WEBVTT

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him. - So you also like the side
characters. You like the flavor

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- Yeah, of course.

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- of the full cast. What are some
of the favorites you've created?

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I'm sure the one you're
currently working on-

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Nigel, that's a...
You called him a side character.

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- Well, he's not a protagonist.
He's like a god, not a character.

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So he's not... Him,
I'm enjoying. I love Dutch.

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You know, it was partly because
we wrote a few lines for him

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for the first game,
and the actor did such a

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such an amazing job that when
he spoke, it just came to me

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all of their backstory, which I'd been
playing around with by that point anyway

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a little bit in my head. But I knew
it was his bigger gangster from then.

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I sort of saw exactly who he

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was. And so that was... That felt like...
He felt like a living character to me.

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- And we should say
that Dutch is kind of like,

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maybe a little bit of a godlike figure-

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in both of the Red Dead Redemption games.
He's the leader of the gang.

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And there's a father-son
relationship with Dutch, with, uh,

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I mean, with Arthur, with John.
There's a family feeling to the

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gang. They explore all of those
dynamics, and then the feeling of

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betrayal and Arthur facing tuberculosis.

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You're going against the family,
going against the father-

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because he is transforming
his sense of the

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world, of morality, of all those kinds
of things. So all the kind of very

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Shakespearean drama
is right there. And Dutch is

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a prominent godlike figure
through all of that. Also

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flawed himself. Also a man
of good and evil in that,

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framework that they're operating under.

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- And he's just drowning
in his ego at the end.

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You know, his ego gets the better of him.
I think he's a... But there was

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something flawed but beautiful in his
idealism when he was younger, and that's

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mostly off-camera. And then
just so you know, always been

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as an individual, I've always been
very susceptible to charming people.

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And he's charming. So I was kind of...
I can see how people get captivated.

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by charming people. And the idea
here was a very charming person,

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and the road's run out for him.

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- I personally am afraid
of how much I love human beings,

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and how susceptible I
am to charm and charisma.

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'Cause it can cloud your
judgment about human nature.

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- Completely. And that's what's
happened with him. And it ended up

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clouding his judgment about himself.
He kind of fell for his own rubbish.

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- Yeah, but also it
clouded Arthur's judgment.

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- Oh, completely. Arthur was completely,
you know, platonically in

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love with him. He was worshiping him.
He'd given up his power to him.

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And then I think for Arthur,
the journey is retaking that

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power in the moment of dying. You know,
and that's what the whole... that's why

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I thought that was really interesting.

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- Yeah, it's truly tragic for Arthur to be

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losing his identity,
lifelong identity, and

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sense of belonging,
and losing his life at the same

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time. In facing mortality, he is realizing
that he's not all of it has been a lie.

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- But he gets to do some... Well,
it depends on what choices you make.

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But he gets to do some good.
And so he gets his moment of redemption.

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- Just a little bit. But realizing...

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your whole life you've been living not
a good life. You've been not a good man.

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- Isn't that what we're all afraid of?

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- I guess it's never too
late to change your ways.

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- Hope not. I mean, that's...

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- So, the biggest, most important,
primary question, central to the

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reason we're talking today,
the number one question from the

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Internet, it is so ridiculous,
but I must ask. Have you seen Gavin?

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Who is Gavin? So, for more context,
there's a guy named Nigel in Red Dead

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Redemption 2 who's frantically
searching for a mystery man named Gavin

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throughout the game. This has become
one of the biggest mysteries amongst

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the interwebs, the RDR fan base.
So, the theories

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include, theory one is it's
a split personality disorder. Nigel

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himself is Gavin. So, the evidence for
this theory is the letter that has some

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evidence that may be
due to trauma, this split

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personality disorder was created.
This Gavin was created inside Nigel's

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mind. Theory two is Gavin is dead,
and Nigel's simply in denial.

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Theory three is that it's

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just a troll, and Rockstar intentionally
created an unsolvable mystery

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to drive players crazy.
I also heard theory four is

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Gavin is the Strange Man. So, there's this

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fascinating character, the Strange Man,
this supernatural character that has a

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presence in RDR1 and a little bit
in RDR2 also. But yeah. So which theory

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is closest to the truth?
- Not three or four. In my mind, somewhere

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between one and two.
I just loved the way he

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shouted, "Gavin." It just amused me.
So at some level, it

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probably is trolling in that we didn't
want it to be a totally clear mystery.

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You wanted it to have a little
bit of adventure to it.

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but it was meant to be...
Without ever fully being

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explained that Gavin's not there
anymore. Gavin's either gone

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home, Gavin's left him, Gavin's...
And we were going to keep

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exploring that idea. That he was going
to reappear in some way or other.

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- Did you have any idea how much
imagination, excitement, and curiosity

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that little interaction
would inspire in people?

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- Yes and no. You could never know
what people are going to find amusing

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in these big games, and a lot
of it comes down to acting as well.

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The guy was just funny when he
said "Gavin." It was just funny.

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You know? But there was a ped in Red Dead
Redemption one that everyone was obsessed

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by, and I really wasn't expecting that.
So we try to put a few

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characters in. I mean, Gavin was supposed
to be amusing. I thought he was amusing.

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But you never know what people
are going to get obsessed by.

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There are other characters

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I think are funny, and people
don't even notice them, you know,

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or they see them in a
completely different way.

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- Did you have a part
in writing the letter?

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- Yeah. I can't remember if I wrote
it or... Either I wrote it or Mike

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wrote it, or we both wrote it. I really
can't remember, to be honest with you.

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But yeah, I certainly would have edited

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it, and Mike might have written
it, or I might have written it.

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I really can't remember.

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- It's so fascinating because that
little piece of writing— of course,

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you have thousands of pages- - Yeah.

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-...but that little piece
of writing gets analyzed.

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- Oh, but we certainly talked about
it in depth, and if Mike was here,

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I'd ask him. He might remember.
I can't really...

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And we do so many of those things.

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And I loved the use of letters
in Red Dead to tell all these weird

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backstories. And some became
very clear and some were still

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a little kind of opaque. But I think
the general vibe was there was no

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Gavin. Either there was no Gavin
or he'd long since left. So it's kind

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of a split personality, you know,
and then we were going to over subsequent

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games provide more information.

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- So in some sense, you yourself
don't quite know. You kind of have

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an idea, like which way
do you lean more, theory

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one or two? Is he dead, and Nigel's in

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denial, or is there real
communication going inside his head?

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- No, Gavin existed. So it wasn't
that he was a split personality,

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and the only thing we hadn't
really decided was in a future game

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No, Gavin existed. So it wasn't
that he was a split personality,

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and the only thing we hadn't
really decided was in a future game

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were we going to reveal that Gavin was
dead, or was Gavin going to turn up having

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long since abandoned this maniac.
That was what we were still playing around

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with. I think the idea was that he
was never going to meet...

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He was never going
to meet Gavin in this game.

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- I mean, it's just fascinating because
you have to think about all of that.

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You have to write all of that.
You have to have those discussions.

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You have to have those debates.

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- And it has to feel fresh.

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Like, what we've done before.
Constantly looking as you do. You know, I

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think I've done, you know, somewhere
between 15 and 20 of these games.

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Got to do stuff that's new.
It can't repeat itself too much.

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- I mean, we also live in the age
of the internet. Just, like, you

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realize there are millions of people
worrying about where and who Gavin is.

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- Thank God.
- It's like- - It's great, yeah.

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- It's fascinating that they're having...
Is, think about people reading, like,

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James Joyce or something and thinking
about the character, like, breaking apart

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Ulysses and thinking about,
like, arguing about

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different interpretations of it. And
to me, that in itself is also beautiful.

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- Yeah. We want the side mysteries to be
solvable up to a point, but you still

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want these discussions.
- Yeah, the mystery.

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- You know, and you want as long
as it feels tonally appropriate for

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this whole big sort of shaggy
dog story experience you're

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making. Which Gavin was just about,
and he was so weird, and he just

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was intrinsically... there was just
something funny about an English person

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screaming, "Gavin." I don't know why.

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- Yeah. Some of that humor, there's...
there's certain in Red Dead

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Redemption there's humor, but there's
a lot of it in Grand Theft Auto-

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...and what...
It's hard to put into words.

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why that's funny, why it becomes
a meme, why it becomes viral,

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'cause it's just funny.

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- Yeah, I know why I think it's funny,
but you... what you can't...

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What I'm not good at doing at

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least is going, "This thing will
become really popular online and

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this other thing won't." You can create
this bunch of, you know, fifty different

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side things that people
might get captivated by,

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and you just do not know what
they're going to respond to.

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- How do you know when something's funny?
Is it... you just feel it?

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- I know what I think is funny.
It's, you know, it makes-

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- You just Google it or you just- -...like
just 'cause it's ridiculous as well.

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That was just... There's nothing funny
about a dude shouting, "Gavin," a lot.

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He just said it in a funny way...
I just thought it might be funny-

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It was great... and he just
said it in such a funny way-

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...and then it just became funny.
Like, we often have those side characters

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and they're not that funny, and I
think they're going to be hysterical,

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and then you put them in the game,
and they're fine, but they're not amazing.

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That guy just brought that stuff to life.

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- Yeah. And his backstory too.
I mean, Londoner and not... yeah, that...

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- Yeah, I think that was what...
you know, just that it...

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there's something sometimes
fun, you know, in...

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an English person saying the name
Gavin is quite funny. I don't know why.

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- So, about the Strange Man, AKA,
the Man in Black... Is there some

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element with Michael and the therapist
in Grand Theft Auto V? Like,

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who is the Strange Man? - Well,
the Strange Man was again... was, was, was

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someone we came up with quickly.
It... we made Red Dead 1,

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and we... well,
were making Red Dead 1, and

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we'd made this...
we felt quite compelling story and quite

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interesting open world. But...
and we'd already made a bunch of

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Grand Theft Autos,
obviously, but unfortunately,

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we'd taken out the machine
guns 'cause it was

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a cowboy game, apart from the big fixed
position ones. And we'd taken out the

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cars, and we'd taken out the city
and large numbers of pedestrians. So we

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essentially had a game about
a dude riding a horse...

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...around the desert. And it was quite...
and it was quite boring.

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And so we then started filling it with
content, and we filled it with these...

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and having to improvise. And we filled
it with these things we call random events

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that would be

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these sort of motion-capture moments
that you could interact with. And it...

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they were, they were... the designers
did an amazing job with those.

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They were really fun.

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But there was not enough of them. And then
we felt we needed more story 'cause

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the story was perhaps a little short.
So we kind of quite late in development

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started putting in almost like these
RPG-type content where you go and meet

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someone. And the way we thought of them
was they were like short stories.

00:11:27.824 --> 00:11:32.497
So you go and meet someone, they'd set you
a slow problem, like go and collect me 15

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bunches of flowers. And when you came
back, it would resolve your story.

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And so then, you know, one would go,
"Go get them for my bride,"

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and you come back and the bride's dead.

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You know, to... We tried to make them like
these short stories with a sting in the

00:11:44.560 --> 00:11:46.000
tail. And

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he came out... as I was trying to come
up with ideas for those, as just this

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weird character. And then we
built him a bit into the story,

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where he would unlock as you
worked your way through and be a

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commentary on what you were doing.
So he was meant to be a kind of

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manifestation of your,

00:12:08.030 --> 00:12:11.927
you know, shadow, your karma,
the devil, somewhere, you know, just

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saw the world. And then we
built out his backstory over time

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and decided, you know...
And so in Red Dead 2,

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you could interact with him again and...

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or not really interact with him.
But he was there and he was meant to be,

00:12:23.450 --> 00:12:28.167
you know, something I suppose any creative
is scared of, an artist who's kind of

00:12:28.250 --> 00:12:32.107
sold his soul to the devil.
And that slowly revealed itself.

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- There is a connection
between the main character and

00:12:35.550 --> 00:12:38.727
the... Is it like a Jungian
shadow type of situation?

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- Well, it's sort of, because he knows
what you're up to. The connection is...

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what's never really made clear is,
does he know this about everybody?

00:12:46.690 --> 00:12:50.427
Like, is he following you, or is he
able, because of the pact he's made

00:12:50.510 --> 00:12:54.307
with evil forces, able to do
this for everybody? I don't think we

00:12:54.390 --> 00:12:57.587
necessarily ever clarify that.
He's certainly able to do it for you.

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- I mean, there's, sort of narrative-wise,
there are techniques to reveal a kind of

00:13:04.230 --> 00:13:08.167
self-reflection analysis of the main
character's thoughts. That's why I

00:13:08.250 --> 00:13:11.907
brought up the therapist with Michael.
That was a really powerful,

00:13:11.990 --> 00:13:15.867
interesting thing to do
in a video game. Like, I, I

00:13:15.950 --> 00:13:19.827
don't think I've seen... That's such a
cool... I mean, there's a Sopranos element

00:13:19.910 --> 00:13:21.307
there, with the therapist.
- A little bit, yeah.

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- I really love an opportunity
for a character to just

00:13:26.630 --> 00:13:28.257
self-reflect through that technique.

00:13:28.340 --> 00:13:30.307
- But it also changed
depending on what you'd done.

00:13:30.390 --> 00:13:30.567
- Yes.

00:13:30.650 --> 00:13:34.407
- So it was, it was sort of slightly...
It wasn't as interactive as it could be,

00:13:34.490 --> 00:13:38.227
but it was slightly interactive,
or slightly responsive to what you'd done.

00:13:38.310 --> 00:13:41.526
So it felt it was still valid video
game content, 'cause it was living,

00:13:41.609 --> 00:13:42.287
up to a point.

00:13:42.370 --> 00:13:45.119
And I just thought the character,
Dr. Friedlander, was just funny,

00:13:45.202 --> 00:13:45.987
'cause he was awful.

00:13:46.070 --> 00:13:49.987
So it was like LA. You're in therapy.
It's very LA. But it's also very LA, he

00:13:50.070 --> 00:13:51.747
wants to write a book and betray you.

00:13:51.830 --> 00:13:55.707
Which felt like a good, a good twist.
It felt like a Grand Theft Auto

00:13:55.790 --> 00:14:02.347
therapist. But just like the idea
of making the player in a game,

00:14:02.430 --> 00:14:06.367
and games are intrinsically kind
of physical, and, you know, you...

00:14:06.450 --> 00:14:09.817
you walk, you punch things, you run
around, you drive cars, you shoot people,

00:14:09.900 --> 00:14:13.667
whatever. There are these kind of physical
fantasies. Trying to put them into a

00:14:13.750 --> 00:14:17.207
slightly more reflective or metaphysical
state for a moment, I think can be really

00:14:17.290 --> 00:14:18.123
fun.
