WEBVTT

00:00:02.930 --> 00:00:03.397
lows to really experience
the highs. Let me ask you

00:00:03.480 --> 00:00:07.207
about the pressure.
There's an insane level of

00:00:07.290 --> 00:00:11.100
excitement and expectation
for Grand Theft Auto VI.

00:00:11.250 --> 00:00:15.180
Same was true for GTA V and GTA IV,
and even before that.

00:00:16.050 --> 00:00:20.470
And you and the team delivered
every time. How difficult was it

00:00:21.470 --> 00:00:27.051
to do creative work under such pressure
where everyone expects this to be

00:00:27.134 --> 00:00:31.127
a success? - I was pretty good
at compartmentalizing, you know, and just

00:00:31.210 --> 00:00:38.210
saying... I try just to go, and with all
creative work, I go, "Well, I feel like

00:00:39.050 --> 00:00:42.707
a terrible fraud, but I haven't
been found out yet. Just do my

00:00:42.790 --> 00:00:46.350
best and hopefully I won't be
found out this time." And just

00:00:47.370 --> 00:00:50.667
if I can be... If I can go,
"I tried hard with the

00:00:50.750 --> 00:00:54.507
work. I tried to do it with integrity.
I tried not to copy someone else. I have

00:00:54.590 --> 00:00:58.067
probably done all of the above,"
you know, try to bring something new to

00:00:58.150 --> 00:01:01.967
it. And we, as a group,
made something we are proud of.

00:01:02.050 --> 00:01:05.467
Then that's enough. You can't...
If you don't want to go

00:01:05.550 --> 00:01:08.712
insane, or if I didn't want to go insane,
I couldn't sit there and worry about

00:01:08.796 --> 00:01:09.107
financial

00:01:09.190 --> 00:01:12.987
results. If we made something great
and it didn't sell, that would have to be

00:01:13.070 --> 00:01:17.020
okay. Because the goal
is to make something that's...

00:01:17.270 --> 00:01:19.650
You know, video games
are expensive, so it is a

00:01:20.530 --> 00:01:24.480
sort of commercial form of creativity.
It's a commercial art form, you know. So

00:01:25.890 --> 00:01:28.791
you have to be in your mind, you're
spending large amounts of someone else's

00:01:28.874 --> 00:01:29.227
money.

00:01:29.310 --> 00:01:33.187
You have to try and make it back for them.
But at the same time, my argument

00:01:33.270 --> 00:01:36.817
with myself was, "Well, if we... The way
to make it back is try and make something

00:01:36.900 --> 00:01:40.550
great." So both pressures are
pointing in the same direction.

00:01:41.890 --> 00:01:45.747
I think GTA IV was very pressured because
there had been all this pressure on

00:01:45.830 --> 00:01:49.627
the company. The company
nearly imploded several times

00:01:49.710 --> 00:01:53.167
due to Hot Coffee. It was extremely tough.
So I think that felt very

00:01:53.250 --> 00:01:56.167
stressful. GTA III,
the company was basically broke.

00:01:56.250 --> 00:02:00.027
But I was young and didn't really care.
I wasn't living in the grown-up world yet.

00:02:00.110 --> 00:02:03.947
All of them had their own pressure.
All of the games had their own

00:02:04.030 --> 00:02:07.267
pressure. The more I felt I'd gone into it

00:02:07.350 --> 00:02:11.187
creatively and tried to be more ambitious,
for me personally, I felt more

00:02:11.270 --> 00:02:15.147
pressure, you know, when it came
out, that would have been the

00:02:15.230 --> 00:02:19.067
right choice. Because again,
if you're trying to take big swings

00:02:19.150 --> 00:02:22.612
creatively and you've spent a lot
of money, that can be quite stressful.

00:02:22.695 --> 00:02:26.907
I think with Red Dead 2,
we were behind schedule. We

00:02:26.990 --> 00:02:31.030
were over budget so much I
didn't want to think about it.

00:02:31.850 --> 00:02:35.667
And you're making a game about
a cowboy dying of TB, and the game's

00:02:35.750 --> 00:02:38.811
not coming together. Turns out a lot
of people doubt you at that moment,

00:02:38.894 --> 00:02:42.600
you know, it's not that fun.
So I think that was a lot of pressure.

00:02:42.710 --> 00:02:46.487
But, you know, anything, doing
something new, you know, the new

00:02:46.570 --> 00:02:50.457
stuff, there's not necessarily pressure
on releasing a comic book in the same way,

00:02:50.540 --> 00:02:52.942
because it's not taken as long, but,
you know, if you're making things,

00:02:53.025 --> 00:02:55.387
there's always pressure that
people are going to like it.

00:02:55.470 --> 00:02:59.098
- Why do you think there was so
much excitement about GTA IV, GTA V,

00:02:59.181 --> 00:03:00.015
and now GTA VI?

00:03:00.530 --> 00:03:04.960
- Because they don't come out that
regularly. And I think we did a really

00:03:06.010 --> 00:03:09.947
good job of constantly innovating
within what the IP was. The games

00:03:10.030 --> 00:03:11.982
always felt different, you know,
people have very strong feelings:

00:03:12.066 --> 00:03:12.587
"I like this one.

00:03:12.670 --> 00:03:15.687
I didn't like that one as much," because
they are pretty different. So you would...

00:03:15.770 --> 00:03:18.064
there would be simultaneously where
you know what's going to happen.

00:03:18.147 --> 00:03:19.647
It's a Grand Theft Auto,
you know, it's going

00:03:19.730 --> 00:03:23.229
to be a game about being a criminal, but
the way it's going to be a game is going

00:03:23.312 --> 00:03:23.647
to change

00:03:23.730 --> 00:03:27.123
quite a lot. So I think the way the IP
kept evolving made people really excited

00:03:27.206 --> 00:03:31.627
to play it. And we were good at marketing
them as well. We really tried to

00:03:31.710 --> 00:03:33.460
market them in a way that felt like

00:03:34.250 --> 00:03:38.067
an update of classic film marketing,
where you really felt like you're

00:03:38.150 --> 00:03:40.727
already in the product just because
you'd seen the trailers and stuff.

00:03:40.810 --> 00:03:44.647
- You've mentioned that you haven't
written for Grand Theft Auto VI. What's it

00:03:44.730 --> 00:03:48.627
feel like Grand Theft Auto VI
returning to Vice City? This is over 20

00:03:48.710 --> 00:03:53.667
years later, but the original GTA
Vice City game was set in the '80s.

00:03:53.750 --> 00:03:56.930
So maybe inspired
by Scarface a little bit?

00:03:57.210 --> 00:04:00.070
- Scarface, Miami Vice. - Miami Vice.

00:04:00.170 --> 00:04:04.107
- and our '80s childhoods. You know what I

00:04:04.190 --> 00:04:07.787
realized quite a while ago,
unfortunately, was that we made that

00:04:07.870 --> 00:04:11.860
game and it was set I think in '86.
And it... We made it in

00:04:11.950 --> 00:04:15.940
2002, so 16 years after. And now it's way

00:04:16.090 --> 00:04:19.887
past 16 years since Vice City came out.
So the '80s were not that long

00:04:19.970 --> 00:04:21.147
ago when we made it.

00:04:21.230 --> 00:04:24.967
- You know, I think Miami is one
of the most unique cities in the world.

00:04:25.050 --> 00:04:28.727
Especially if you're thinking about
satirizing American culture, it has this

00:04:28.810 --> 00:04:31.847
duality of a glossy surface
and a dark underworld.

00:04:31.930 --> 00:04:35.747
It has the influencers, the crypto
bros, the yachts, bikinis, plastic

00:04:35.830 --> 00:04:39.767
surgery, sports cars, drugs,
cartel cash, luxury, super rich

00:04:39.850 --> 00:04:43.767
people, and the desperately poor,
just the whole of it. Would it

00:04:43.850 --> 00:04:46.920
be like the perfect
city to explore the full

00:04:47.550 --> 00:04:52.687
cast of characters that are possible,
that human nature can generate?

00:04:52.770 --> 00:04:56.481
- I think it's one of them. You know,
there's a reason why GTA kept coming back

00:04:56.564 --> 00:05:00.647
to Miami, New York,
Los Angeles. I think they're

00:05:00.730 --> 00:05:03.107
all very good for exactly
what you laid out.

00:05:03.190 --> 00:05:06.967
You know, you could move it to any
of those and it would work, you know?

00:05:07.050 --> 00:05:08.467
- So yeah, there's a melting pot...

00:05:08.550 --> 00:05:09.927
- Melt... -...aspect
in New York also, right?

00:05:10.010 --> 00:05:14.767
- Yeah, a melting aspect to LA. You know,
there's glitz, glamour, underbelly,

00:05:14.850 --> 00:05:18.810
immigrants, you know, enormous wealth
in all of them. I think those are what,

00:05:19.030 --> 00:05:22.927
I think, are really fun for any, not
even just the GTA, but for anything where

00:05:23.010 --> 00:05:26.987
you want a kind of slice of life,
almost like a sort of psychotic

00:05:27.070 --> 00:05:31.777
version of a Dickens book. You know, this
big slice of life. He did it with London.

00:05:31.860 --> 00:05:35.767
You know, this psychotic version
of these, you know, all kinds

00:05:35.850 --> 00:05:40.460
of characters in a melting pot. Any
of these global cities work well for that.

00:05:40.810 --> 00:05:45.200
- Do you know if that was ever
a consideration to go elsewhere,

00:05:45.283 --> 00:05:50.127
to like a London? - We made a little
thing in London 26 years ago, GTA

00:05:50.210 --> 00:05:54.127
London, for the top-down for the PS1. That

00:05:54.210 --> 00:05:57.970
was pretty cute and fun. As the first
mission pack ever for PlayStation

00:05:58.170 --> 00:06:05.170
1. I think for a full GTA game, we
always decided there was so much Americana

00:06:05.930 --> 00:06:09.397
inherent in the IP, it would be really
hard to make it work in London or anywhere

00:06:09.480 --> 00:06:13.007
else. You know, you needed guns,
you needed these larger-than-life

00:06:13.090 --> 00:06:16.947
characters. It just felt like the game

00:06:17.030 --> 00:06:20.950
was so much about America, possibly
from an outsider's perspective. But

00:06:21.730 --> 00:06:25.587
that was so much about what the thing was
that it wouldn't really have worked in the

00:06:25.670 --> 00:06:26.807
same way elsewhere.

00:06:26.890 --> 00:06:31.047
- So you've created, I don't know how
many, over 10 Grand Theft Auto games.

00:06:31.130 --> 00:06:36.310
- I think so. - I have to ask,
is it a little bit bittersweet to say,

00:06:37.110 --> 00:06:40.007
to not be a part, to say
goodbye to the Grand Theft Auto

00:06:40.090 --> 00:06:43.887
world? And having to watch
Grand Theft Auto VI be released?

00:06:43.970 --> 00:06:47.107
Or is it more excitement?
What's the feeling?

00:06:47.190 --> 00:06:49.160
- I think it's a, it's...

00:06:50.830 --> 00:06:54.647
How would I describe it? Of course,
it's all, all of the above, you know,

00:06:54.730 --> 00:06:56.790
it's exactly as you, you know,

00:06:57.670 --> 00:07:01.327
pleased to be doing other stuff, excited
for what we're working on now, super

00:07:01.410 --> 00:07:08.087
excited of course, letting go of something
I worked on in one way or another for

00:07:08.170 --> 00:07:11.590
like 20 odd years. You know, and wrote

00:07:12.350 --> 00:07:16.300
on them for the last 10 or 11 that came
out. Wrote all of them, or you know,

00:07:16.410 --> 00:07:21.630
lead writer on all of them, whatever
it was. So of course, letting go of that

00:07:23.190 --> 00:07:26.947
is, you know, is a big, is a big
change. And a lot, and, and, and

00:07:27.030 --> 00:07:34.030
sad in a way, because each of the games
was a kind of standalone story. It's

00:07:35.710 --> 00:07:39.407
not quite the same as, as I think
probably it would be in some ways

00:07:39.490 --> 00:07:43.350
sadder if someone continued on Red Dead,
because it was a cohesive two-game

00:07:43.450 --> 00:07:46.755
arc. That might be more sad to hear
someone working on that. But again,

00:07:46.838 --> 00:07:47.407
not, and

00:07:47.490 --> 00:07:51.427
that, that will probably happen too. I
don't own the IP. That was sort of part of

00:07:51.510 --> 00:07:55.660
the, the deal. It's a privilege to work on
stuff, but you don't necessarily own it.

00:07:56.130 --> 00:07:59.867
- When you're done with the game,
does it always feel like a goodbye?

00:07:59.950 --> 00:08:03.607
Like when you're done with Red
Dead 2, is it like you're saying

00:08:03.690 --> 00:08:07.447
goodbye to Arthur? The characters
you created, you're walking away.

00:08:07.530 --> 00:08:10.267
- You kind of are saying goodbye
to Arthur in the end of the game.

00:08:10.350 --> 00:08:12.650
- Yeah. - Even before
the end of the game. Um,

00:08:12.850 --> 00:08:16.028
yeah, I think you've got, you know, I've
been with them for seven, eight years,

00:08:16.111 --> 00:08:19.427
and you have to kind of let it go
or you can't go on to the next one.

00:08:19.510 --> 00:08:21.768
- Yeah. - So, there's always this
thing of, of, "Okay, that's done."

00:08:21.852 --> 00:08:23.567
And sometimes people would
ask me questions and I,

00:08:23.650 --> 00:08:27.507
about older games. And certainly
when I was in the middle of making

00:08:27.590 --> 00:08:29.848
new ones in the se- I just couldn't
really necessarily even remember.

00:08:29.932 --> 00:08:30.887
And I got a pretty good memory

00:08:30.970 --> 00:08:34.867
normally, because you kind
of have to let it go. So, it's not,

00:08:34.950 --> 00:08:38.790
it's, you're so immersed in it and
thinking about it. And certainly in that

00:08:38.890 --> 00:08:40.995
last period, the last
few months, you're really,

00:08:41.078 --> 00:08:42.747
really immersed in every little nuance

00:08:42.830 --> 00:08:45.608
and every little detail all of the time.
And then you're just not thinking about it

00:08:45.691 --> 00:08:49.230
in the same way. - Yeah.
It's funny from the player perspective,

00:08:50.070 --> 00:08:53.827
it feels like an old friend that I
miss, whether it's John or Arthur or

00:08:53.910 --> 00:08:57.687
Nico, it's a real goodbye. That's the,
there's a real sadness to finishing a

00:08:57.770 --> 00:08:59.057
video game. Like- - I hope so

00:08:59.140 --> 00:09:04.767
-...legitimately- not just
because the story is sad or-

00:09:04.850 --> 00:09:06.467
- Because you've been with them so long.

00:09:06.550 --> 00:09:08.724
- Yeah. And it's a real
goodbye to close it.

00:09:08.808 --> 00:09:10.860
There's that feeling when you're sort of

00:09:12.110 --> 00:09:15.867
closed the video game,
and it's, I mean, it's

00:09:15.950 --> 00:09:20.107
like saying goodbye to a friend. And it's-
- That's when you finish a book you love.

00:09:20.190 --> 00:09:20.907
- Yeah. - It's the same feeling.

00:09:20.990 --> 00:09:24.887
- Same feeling. - And I think that was
something that we really, in the early...

00:09:24.970 --> 00:09:28.907
...days of Rockstar, really aspired
to have that, where people would...

00:09:28.990 --> 00:09:32.847
...have that. It wasn't just the mania
of clearing a level, but the...

00:09:32.930 --> 00:09:34.954
...feeling of saying goodbye
to characters. You know,

00:09:35.038 --> 00:09:36.307
I think that was something we...

00:09:36.390 --> 00:09:37.223
really

00:09:37.970 --> 00:09:40.750
...wanted to achieve in games that we
didn't know was even possible. So,

00:09:40.834 --> 00:09:41.684
to hear people...

00:09:42.170 --> 00:09:44.210
say that is incredibly rewarding.

00:09:44.310 --> 00:09:48.020
- Yeah. The end of On The Road by Kerouac:
"Forlorn rags of growing...

00:09:48.150 --> 00:09:50.157
...old." I just remember
closing that and thinking,

00:09:50.240 --> 00:09:51.887
"What the fuck am I doing in this big...

00:09:51.970 --> 00:09:54.984
...world?" It's a melancholic feeling,
but there's nothing like that feeling,

00:09:55.067 --> 00:09:55.567
and you've...

00:09:55.650 --> 00:09:58.533
...achieved that. It's so rare in video
games to be able to achieve that

00:09:58.617 --> 00:10:02.900
with Red... ...Dead, and for me,
it was Grand Theft Auto IV with Nico.
