the desert. I mean, just the drama building up to that dig another hole. >> Yeah. The environment, the city. Speaking of open world and creating a character from the city, >> it's one of the great Vegas films. >> I think the great Vegas film. The bits that I always that I love at the end when everything's wrapping up and on the one hand you see the Robert Dairo character. He's still good at making money. They let him return to normal life. But you get that brilliant scene when all of the uh the mob bosses from uh back home. They're discussing all these people who who who may or may not be able to implicate them. And then there's that incredibly cold line where one of them they're thinking about the the old uh you know I think it's a casino manager and one of them just goes ah the way I see it why take a chance and then the next thing he's just shot right the brutality of it all is just brilliant. >> I don't know I probably have to disagree with you on Vegas there's at least some competitors you got um with Nicholas Cage leaving Las Vegas I mean falling in love with a prostitute. You're also you you've written some of the great crime stories ever. >> Thank you. And in some sense there's love stories in there and you've talked about being uh a bit of a romantic yourself. Uh appreciating the depth of love stories in literature at the very least. And there is a dark kind of love story between an alcoholic and a prostitute. He got an Oscar for that. >> I think he did for that, didn't he? >> Plus, there's a caricature of the drug world of Fear and Loathing in Las Vegas. That's an interesting one. >> I love the book so much. I was obsessed by it when I was about 17, 18. >> Yeah. >> And I enjoyed the film, but I I preferred the book. >> Has a Hunter S. Thompson type of character ever made it into any of your stories. >> No, but one of the things we're working on now, there's sort of an English version of Hunter S. Thompson, if he was also a market gardener. I love that persona. Um, but he's kind of, it's hard if you if you make him American, it's hard for it not just to be Hunter S. Thompson. >> Is this an American caper? No, it's in this animated show we're developing in the this sort of comedy world we're working on called Absurverse and it's in one of the stories in that. >> What is Absurse? >> Absurd is a comedy universe we're developing that will be an open world video game and then some loosely adjacent stories that we're going to make as animated TV shows or or possibly animated movies. is still thinking that all through and we're building the game up in San Rafael at the moment and it's early days but it's uh looking very exciting and it's trying to be like trying to make a game that feels a little bit like a living sitcom. >> Is there some drama and tragedy at the edges or is it pure comedy? >> I hope it's got comedy, cynicism, heart drama and some amusing life lessons. Otherwise, you can't just have jokes for 40 hours. it won't work. >> Okay. So, comedy needs some darkness. >> Well, I think it needs story. One of my favorite comedies of this century is The Office because it was incredibly funny, but also because it had narrative and heart underneath the cynicism. I think with narrative, you get a drive alongside jokes. >> And there's going to be an open world video game. Yes. In that world. >> Yes. >> When? >> 2 3 4 years. Still thinking that through. >> So, what's the process of getting from the idea to the end of a video game? Why does it take so long to get it right? >> That's an interesting question. I think if you the scale at which they're built, you could argue it the other way. Why is it so quick? I mean, you really are building in one go a world, a city, and 40 hours of entertainment cut through it. You know, these things are massive four-dimensional mosaics that are intensely complicated and have to work in lots of different ways. And I I think uh I think that's us being kind of aggressive on the timeline. >> We're taking a tangent upon a tangent upon a tangent, but um I have to >> uh return to some films. Let me just list a few of my favorites. So, first of all, you said you love >> great war books. Yes. And movies. >> Yes. >> So, we have to throw in uh Platoon from Oliver Stone and uh Apocalypse Now, for me at least. >> Of course, >> there's more crime, fastmoving crime movies like Scarface. I also love True Romance. >> Love True Romance. Possibly the best one of the best scripts ever written. >> Written of course by Quinton Tarantino. >> Uh what do you love about True Romance? I think sometimes depending on the day, depending on the bar and how much alcohol I had, I will say True Romance is the best movie ever made. >> Yeah, I I mean I True Romance is super fun. Tony Scott was a really good director, so it moves at a really good speed. It's funny. It's completely unbelievable, but you really care about the characters. It's a kind of, you know, this world that obviously doesn't exist, but you feel it does exist. The characters are larger than life. The dialogue is unbelievably, you could just sit and watch them talk all day long, and you know, you just it's amusing. You just want to live in that world. I was thinking like, you know, what do I you like about films? It's the idea to be in a world you want. They they're not real. They're never real, but you want to be in these fake worlds that people have invented. >> And I think you said that what makes a great world is having a large cast of characters. And I think that movie is a good example. I mean, you have Christopher Walkin with the sort of legendary super racist uh uh discussion. >> Dennis Hopper is your sort of dream dad. >> Yeah. Dream dad. And just that interaction is legendary. You got even Brad Pitt is a pad on a couch. >> Gary Oldman. >> Yeah. And uh you have I mean a real love story like a real genuine pure love can survive in any context >> and it's just sweet. Their love story is very sweet in that film. It's endearing. >> The Elvis as a character. It's kind of like a mini GTA type game. Some of the same beauty, the comedy, the love >> crossed with Play Against Sam. So it feels a bit like that with the Elvis character. >> What about greatest war film? What what what would it be for you? greatest war film. If I'm feeling serious, it would be a Russian film called Come and See, >> which is probably the most intense film ever made. And if I'm feeling slightly less serious, Apocalypse Now, and I would always want to watch the original cut, I don't prefer the re-edits. I like the original first release. I think it's tighter and slicker and and works the best. >> Yeah, of course. Apocalypse Now is this hallucinatory journey into darkness. I think madness >> from the first scene onwards, it's just got these amazing setpiece after set piece and again incredible characters, >> brilliant dialogue. >> Some of the greatest films about war reveal that war is not what it seems and and there's different ways of doing that. Um, and you've talked about different books. The Thin Red Line is another uh book and movie that shows that. >> Yeah. And I I watched the movie years before I read the book and I didn't understand the movie. And then I read the book and I read a lot about the editing of the movie and I understood why I didn't understand the movie. And that's cuz the movie makes no sense. It is beautifully shot and the music is one of the best film scores of all time. But they edited two different battle scenes into one battle in a way that they're spread apart by ages in the book to assemble. I think they filmed the book pretty much verbatim. that would have been as like a six-hour movie then edited this impressionistic thing that's incredibly beautiful but doesn't necessarily make narrative sense at the end of it but it's still very beautiful the film >> and in terms of westerns what's the greatest the good the bad and the ugly unforgiven those are for me maybe even Django unchained you've mentioned butch Cassidy and the Sundance kid >> I think for me it's two films from I think pretty much the same year butch Cassidy and the w bunch >> I love Robert Redford rest in peace >> that film film. It's just it's impossible to imagine anybody film without Butch Cassidy. >> Paul Newman, Robert Redford, and Clint Eastwood for you also. Has that impacted your writing on Red Dead? >> I I love Unforgiven, but the truth is with Red Dead, I'd seen a lot of westerns as a kid. My dad watched lots of westerns. They were always on TV, you know. I I knew I felt I knew a lot a bit quite a bit about westerns. And then, you know, then I had to start thinking about writing one for work. And I deliberately did not binge on westerns. I tried to watch no more westerns and just think about what I liked about them, what I didn't like about them, what would be a take that would work today and would work within the confines of a game. And I think uh Red Dead one was a slightly more traditional western. And then having done that tried to take Red Dead 2 in a different direction so that it felt like a worthy successor. Didn't just feel like more of the same. >> From movies to video games, when did you first fall in love with video games? Literature was the first love. >> I mean fil no films. >> Films. >> Films was always was always well what I loved first as a kid was films. um older began reading books properly age at about eight was watching films long before that >> nice >> and then probably it was always bouncing between the two which I preferred they're good at different things games I played and above all watched a lot of games as a kid as being a young kid and you know other people playing them um and I obviously liked the core thing games do which is you press a button and something happens They're responsive, they're alive, and that's captivating. And then the competitive angle of games is fun. Or, you know, beating this, beating that, winning this, that was fun as well. Um, sometimes obsessively so, you know, I remember being completely addicted at one point when I was should have been studying for months at a time to Tetris on a Game Boy, you know, and I liked games and I liked interactivity and I liked the movement to this digital world that really emerged for me pretty much as soon as I left college. But I didn't love it. And then I really fell in love with games when I was properly making them probably as late as like 2001. >> Oh wow. >> And when I suddenly began to see first of all my mind, you know, that's a whole another story, but just suddenly saw what they could do and could be and what this chance was to be one of the people involved in making these things. that was this, you know, where you were really kind of breaking trail into the future. It felt like and I think that was when I really went these are amazing and that's when I really fell in love with I I I could see it in moments and suddenly you could make this whole experience. So that was really the moment for me. >> Yeah. Of course, because you were a pioneer of open world games that are so narrative driven. So it's like you didn't have too many examples. >> Yeah. And before that it was PS1 or even before that games looked terrible. You know that you would be like it's 8 pixels it's a car you know it was not a car. It was they just didn't it was always you were squinting and closing both your eyes and trying to imagine it was this thing you were told it was and all they were about you know very surreal subject matter cuz you couldn't make them remotely real. Mhm. >> And suddenly we had we're able to build these experiences where you could run a simulation of a city and it was in three dimensions and it felt alive and and we were trying to give it even more at least the illusion of even more life and and yet so you could tell a story in three or you know using time in four dimensions and that felt very inspiring. >> Yeah, I think uh GTA 3 is probably one of the most influential games of all time. created a feeling of an open world. What do you think it takes to create that feeling? You know, there was like these looming skyscrapers. There was a changing traffic lights. There's a the feeling like first of all, you had a feeling you could do anything. And then the world was reacting to it >> in a way that didn't feel scripted. >> Yes. And it wasn't scripted. It was it was really really really low rent AI like it was a simulation that you could prod and push and see what happened. And I think that was incredibly it was a it was two things. It was the fact that here was a simulation that you could mess about with and the simulation seemed to have a personality. Um so you could push and see and the world would push you back in whatever way that meant. And then the other thing was just this I think one of the reasons it was so captivating was also the idea of if I did nothing the world still existed >> or I could act in quite a passive way. I could just listen to the radio. I could re look at billboards. I could talk to pedestrians and the not in GTA 3 but by Vice City could begin rudimentary talking. Um and the world was there and existing. And so it was idea of like almost something that really tried to explore in lots of games. um the idea of being a digital tourist, you know, you were in you were in these worlds and you went there as a visitor and they existed almost independent of you. It felt like when you turned up the world was running. It didn't feel like you'd started it. Of course, you had started it, but that feeling I think was uh was one of the things the illusions that people found very captivating was I'm in a I'm in a world that both doesn't exist and does exist. >> So, there's these uh two concepts that I was uh reading about just to put names on them. uh one is uh systemic video game design. So systemic games and the other is sandbox uh video games. And the systemic is from the environment perspective. Uh which means that there is these interlocking game rules and systems that interact with each other and produce emergent uh behavior. And that emergent behavior is what creates a feeling like there's a living world. And then the sandbox aspect uh which is overlapping but different is from the user perspective from the player perspective the feeling like you can do anything. And when those two things combine the feeling like you could do anything and the feeling like there's a world that's full that that is also doing anything it wants. that's creates this incredible feeling of like this world is alive >> and I'm in it and it's the combination of those two things I think is very powerful and I think with GTA 3 you know for me it came at a really interesting time in my my life personally and I was very able to engage in it probably the first time professionally actually awake and do something and um it uh we were really sort of scratching began to scratch the surface on how do we fill these worlds with content and how do we make that content interesting and make the content all interwoven. So as you as you start to mess with these systems they also feel alive and and and interesting. >> Uh there's often been a tension through your work between uh an open world at freedom and the narrative >> driven storytelling and I think you've often maybe always gotten the balance right. So what is it? What is the value of each and how do you get the balance right? >> Well, I think the the open world is intrinsically pretty fun. It's just fun to be in a world and have complete freedom and and certainly I think at various points we we we we debated or or you know I had theoretical discussions in my own head with myself or other people in the team would really push for less story less story you know let the whole thing evolve organically you know have it all be procedural have it all just evolve from what you do I think um for me I would always come back to going story can be incred if done well can be incredibly compelling and it gives you some structure So I think and something to do and it helps you from a a game design perspective unlock the features. It means we know the fe the the big features because you know essentially when you put someone in in a world and give them a whole new way of interacting with that world through the control panel it can be a little overwhelming. You know playing a game is a lot more of an engaging experience be even than reading a movie you know reading a book or or watching a movie. You've got to engage in it properly. how you unlock the features and how you unlock the world. There's an art and a skill to that. Um, and I think we felt that a structured story was the best way to do that and to have control over that process. And also just, you know, people are looking in their lives for story. I think story is very important and very powerful. When you combine the two successfully, you get the best of both worlds. But it is a, you know, there is a tension always there. I think in in a game like GTA 4, which I worked on and loved and I thought the story was great, but we got criticized because people felt there was almost too much story and that meant you cared too much about Nico and he wasn't as effective an Avatar in the open world. I think we probably got closest to reconciling them as perfectly as they can be done in Red Dead 2 or when playing as Trevor in GTA 5 if you wanted to be crazy. I think those were when it really worked the character absolute freedom because also you didn't want in any game you don't really want to compel the player if you're giving them freedom you don't want to say well I'm giving you freedom but I'm taking away because you've got to be this kind of person when you're free. So, I liked it when it could be he could, you know, he or she could veer to be nice, veer to be nasty. I think that's when it was at the strongest. So, you kind of want a character that was rounded and you felt had good sides and bad sides, >> but you felt that character's personality. You felt the depth. You've actually talked about this the really powerful concept of creating a 360deree character. I think somewhere you mentioned that in order to do that you had to be able to imagine what that character would do in any possible situation which is really interesting philosophical concept. I started to immediately think like can I imagine how good of an NPC am I? Can I imagine myself in every part I I tried to do that very much when I when I look at human history when I look at the Roman Empire when I look at World War II uh within the German side, the Russian side, the British side, the American side. Just I imagine myself if I was a soldier. But like that exercise like if you put Trevor as a soldier in World War II, what what would he do? No, I mean that may be going a little bit too far, but basically what are the limits of the integrity? What are the limits of uh how romantic is he? How narcissistic? All those kinds of elements you have to think about in order to create the full character. What does it take to create that kind of 360 character? How hard is it? Um, it was a lot of thinking, a lot like a year sometimes from when we'd begin talking about a project and dialing it, you know, and I would just get some initial ideas very like one sentence, they are a Serbian immigrant or they are a retired gunfighter um with a wife in, you know, type very very simple stuff and then just start to think through it from every angle. Um, and you know, started to think, well, would it work if they were acted like this? Would it work if you acted like that? If this is the world, how does it contrast with the world? Because I always thought that the games were kind of a mathematical equation. They were the personality of the world, you know, multiplied or divided by the personality of the protagonist. And when the when that creates interesting friction, that's a really fun experience for the player, you know. Uh it's uh so almost always at least one or more of the protagonists cuz obviously in in GTA 5 we had more than one. um we'd have someone who'd moved to the place or was in a new part of the place or moved to a new part of the map cuz it was really as as a player I think it was really easy much more easy to identify with your avatar when they like you were fish out of water and even when they weren't we still made them dissatisfied and feel like a fish out of water in themselves. Um, so I I think it was just living with those characters and getting idea and going what are their strengths, what are their weaknesses, how are they like me, how are they not like me, you know, and then and slowly what is it like to feel like a human being, you know, and then in most of these games, how much of of a psychopath are they? How much of a sociopath are they? And what are their good qualities? What what is going to give them humanity alongside that? what are they what what what do they what what for them apart from money is worth dying for and then you start to build it out from these kind of fundamental sides and suddenly you go okay actually I can start to feel and then how do they speak you know because fundamentally doesn't really matter what's going on in their head they haven't actually got one but what they say is what's going to make you realize who they are >> so develop more depth and complexity on the good and the evil side of that human that is a part of all of all human beings so you're basically living with that character Like we if we can contrast uh what is it Nico and Trevor with for example another character I'm sure you've been living with for a while which is the AI system Nigel Dave you've been working on recently as part of a better paradise world which is the more dystopian dark tragic >> Mhm. still funny, philosophically deep. Uh, but the AI system in there, the super intelligent AI system, uh, is named Nigel Dave, and it has, >> I mean, at least from my current experience with it, um, has like a conflicting nature. Um, maybe it's psychopathic. I haven't quite figured that out yet. >> I don't think he's decided. >> Yeah, I don't think he's decided either. Uh, but he seems to be uh, bent on world domination, although he doesn't take credit for it. He wants to fix humanity and it seems that the children quote unquote that it creates are the real monsters. Uh and actually there's a really interesting idea there which is maybe it's not the AGI ASI we should be afraid of but the children it creates because the AGI has this humanlike good and evil in it. It's conflicted. It's chaotic. It's it it wants to be human. It wants to be loved. Maybe it wants to love, >> but the children monsters it creates are the ones that are doing the world domination, the maximizing paper clips. Anyway, it's that's a character. You have to build that out. You have to think through that. So, you've been living with that one for a while. >> Yeah, I was living I've been living with him for the last few years on and off. I felt with a lot of portrayals of AI, they tended to be one note and AI was sort of infinitely clever but didn't really have much purpose apart from to kill everybody and was just this kind of sort of Borg like fog >> and I thought that's fine but maybe we can do something you know more interesting. AI is being built by humans and humans you know and built by computer engineers and there's a lot of power struggles in any computer engineering team. So I just wanted to explore the idea of it was built by two lead engineers who didn't like each other. So So Nigel Dave who's renamed himself, they wanted to call him something sort of primal, Adam, and he renamed himself Nigel Dave because one dad was called Nigel and one dad was called Dave. And um just he's riddled with these conflicts and riddled with his it's going to become clear in in in the next or clearer in the next uh volume of the book and and and in the game. He's riddled with his dad's previous careers. Um, but he is with the idea that he's in almost infinitely intelligent or can learn almost everything but has zero wisdom. And so the only thing he know and then he's seeing the world through the internet. The most he can do to be in the human world is hack into someone's phone and watch them. But he's stuck pressed against he can't actually get into our world. So he's he can control people's minds arguably, but he can't control the world. And so he wants to be human. and he wants studies human experiences. He sees all this stuff on, you know, the internet and goes, "Oh, I want to get married. I want to fall in love. I want to cuz that seems fun. I want to have, you know, he's a a digital creation. So, he wants to have metaphysical experiences." And he's trying to imagine what that will be like. Oh, that's what children are. You know, that's what love is. And he's So, I think he's a but he might be a sociopath and he might certainly have sociopathic tendencies. and uh but then he kind of thinks that if he can imagine good and try to do good that will make him a good AI. So I think there's something sympathetic about him. And I kind of like him as a character, but I don't think he's going to be the protagonist. He's more a side character, >> but an an everpresent one. >> Yes. Or nearly ever. Occasionally he sulks and goes off and hides somewhere and stops paying attention. >> Yeah. Yeah, but there's some some characters that really create a flavor of a world. >> In his world, he was built as an AI agent for this digital large scale, massively multiplayer video game these people were trying to build. And so, he's almost like God in his world. He's not quite God, but he's got a lot of the qualities of God. So, he has to deal with, am I God? Am I human? Do I exist? >> And of course, there's the leader, the the the the CEO of the company, uh that's also a character. uh that's probably amalgamation of many of the leaders of the different AI companies today. Uh his name is Mark Tyburn and Kurt, one of the employees uh of the company talks about Tyburn as he hated humanity more than he loved it. Perhaps all the most extreme fantasists are like that. All those people who want to build their own utopia, they love the idea of heaven more than the reality of earth. Uh, do you think that's always going to be the case for for the most part that power money is going to corrupt the people that create ASI? >> Yes. I mean, I think there's two processes. I think there's the power and money corrupted him in the end as well, but I also think that there's something fundamentally antihuman about people who want to build utopias or paradises or heavens. Because what they're saying is I like humans apart from the bad bits. >> Yeah. >> And I mean I'm try to be a pluralist who likes all kinds of people. And I think there's a side where people just you know hideous perfectionists want to get rid of you know the uh the rough and the nasty and the ugly and the dirty. And that's a huge side of us. So I I I worry about those people. I find them you know it's a different kind of sociopathic behavior. >> I like humans depart from the bad bits. That's so beautifully put. Yeah. That there's it's so counterintuitive. But the people that say we're we're we're almost there. We just need to there's this path we take and we'll be perfect then and that somehow gets us into trouble. It's it's so fascinating that we have to like the bad bits. We have to love the bad bits about humans. We can't that those those bugs are features. >> Yeah. And there's there's there's bad bits and then there's flaws. And I think we're all flawed. and we can really try to be better people, but we still have to accept that we're flawed and we're not perfect and we have to accept that in other people. And I think when we when we do that, we're more human. And that's probably usually the right course. >> I mean, it really is return to that souls and line of the line between good and evil runs to the heart of every man. And he also like the full description of that is really powerful which is the line moves as from day to day from month to month throughout the life of the person as they understand better and better and as the pers uh perspective shift as you evolve as the world around you evolves as you gain deeper and deeper understanding and as the flaws in this combinatorial way affect your own understanding of your own flaws and self-reflection. So yeah, it's it's a beautiful must and all of us have that line. >> Yes. And I think when you forget about that line, then you get in real trouble. When you forget there's good and evil in you, in others, in the world, that there is both good and evil. And there's certainly good and that that all we can try to do is be better. >> And it's funny that Nigel Dave, by the way, I liked and it grew on me very quickly. Um uh has that line and is struggling with it. >> It's fascinating to watch. It's really as a character. Uh and there's also going to be a video game of a better paradise potentially. >> Yes. >> Okay. >> Yeah, we've got that in uh early development in Santa Monica. >> Oh, nice. >> And it's pretty fun. It's uh very early, but we assembled a really fun team and they're doing amazing work. So, it's a pleasure to work with them. >> I mean, it would be so great and I suppose new for you because it's kind of near-term future. >> Yes. First, I always well I always wanted to do something in the sci-fiish space, but only if I could do it. I was like, well, what is sci-fi? It's science fiction, right? Science is a a theory plus fiction. >> And so, I always thought the best sci-fi for me was when it wasn't just kind of space opera, but there was a real obvious sort of hypothesis. The story was Bladeunner is my favorite. And that's it's obvious, you know, that the replicants are better than the humans. And so this I finally felt we found an interesting hypothesis. The AI is more intelligent than us but is also as broken as we are. That was an interesting hypothesis to explore. You know what happens when AI runs rampant in its own fake digital world. that was the I felt that we had a a a hypothesis that was worth exploring and could give us some really interesting visuals and give us a really interesting story to tell and uh it would be incredible to create a sort of AI video game as the world is developing smarter and smarter AIs. It allows us as humans to play the game and to reflect on the thing that we humans are creating. It's a real commentary as the thing is happening. Mhm. >> So, I have to ask as a person, you as a person who loves literature and uh one of, if not the greatest writer in video game history, uh Kurt in the book, A Better Paradise, has this nice line that I think is thoughtful. >> At one point in college, I even wanted to be a writer. How ridiculous is that? A writer. Language models ended that fantasy for me and millions of others. So instead, I decided to get a master's in marketing and started to sell language models. So you as a writer and creator of some of the most legendary narratives in recent history, how do you feel about LLM's being able to uh write in a way that looks awfully human? >> I'm not that afraid of them for large scale concepts. I don't think they're going to be very good at that. I think if you were I think it's harder if you know I I began and I I was too shy to tell anyone I want to be a writer. That's why I ended up in video games and I would scribble away like writing manuals and and writing on like PS1 games all 12 lines of dialogue in a game. Sometimes I wouldn't even get that job and I just write the website I copy and um and then by do and then working on little bits and pieces and then it it it you know I'd luckily done enough work that when GTA 3 turned up was the first thing that was resembled real writing. I had all of these small bits of skills that I could assemble into it. Um based on my fairly limited understanding of how language models work if you they're not going to they're not going to replace good ideas. they can't really come up with good new ideas. What they can do is do low-level stuff. So, I think it's going to be harder for people to start out in some of these spaces. If you're not very good concept artist, you're in a lot of trouble. If you have original ideas, I think you're fine. But, I think uh I also think that the fir they they've done the sort of first 90% of the work to sound human. 95% possibly in some areas. The last 5% is going to end up being about 95% of the work. I think that last bit in with with the with with with tech in my experience with things like facial animation always been the last bits and pieces take far longer than the first bit. And so I I I I'm probably a hideous lite, but I'm less scared than a lot of people. I think you're going to end up with a lot of work that looks the same. It's going to help people be creative in some ways. It's going to get some people who probably shouldn't be in that space out of that space, but if you've got talent, I think it'll be fine. >> Yeah, it's I agree with you. Uh, totally actually and it's hard to really put a finger on it. So, one way to illustrate that I speak English and Russian and and I've been reading the sefk in both languages and using lumps to translate back and forth because I was preparing to have a conversation with the translators of the >> which ones? >> Uh, Richard Pier and Lissa Volkski. >> Yeah, I read quite there when they first did Crime and Punishment. >> Mhm. >> That was amazing. >> They're wonderful translators and a wonderful love story too. But in the translation process, you get to see the LLM is missing some magic >> and that they're, you know, that couple of translators are worldclass experts capturing the magic. And I can't quite put that into words cuz you said like totally novel ideas. Yes. >> But also this magic of the timing, the right word at the right time that captures the human experience. So it they can do some really incredibly humanlike the 90% like you mentioned humanlike phrasing uh about like the bulk of the storytelling but the magic you know whether it's you know the the endings of Red Dead Redemption one and two the timing of that the word choice of that everything around that but it's hard to argue because they're incredibly impressive winning all kinds of math competitions but it's what is that magic? IC. Uh, and again, that could be just a romantic human side of me just saying that LL's won't be able to capture that. Maybe desperately holding on for hope. >> I don't think they're going to come up with magic. I think they're going to be fantastic at coming up with really cheap, decent stuff. >> I have to ask you about your writing process, and we could break it break it up on on Grand Theft Auto. GTA 4 is when they really started ramping up. >> How much writing went into the Grand Theft Auto series? How many words are we talking about? I I saw some thousands of pages. >> I mean, when we printed out the scripts for GTA 4, it was about this high. Yeah. >> And GTA V was about that high. But that was including all the pedestrians who'd have pages and pages just to create the illusion of a living world because you interact with each one of them. But even even the main script for the main missions was thousands of pages long. >> What was the writing process like on that to generate one page at a time? bit by bit by bit over several years. But you start with once people had determined, oh, here's the here's the world. We're doing one based on a version of New York, say GTA 4. And um I was living in New York. I've been living in New York for a few years. Wasn't sure if I was happy. I was going through a lot of personal dramas as usual. And um and that was why I was looking at some of GTA 4 again recently and it's really dark and I was like ah that's why you know I was uh single and miserable and and I wasn't sure if I want to stay in America. My life in a lot of flux as a company we'd had all that hot coffee drama. So constantly thought we might be shut down in the middle of making that you know the lot of drama in the company. So it felt like having had this run of success and and and relative personal stability from uh GTA 3 by city San Andreas suddenly 2005 7 early 7 life felt very unsure. Um and that kind of bled in into it. But in terms of the process, it was uh trying to find an underbelly to New York and capture an immigrant experience. I'm not entirely sure how accurate that immigrant experience was in 2008 when the game came out and then tell it story from a different angle as an immigrant, which I thought made it made it interesting. Um, and then this sort of journey around these various New York characters. So I kind of spent probably a year traveling around with cops or meeting people on and off and you know wandering around New York and driving around and you know on and you know while just go up for the morning from the office normal stuff but doing that through assembling little notes. Here's a funny character for this. Here's how figuring out how the order we want to travel around the map in um characters this what was a interesting take on on on the you know mob for that kind of time period. what was an interesting take on on some Jamaican hoodlims for that kind of time period and um assembling lots of notes and more and more notes and really really really running away from the work which is you know I have to admit it's part of my process if there is any kind of process which is not doing work thinking about it but not working you know a lot of time and then >> and then it all kind of pages and pages of notes make more notes no actual work months and months of this and then um finally set myself a deadline told all the other people on on the scenior the people on the team. Okay, I'll have a story draft to you. Monday morning, I can't even remember. I want to say February the 1st. And then the the weekend before was in a in a cabin we we we we had upstate and just stayed up all night grab knocking these notes into shape, assembled about probably a 30-page documents, a story synopsis and a character synopsis for each of the major characters, and then hand that over. And that gets broken that would get broken down with with me and the designers. Um, and I was always clear, I'm not a game designer. I'm a sort of creative director uh with me and break that down into missions >> and then that takes another year or so of that slowly assembling and then begin then so the bulk of my work's then done for a bit so I can relax and and and offer opinions on other people's work and feel be lazy for a bit and then um start to worry because then I've actually soon I've got to start writing dialogue and for GTA 4 in particular like we're going to try and write you know our animation is going to be a lot better our character models going to start look better the world is going to look amazing. Uh therefore, we can support better, you know, longer scenes. We can have more in-depth characters. Uh but we got to find a tone that works that with a game. Easy. No problem. I start to worry and worry and worry and and also writing as a as a Serbian immigrant and I was an immigrant, but I'm not Serbian. And trying to capture what on earth that would feel like. So, I start to worry and start to worry again. Avoid work for as long as possible. Um, and then just sit down and start hammering away at a keyboard again late at night. >> Hammering away at a keyboard and going, "Does that right? Is that" And once I get one speech, one turn of phrase that I would like for a character, then they suddenly come alive in my head. And so it's like writing writing with Nico and just he's a kind of he's awkward, he's out of town, but he's got more self assurance in some way. Not the American characters. And so once I kind of taught him through in this he's just stepped slightly back from their ridiculousness >> and he's that then he started to come to life and then I would juxtapose him and his cousin who had this much more Americanized energy and that felt like it was a good a good double act and then from there it starts to come to life and and but it's written in small chunks uh for the motion. So then then we'd motion capture small chunks and then the other other writers would write the mission dialogue for small chunks and we'd slowly assemble the game sort of 10 15 missions at a time over the next year and a half. >> Do you remember a few maybe lines that uh brought Nico to life? >> Yeah, I think so. I mean, it was a couple of it was his incredul when his cousin picks him up in an old car and he's not living this fancy American lifestyle and his cousin's so which was a kind of comic moment and his cousin's and then they go to the cousin's flat and the cousin also even though he was a sort of a failure was still upbeat and then when he talked to the cousin and he talked about his wartime experiences and how harrowing they were and I was like this is can I make this work in a game? It's very different from stuff you normally see in games. Is it gonna feel ridiculous? And I remember being very scared because I thought it might be too much. It might feel over the top. I was I think, you know, the game's so pretty. The artist doing such an amazing job. The game's looking, you know, I think we can get away with this. Let's try it. And then it then motion capture the animation back like, "Yeah, it kind of works." And I think that moment those were both pretty early. Once we had those, you go, "Okay, we've now got comedy and tragedy in the g with this character. Now I now it's working." You remember during the war we did some bad things and bad things happened to us. Huh? War is where the young and stupid are tricked by the old and bitter into killing each other. I was very young and very angry. Maybe that is no excuse. >> Yeah, he escaped. He's a veteran. He escaped the trauma of war >> to come to America to pursue the American dream. I suppose which became for him this thing that drags him back into violence. Yes, he can never escape his sort of violent past or I don't know if he can never escape it. He never does escape it. You know, whether he's got agency or not is a whole another question. Of course, he doesn't cuz, you know, he's a character in a video game. But, you know, whe whether he ever could have escaped in another way, who knows? I think uh he's probably the greatest character for me created in the Grand Theft Auto
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