1
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more interesting,
more creatively, you know, diverse.

2
00:00:03,290 --> 00:00:05,721
- You said that Red Dead
Redemption 2, in your opinion,

3
00:00:05,804 --> 00:00:07,087
is the best thing you've ever

4
00:00:07,170 --> 00:00:10,687
done. I think there's a strong case to be
made that it's the greatest game of all

5
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time. What are the elements that make
that game truly great, do you think?

6
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- I think you had an incredibly
strong team working together that was

7
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very experienced that had basically been
in place since somewhere between 2001 and

8
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2006. So it was a long,
experienced team. I think we got to

9
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spend a smaller group of us
working on it from day one,

10
00:00:34,290 --> 00:00:38,097
coming up with some wacky ideas that we

11
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got to embed in the game.
And then we kind had to follow through

12
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with. But I think it was helpful
that we got to be very creative before it

13
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had a full team on it. I think that
the cowboy setting is great because it

14
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gives a sort of mythic seriousness
that sometimes doing stuff in

15
00:00:57,350 --> 00:00:59,310
a contemporary setting
doesn't allow. You know,

16
00:00:59,394 --> 00:01:01,177
I think the closest we got to that kind of

17
00:01:01,260 --> 00:01:02,879
seriousness was GTA IV,
but it just can't...

18
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Once you're setting things
in the modern world, they're

19
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too frenetic. You can't get some of that
slightly, you know, operatic feel that I

20
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love. That some people think is maybe
a little over the top, but I, you know, I

21
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love this kind of, you know,
people searching for meaning—

22
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...within, amongst the violence. I
think that the West and all of the themes

23
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around the West really lend
themselves to that. So I think that,

24
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and then the gunplay

25
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was fantastic, and the horses were
incredible. So I think you had this

26
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combination of technical know-how,
a very, very strong team,

27
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and really strong material. very, very
strong team, and really strong material.

28
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- Where did you have to go in your mind,
maybe philosophically, maybe

29
00:01:40,300 --> 00:01:44,077
spiritually, to be able to create
the RDR world? Of course, it was

30
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based on Red Dead Revolver,
but that's— - Yes

31
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- —that's a fundamentally
different. I mean, that leap

32
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into the great mythic story
that was Red Dead Redemption one.

33
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And then even more so, Red Dead
Redemption two. That was unlike anything

34
00:02:02,060 --> 00:02:06,657
you, or maybe anyone,
has ever created in video games.

35
00:02:06,740 --> 00:02:09,620
- Thank you. - So, like,
what drugs were involved?

36
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- No drugs. - Okay. - No.
Stopped the drugs long before.

37
00:02:13,500 --> 00:02:17,854
- Okay. - That's why I did all that work.
Had nothing else to do. So yeah,

38
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open world video games were very good
for my mental health in that way. Kept me

39
00:02:22,600 --> 00:02:26,437
busy. But Red, so Red—

40
00:02:26,520 --> 00:02:30,897
Dead, I'll tell, I'll give you my version.
Now the games are made by big teams.

41
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So, but I will give you my human
interest version of the story from

42
00:02:35,000 --> 00:02:38,617
my perspective only.
We made Red Dead Revolver,

43
00:02:38,700 --> 00:02:41,795
decided that, or finished Red Dead
Revolver that had been a Capcom game.

44
00:02:41,878 --> 00:02:42,497
And they didn't

45
00:02:42,580 --> 00:02:45,974
want to finish it, so we finished it. And
they released it in Japan and we released

46
00:02:46,057 --> 00:02:50,517
it in the US in, I think, 2004.
And decided we would start work on

47
00:02:50,600 --> 00:02:55,140
an open-world cowboy game for PS3.

48
00:02:56,440 --> 00:02:59,460
Didn't think too much more about it,
and that was when we did a bunch of other

49
00:02:59,544 --> 00:03:06,477
stuff to work on. And slowly, 2005, 2006,
the game started to come to life. I began

50
00:03:06,560 --> 00:03:13,560
to meet with the lead designer,
Christian Cantamessa, and thrash out a few

51
00:03:14,960 --> 00:03:18,760
ideas and story ideas for the game,
and began to think about some stuff. And

52
00:03:19,080 --> 00:03:21,518
start thinking about, well,
what works for an open-world game?

53
00:03:21,601 --> 00:03:26,517
What works for a cowboy game? And again,
I was being lazy or procrastinating.

54
00:03:26,600 --> 00:03:30,437
- Can we just on a small tangent,
when you mentioned you take notes

55
00:03:30,520 --> 00:03:33,907
when you're being lazy. What do those
notes look like? Are they like doodles?

56
00:03:33,990 --> 00:03:36,317
- They look like either a yellow pad—

57
00:03:36,400 --> 00:03:39,737
—or a BlackBerry in those
days, or an iPhone in these

58
00:03:39,820 --> 00:03:43,617
days. I'll write the subject matter
and then just email myself a note.

59
00:03:43,700 --> 00:03:47,197
Here's a good idea. Here's a good idea.
Or it might almost be scribbling on a pad.

60
00:03:47,280 --> 00:03:50,937
And then I'll assemble, if they're
done digitally, then I'll do, I'll

61
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assemble them into one long Word file.
And then I'll look at them and

62
00:03:54,940 --> 00:03:58,090
go, you know, "Here's an idea,
here's an idea, here's an idea."

63
00:03:58,940 --> 00:04:01,879
See if it comes to anything. See if I
now aggregate them together and then read

64
00:04:01,963 --> 00:04:04,598
through them. If there's
anything coherent there. You know,

65
00:04:04,681 --> 00:04:06,437
something about a character
like this, or that.

66
00:04:06,520 --> 00:04:09,422
This would be a funny line.
This is a line for the main character.

67
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Actually make the main

68
00:04:10,540 --> 00:04:14,257
character work like this.
You know, what about this relationship?

69
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As you start to just play around with,
"What about if we start in that

70
00:04:18,260 --> 00:04:21,379
place, go to that place?" Start just to
play around with all of the different bits

71
00:04:21,463 --> 00:04:24,950
and pieces. And we began to flesh out

72
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some flow for the start of the game.
And this idea you'd start in dusty

73
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American West, which meant we didn't have
to make too many trees, and then go to

74
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Mexico, and then come back.
And we had a sort of loose

75
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flow. And I was really scared of writing
any actual dialogue. And I didn't

76
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have a clue how to go about it. And

77
00:04:47,020 --> 00:04:50,777
I kept... It'll come, it'll come. And I
kept... because I could postpone it for

78
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ages because we were doing GTA IV.
And I kept worrying about it.

79
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My work was wrapped on GTA IV,
but the game wasn't out yet.

80
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And we'd done a bunch
of the marketing stuff,

81
00:05:00,153 --> 00:05:01,977
and had a little window when
I wasn't doing much else.

82
00:05:02,060 --> 00:05:05,640
And I took a week with
my then girlfriend, now

83
00:05:05,780 --> 00:05:09,697
wife, who was heavily pregnant
with our first child, and we went up

84
00:05:09,780 --> 00:05:13,680
to a house upstate and sat
there. Well, she, she, she

85
00:05:13,780 --> 00:05:16,677
sat there, either cooking
for me or watching TV or reading.

86
00:05:16,760 --> 00:05:17,720
And I just went and

87
00:05:17,820 --> 00:05:21,276
sat in the room all day, every day. And
just sat there and stared at the computer

88
00:05:21,359 --> 00:05:24,997
and tried to think about, "How can
I do this so that it doesn't sound

89
00:05:25,080 --> 00:05:27,900
ridiculous?" How can you write in a cowboy

90
00:05:28,380 --> 00:05:32,360
idiom that feels both
slightly contemporary but also

91
00:05:32,540 --> 00:05:35,680
gives the game this sort of life
and this weight that I want it to have,

92
00:05:35,764 --> 00:05:39,080
and think we can get away with? And

93
00:05:40,240 --> 00:05:44,157
after about three days, it just started
to come. And then suddenly I wrote about

94
00:05:44,240 --> 00:05:46,590
nine, 10 scenes in the
next couple of days. And

95
00:05:47,020 --> 00:05:48,867
after that, I knew I had it.
And it was a bit...

96
00:05:48,950 --> 00:05:50,717
I don't know if that's
why there was so much

97
00:05:50,800 --> 00:05:55,797
about a character caring about his family,
because I was just beginning the

98
00:05:55,880 --> 00:05:58,417
process of having a family. - Oh.

99
00:05:58,500 --> 00:06:01,046
- So I don't know if that- I don't
know to what extent that bled in there,

100
00:06:01,130 --> 00:06:02,537
but I think it bled
in there to some extent.

101
00:06:02,620 --> 00:06:05,470
- So that was part of creating
the 360-degree characters.

102
00:06:05,900 --> 00:06:10,000
- I think so. - Here's this man that is

103
00:06:10,460 --> 00:06:14,197
capable, is involved in a lot of violence,
who also cares about his family.

104
00:06:14,280 --> 00:06:18,177
- He's grown up and he's trying
to step away from that and be a man, be

105
00:06:18,260 --> 00:06:21,657
a grown-up. And can he get away from it?
And when he can't get away from

106
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it, what's he willing
to do to save his family?

107
00:06:24,430 --> 00:06:28,237
And that was, I felt, starting
to get some idea. I mean, she, well,

108
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She hadn't given birth yet, but I was
beginning to grapple with the ideas of,

109
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"I'm

110
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gonna become a parent." So I hope some
of that... And obviously, then I didn't,

111
00:06:36,220 --> 00:06:39,205
probably didn't write any more for six
months. So later on we had a child.

112
00:06:39,288 --> 00:06:42,867
But certainly for that first bit, I think
some of that began to bleed in there.

113
00:06:42,950 --> 00:06:46,860
-...you got the feeling that you can
actually do it. It's true, it's...

114
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It could have very
easily been ridiculous and

115
00:06:51,130 --> 00:06:54,367
not believable,
the dialogue between convoys.

116
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- Yes. - And, yes, I mean,
there's probably so much work went into

117
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making it feel real and believable.
And, and, like, that...

118
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Like a Shakespearean type of drama,
but not the cheesy kind.

119
00:07:12,430 --> 00:07:16,367
- Well, just wanted it
to feel when they spoke. I

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mean, I, I, I love dialogue.
I'm always, you know, I love the sound of

121
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words, but just wanted to feel like when
they sounded, it didn't sound cheesy,

122
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it didn't sound ridiculous. You wanted to
hear them speak more. It didn't make you

123
00:07:28,110 --> 00:07:31,607
cringe awfully when they spoke. That was
the... At some level that was all the goal

124
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was, and then they felt like this
guy was gonna go on this life and

125
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death odyssey and you cared about him.
You had to care about his wife and

126
00:07:39,490 --> 00:07:41,807
child that he left behind,
even though you didn't know them.

127
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- When did you know how you were
going to end Red Dead Redemption One?

128
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- I remember I did
a meeting with Christian, the

129
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designer. I can't remember
what year. Probably some point

130
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late 2008, early 2009, and we
were discussing the last bit and,

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and, and said, "I think
he's gotta die." And he

132
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leapt on the idea and went, "That's...
Yes, yes. No, no, wait, no, it can't work.

133
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Games can't work like that.
It can't work if he's dead." You know,

134
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began to think through,

135
00:08:08,050 --> 00:08:11,159
well, if we... Just technically it doesn't
work because you have to be able to finish

136
00:08:11,242 --> 00:08:13,663
all the stuff up, and then began
to think through, "Actually,

137
00:08:13,746 --> 00:08:15,487
I think we can make it
work if we do it this

138
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way." And so he then
really pushed for that idea,

139
00:08:20,010 --> 00:08:23,267
and it seemed to... I was like, "Ah,"
and I was still torn. I thought it

140
00:08:23,350 --> 00:08:28,110
was clever narratively but I
was torn if it was gonna work

141
00:08:29,070 --> 00:08:32,167
technically as a piece of game
design, but I think it did.

142
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- Yeah, and spoiler alert,
of course, how do we tell the

143
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story of that? Well, so he
goes through a lot. He does

144
00:08:40,090 --> 00:08:43,850
all the... John does all the dirty
work of hunting down his old gang and he

145
00:08:43,970 --> 00:08:47,750
finally is able to go home
and be with his family,

146
00:08:48,830 --> 00:08:52,680
be on the ranch, and then
the government betrays him and

147
00:08:52,830 --> 00:08:59,830
sends troops to kill him.
And there is dialogue. I mean, that just,

148
00:09:00,510 --> 00:09:07,510
I think the two times I shed a tear
in video game history for me is

149
00:09:09,245 --> 00:09:11,070
that dialogue.

150
00:09:12,170 --> 00:09:13,890
I think John talking to his wife,

151
00:09:14,710 --> 00:09:18,607
if I vaguely remember.
I think he said, "I love you."

152
00:09:18,690 --> 00:09:22,630
But he said very little. He didn't...
He made it seem like he's going to see

153
00:09:22,750 --> 00:09:26,730
her and his son shortly. That dialogue was

154
00:09:26,910 --> 00:09:32,032
masterfully done,
like a definition of like less is more.

155
00:09:32,116 --> 00:09:34,490
It was just so crisp, that

156
00:09:34,770 --> 00:09:39,710
and... And, of course, the other one
is again, from memory, Arthur riding

157
00:09:41,230 --> 00:09:45,107
his horse and the music is playing.
It's very hard not to shed

158
00:09:45,190 --> 00:09:50,770
a tear during that. Anyway,
the dialogue of John talking to his wife

159
00:09:52,590 --> 00:09:55,617
at the end when he's in a barn
and is about to walk out.

160
00:09:55,700 --> 00:09:59,887
to face certain death.
Do you remember writing that?

161
00:09:59,970 --> 00:10:02,970
- Oh, yeah. Yeah.
But it just... Again, I went...

162
00:10:03,070 --> 00:10:07,247
The actor was so good and we've already
seen a bunch of his work by then.

163
00:10:07,330 --> 00:10:11,127
He had such a good... He was so good
at reading those lines that I knew he

164
00:10:11,210 --> 00:10:14,097
could give us... that you
could feel at that point, like-

165
00:10:14,180 --> 00:10:17,877
…I think those lines are best when they're
really short and punchy. So I knew—

166
00:10:17,960 --> 00:10:20,327
- Got it. - I knew he'd be able
to make that line sound good.

167
00:10:20,410 --> 00:10:22,747
- So you were imagining
his voice. You were just-

168
00:10:22,830 --> 00:10:26,520
- And I think all
of those actors on Red Dead

169
00:10:26,610 --> 00:10:30,547
Redemption One were so strong that they
really brought that game to life. If

170
00:10:30,630 --> 00:10:34,287
them and Rod, the director, hadn't
done such a good job, it would have

171
00:10:34,370 --> 00:10:36,007
sounded cheesy as hell.

172
00:10:36,090 --> 00:10:43,090
- You've said that the ending of RDR1 is
one of the best things you've been a part

173
00:10:46,008 --> 00:10:46,207
of

174
00:10:46,290 --> 00:10:53,010
creating. Why is that ending so
powerful to you? What does it represent?

175
00:10:53,110 --> 00:10:59,960
- I think because for the story
to work, just from a technical

176
00:11:00,050 --> 00:11:02,987
challenge, for the story
to work, he had to

177
00:11:03,070 --> 00:11:06,887
die. But for a game to work,
it felt like a challenge to

178
00:11:06,970 --> 00:11:08,620
make him die. It was probably the

179
00:11:10,550 --> 00:11:14,427
fourth, fifth, or sixth
open-world game I'd worked on, and

180
00:11:14,510 --> 00:11:18,227
I'd spent all these years before that
working out how these stories worked.

181
00:11:18,310 --> 00:11:22,167
How to make them work technically, how to
make them feel right, how they interacted

182
00:11:22,250 --> 00:11:25,947
with the open-form
gameplay as best I could.

183
00:11:26,030 --> 00:11:29,847
And suddenly we're going to break one
of our golden rules, which was, at the

184
00:11:29,930 --> 00:11:33,035
end of the game, you're freeing the
character to go and wrap up all the side

185
00:11:33,119 --> 00:11:33,727
stories, to play

186
00:11:33,810 --> 00:11:36,508
forever. You're not going to be able to do
that in this game because the guy's going

187
00:11:36,591 --> 00:11:37,687
to be dead, and we're going to have

188
00:11:37,770 --> 00:11:42,410
you play as a different character,
and the narrative is going to

189
00:11:43,350 --> 00:11:45,015
be compelling enough,
if we've done a good job,

190
00:11:45,098 --> 00:11:47,198
where you're not going to care about that.

191
00:11:47,350 --> 00:11:51,147
Or you're going to be upset that he's
dead, but you can actually have this

192
00:11:51,230 --> 00:11:52,890
emotional moment.

193
00:11:53,750 --> 00:11:57,250
So I think it was a big risk from a
technical perspective for us to do that,

194
00:11:57,333 --> 00:12:00,533
and then it worked. So I think
that was something that was very…

195
00:12:00,750 --> 00:12:03,787
full of fear, and it worked out okay.

196
00:12:03,870 --> 00:12:06,404
And I think people were really upset
and angry at us for doing it because they

197
00:12:06,488 --> 00:12:07,807
didn't think it was going to happen, but

198
00:12:07,890 --> 00:12:10,394
I think they also had that kind
of experience you're describing,

199
00:12:10,477 --> 00:12:11,667
which is that kind of creative

200
00:12:11,750 --> 00:12:14,734
moment where, you know, a transcendent
moment with characters in a piece

201
00:12:14,818 --> 00:12:17,727
of fiction, which is what we've
always aspired to giving people.

202
00:12:17,810 --> 00:12:19,740
- I mean, it's incredible
because I don't think…

203
00:12:19,823 --> 00:12:22,527
I don't remember a single video
game that has done that before.

204
00:12:22,610 --> 00:12:24,886
- Well, I would like to have,
at the end of GTA IV, killed Niko,

205
00:12:24,970 --> 00:12:25,627
but you couldn't do

206
00:12:25,710 --> 00:12:29,647
it. You know, the game doesn't work
like that. So it was this thing where we

207
00:12:29,730 --> 00:12:33,667
hadn't done it, thought about doing it,
hadn't done it, and then going, "Let's

208
00:12:33,750 --> 00:12:37,890
do it. Let's take the risk and do it.
We can't do it. Let's try." And it worked.

209
00:12:38,550 --> 00:12:42,267
- Yeah, what about the decision
with the son? You know,

210
00:12:42,350 --> 00:12:46,230
John gives so much effort to make
sure that Jack doesn't end up

211
00:12:46,430 --> 00:12:53,087
in a life of violence. I mean,
it's very Godfather-like. It's—

212
00:12:53,170 --> 00:12:56,537
…he's dragged back
into it through revenge.

213
00:12:56,620 --> 00:13:00,457
- That was also, the game still had to
work as a game. Whether that was the right

214
00:13:00,540 --> 00:13:07,540
ending, 100% the best ending from a pure
storytelling perspective, I don't know.

215
00:13:07,860 --> 00:13:10,477
But I know that we had
to make the game work.

216
00:13:10,560 --> 00:13:11,197
- Oh, interesting.

217
00:13:11,280 --> 00:13:15,097
- So it was... I think it kind
of worked in that way where Jack can't

218
00:13:15,180 --> 00:13:18,897
escape, but I always also wanted
a version of it where Jack did

219
00:13:18,980 --> 00:13:22,517
escape, but that wasn't...
Both were interesting to me.

220
00:13:22,600 --> 00:13:25,134
- Can you just dig in a little deeper?
What do you mean about for the game

221
00:13:25,217 --> 00:13:25,437
to work?

222
00:13:25,520 --> 00:13:29,860
It's such a direct... It's like Kubrick
talking about for this movie to work,

223
00:13:30,900 --> 00:13:33,884
it has to have... From my perspective,
I just think about the story.

224
00:13:33,968 --> 00:13:35,627
What's the technical
aspect for the game to work?

225
00:13:35,710 --> 00:13:39,337
- It's just the mechanical
experience is you have an

226
00:13:39,420 --> 00:13:43,320
avatar you control, and you know,
the games don't really end.

227
00:13:43,620 --> 00:13:45,957
You have to be able to wander
around the world and do stuff.

228
00:13:46,040 --> 00:13:49,800
So at the end of the game, you have
to be able to wander around with your

229
00:13:49,940 --> 00:13:53,490
fairly limited set of

230
00:13:54,040 --> 00:13:57,917
features, which is you can run up
to someone and punch them or shoot them or

231
00:13:58,000 --> 00:14:01,720
rob them, or talk to them. And that's

232
00:14:01,840 --> 00:14:05,037
kind of... or jump on a
horse or do all this other

233
00:14:05,120 --> 00:14:08,720
stuff. In order for the game still
to be fun and people to get this full

234
00:14:09,080 --> 00:14:12,857
360-degree experience with it,
they had to, if they

235
00:14:12,940 --> 00:14:16,697
wanted to 100% the game as opposed to just
finishing the story, you have to have an

236
00:14:16,780 --> 00:14:22,097
avatar to do that stuff with. So
that was the sort of challenge of Jack's

237
00:14:22,180 --> 00:14:25,017
character, wrapping up the story as Jack.

238
00:14:25,100 --> 00:14:31,617
- Oh, there's real power for the
avatar to end, the finiteness.

239
00:14:31,700 --> 00:14:35,097
- Yeah. Both the Red Deads,
you obviously change avatars.

240
00:14:35,180 --> 00:14:38,887
Which we did, and then did it again. I
think there's something interesting about

241
00:14:38,970 --> 00:14:41,022
that moment when you change
from one character to another,

242
00:14:41,106 --> 00:14:42,377
because they are you and they're not

243
00:14:42,460 --> 00:14:44,917
you, you know, and then
suddenly you're someone else.

244
00:14:45,000 --> 00:14:48,297
- Mm-hmm. I mean,
I was really shaken by that

245
00:14:48,380 --> 00:14:52,057
experience, but it's a beautiful
experience. It's like an unforgettable

246
00:14:52,140 --> 00:14:55,497
experience. What else can
video games possibly reach

247
00:14:55,580 --> 00:14:59,397
for? You know, to create that experience,

248
00:14:59,480 --> 00:15:02,637
that's what great films do,
that's what great, great books do.

249
00:15:02,720 --> 00:15:05,101
- It's that. I mean, it's that
and the world building in games.

250
00:15:05,184 --> 00:15:06,657
I think the experience of being in this

251
00:15:06,740 --> 00:15:10,117
fake place and then
taking on these narrative

252
00:15:10,200 --> 00:15:13,700
adventures, when that combines,
you've got the amazing experience.

253
00:15:13,840 --> 00:15:17,390
- So who do you think is the best
character you've ever created in RDR?

254
00:15:18,000 --> 00:15:21,750
So to me, I think definitively
Arthur from Red Dead Redemption

255
00:15:22,100 --> 00:15:27,000
2 is the best character ever
created in video games ever.

256
00:15:28,860 --> 00:15:28,900
- Thank you.

257
00:15:28,880 --> 00:15:32,677
- I think there's not even close. I mean,
John will be the se-, which is hilarious

258
00:15:32,760 --> 00:15:38,935
to say, but those are... John will be a
close second, but Arthur is definitively.

259
00:15:39,018 --> 00:15:44,400
And you've talked about in that interview,
you said that a lot of video games

260
00:15:45,420 --> 00:15:49,257
work on the same premise,
that you start as a weak person and

261
00:15:49,340 --> 00:15:53,197
end up as a strong superhero.
But what if you start as a

262
00:15:53,280 --> 00:15:56,877
tough guy, someone who already
is very strong, someone that's

263
00:15:56,960 --> 00:16:00,897
emotionally confident of his place in
the world? Arthur's journey is not about

264
00:16:00,980 --> 00:16:04,957
becoming a superhero because
he's almost one at the start, but

265
00:16:05,040 --> 00:16:08,877
it's about an intellectual
rollercoaster when his worldview gets

266
00:16:08,960 --> 00:16:15,960
taken apart. So it's very different
than the normal journey of a character.

267
00:16:17,160 --> 00:16:20,517
- Yeah, in a game... - In a game -...
in order to reverse it.

268
00:16:20,600 --> 00:16:22,989
So there were a couple other
themes that matched that.

269
00:16:23,072 --> 00:16:27,177
So they're guys from the Wild West, but
they're being pushed ever further east.

270
00:16:27,260 --> 00:16:28,827
So it's almost like an anti-Western.

271
00:16:28,910 --> 00:16:32,877
An Eastern. You're traveling east.
You're traveling into civilization. And I

272
00:16:32,960 --> 00:16:39,960
don't think I would've been grappling
with those ideas earlier in my career,

273
00:16:40,860 --> 00:16:44,517
'cause it was so, you know,
this idea of getting a different kind of

274
00:16:44,600 --> 00:16:46,517
strength and different kind
of weakness was interesting.

275
00:16:46,600 --> 00:16:50,182
- What about the component of mortality,
of a character facing his own mortality

276
00:16:50,265 --> 00:16:54,580
over a prolonged period?
Sort of just the, the, the, the

277
00:16:54,760 --> 00:17:01,057
prospect of like, real sort of fear
of death, realization of death.

278
00:17:01,140 --> 00:17:02,637
- Yeah. I thought that was
really- - as part of the story.

279
00:17:02,720 --> 00:17:07,420
- really a fun thing to play with.
John dies in Red Dead 1,

280
00:17:08,320 --> 00:17:12,097
I wanted to top that with Red
Dead 2, or do that in a

281
00:17:12,180 --> 00:17:15,977
different way. And so the idea
that John's death is fairly sudden, and

282
00:17:16,060 --> 00:17:18,957
so if he's got this long,
drawn-out death, then I'd always

283
00:17:19,040 --> 00:17:24,597
been obsessed by TB. As diseases go,
it's a great literary device.

284
00:17:24,680 --> 00:17:26,802
You know, 'cause it is this long,
drawn-out, slow death,

285
00:17:26,885 --> 00:17:28,457
but in which you are also getting weaker.

286
00:17:28,540 --> 00:17:31,917
And my grandfather actually
had TB before they invented

287
00:17:32,000 --> 00:17:35,577
antibiotics and was sent
to a sanatorium just after he

288
00:17:35,660 --> 00:17:39,557
was... just after he'd
had his child, my father,

289
00:17:39,640 --> 00:17:43,840
and survived, but only three of them
out of like 35 survived. So I was always,

290
00:17:44,820 --> 00:17:48,500
captivated by TB as an illness. It

291
00:17:48,660 --> 00:17:52,300
felt like it was an interesting
thing to play around with

292
00:17:52,640 --> 00:17:56,420
as an idea, this guy getting
weaker who felt like he was immortal

293
00:17:56,620 --> 00:17:59,481
and essentially was immortal.
He was the protagonist in a video game,

294
00:17:59,564 --> 00:18:04,237
he could not die, and suddenly he
is becoming mortal. You know, but that

295
00:18:04,320 --> 00:18:08,297
helps him see stuff. I thought that
was a different way of doing a lead

296
00:18:08,380 --> 00:18:09,817
character in a game.

297
00:18:09,900 --> 00:18:13,620
- Yeah. Do you think it's the greatest
character you've ever created?

298
00:18:13,720 --> 00:18:14,940
- I think he's the best

299
00:18:15,880 --> 00:18:19,099
lead character. You know, the lead
characters are different from the side

300
00:18:19,182 --> 00:18:20,016
characters,

301
00:18:20,180 --> 00:18:27,180
and I think he's the most rounded
and works the best. I kind of...

302
00:18:27,480 --> 00:18:33,487
Him and Nico are the two I like, you know.
They were the two most ambitious.

303
00:18:33,570 --> 00:18:37,277
So for me, it's always sort
of a toss-up, you know? But then I

304
00:18:37,360 --> 00:18:41,017
loved all the stuff,
like the art team did such an

305
00:18:41,100 --> 00:18:44,807
amazing job. It was their idea
with the journal and that kind of...

306
00:18:44,890 --> 00:18:48,677
The way that all the features worked
into Arthur's character, I thought that

307
00:18:48,760 --> 00:18:52,354
was really... He was really rounded,
he worked in lots of different ways really

308
00:18:52,437 --> 00:18:55,767
well. I loved his flawed
relationship with his old

309
00:18:55,850 --> 00:18:58,148
girlfriend, things like that.
All the side... You know,

310
00:18:58,231 --> 00:19:00,607
the bits that turned up around him.

311
00:19:00,690 --> 00:19:04,837
- So you also like the side characters.
You like the flavor - Yeah, of course.

312
00:19:04,920 --> 00:19:08,327
- of the full cast. What are some
of the favorites you've created?

313
00:19:08,410 --> 00:19:10,527
I'm sure the one you're
currently working on-

314
00:19:10,610 --> 00:19:13,347
Nigel, that's a...
You called him a side character.

315
00:19:13,430 --> 00:19:17,407
- Well, he's not a protagonist.
He's like a god, not a character.

316
00:19:17,490 --> 00:19:22,687
So he's not... Him,
I'm enjoying. I love Dutch.

317
00:19:22,770 --> 00:19:27,070
You know, it was partly because
we wrote a few lines for him

318
00:19:28,090 --> 00:19:31,490
for the first game,
and the actor did such a

319
00:19:31,590 --> 00:19:35,507
such an amazing job that when
he spoke, it just came to me

320
00:19:35,590 --> 00:19:38,659
all of their backstory, which I'd been
playing around with by that point anyway

321
00:19:38,742 --> 00:19:41,543
a little bit in my head. But I knew
it was his bigger gangster from then.

322
00:19:41,627 --> 00:19:42,727
I sort of saw exactly who he

323
00:19:42,810 --> 00:19:47,907
was. And so that was... That felt like...
He felt like a living character to me.

324
00:19:47,990 --> 00:19:50,672
- And we should say
that Dutch is kind of like,

325
00:19:50,755 --> 00:19:52,987
maybe a little bit of a godlike figure-

326
00:19:53,070 --> 00:19:56,967
in both of the Red Dead Redemption games.
He's the leader of the gang.

327
00:19:57,050 --> 00:20:00,920
And there's a father-son
relationship with Dutch, with, uh,

328
00:20:01,570 --> 00:20:05,500
I mean, with Arthur, with John.
There's a family feeling to the

329
00:20:05,590 --> 00:20:09,487
gang. They explore all of those
dynamics, and then the feeling of

330
00:20:09,570 --> 00:20:12,847
betrayal and Arthur facing tuberculosis.

331
00:20:12,930 --> 00:20:15,477
You're going against the family,
going against the father-

332
00:20:15,560 --> 00:20:19,287
because he is transforming
his sense of the

333
00:20:19,370 --> 00:20:22,307
world, of morality, of all those kinds
of things. So all the kind of very

334
00:20:22,390 --> 00:20:26,180
Shakespearean drama
is right there. And Dutch is

335
00:20:27,010 --> 00:20:30,470
a prominent godlike figure
through all of that. Also

336
00:20:30,610 --> 00:20:35,310
flawed himself. Also a man
of good and evil in that,

337
00:20:36,250 --> 00:20:37,977
framework that they're operating under.

338
00:20:38,060 --> 00:20:40,747
- And he's just drowning
in his ego at the end.

339
00:20:40,830 --> 00:20:44,147
You know, his ego gets the better of him.
I think he's a... But there was

340
00:20:44,230 --> 00:20:50,607
something flawed but beautiful in his
idealism when he was younger, and that's

341
00:20:50,690 --> 00:20:53,770
mostly off-camera. And then
just so you know, always been

342
00:20:54,630 --> 00:20:58,627
as an individual, I've always been
very susceptible to charming people.

343
00:20:58,710 --> 00:21:02,627
And he's charming. So I was kind of...
I can see how people get captivated.

344
00:21:02,710 --> 00:21:06,640
by charming people. And the idea
here was a very charming person,

345
00:21:07,210 --> 00:21:08,947
and the road's run out for him.

346
00:21:09,030 --> 00:21:13,530
- I personally am afraid
of how much I love human beings,

347
00:21:14,510 --> 00:21:18,707
and how susceptible I
am to charm and charisma.

348
00:21:18,790 --> 00:21:21,727
'Cause it can cloud your
judgment about human nature.

349
00:21:21,810 --> 00:21:25,690
- Completely. And that's what's
happened with him. And it ended up

350
00:21:25,990 --> 00:21:30,770
clouding his judgment about himself.
He kind of fell for his own rubbish.

351
00:21:30,950 --> 00:21:34,187
- Yeah, but also it
clouded Arthur's judgment.

352
00:21:34,270 --> 00:21:38,107
- Oh, completely. Arthur was completely,
you know, platonically in

353
00:21:38,190 --> 00:21:40,998
love with him. He was worshiping him.
He'd given up his power to him.

354
00:21:41,082 --> 00:21:45,387
And then I think for Arthur,
the journey is retaking that

355
00:21:45,470 --> 00:21:49,367
power in the moment of dying. You know,
and that's what the whole... that's why

356
00:21:49,450 --> 00:21:50,927
I thought that was really interesting.

357
00:21:51,010 --> 00:21:54,050
- Yeah, it's truly tragic for Arthur to be

358
00:21:55,250 --> 00:21:58,930
losing his identity,
lifelong identity, and

359
00:21:59,090 --> 00:22:02,067
sense of belonging,
and losing his life at the same

360
00:22:02,150 --> 00:22:09,150
time. In facing mortality, he is realizing
that he's not all of it has been a lie.

361
00:22:11,370 --> 00:22:14,247
- But he gets to do some... Well,
it depends on what choices you make.

362
00:22:14,330 --> 00:22:20,047
But he gets to do some good.
And so he gets his moment of redemption.

363
00:22:20,130 --> 00:22:21,557
- Just a little bit. But realizing...

364
00:22:21,640 --> 00:22:27,627
your whole life you've been living not
a good life. You've been not a good man.

365
00:22:27,710 --> 00:22:28,987
- Isn't that what we're all afraid of?

366
00:22:29,070 --> 00:22:32,470
- I guess it's never too
late to change your ways.

367
00:22:32,630 --> 00:22:32,797
- Hope not. I mean, that's...

368
00:22:32,880 --> 00:22:39,147
- So, the biggest, most important,
primary question, central to the

369
00:22:39,230 --> 00:22:43,067
reason we're talking today,
the number one question from the

370
00:22:43,150 --> 00:22:49,330
Internet, it is so ridiculous,
but I must ask. Have you seen Gavin?

371
00:22:50,750 --> 00:22:54,427
Who is Gavin? So, for more context,
there's a guy named Nigel in Red Dead

372
00:22:54,510 --> 00:22:58,307
Redemption 2 who's frantically
searching for a mystery man named Gavin

373
00:22:58,390 --> 00:23:02,040
throughout the game. This has become
one of the biggest mysteries amongst

374
00:23:02,570 --> 00:23:06,467
the interwebs, the RDR fan base.
So, the theories

375
00:23:06,550 --> 00:23:10,510
include, theory one is it's
a split personality disorder. Nigel

376
00:23:10,850 --> 00:23:17,850
himself is Gavin. So, the evidence for
this theory is the letter that has some

377
00:23:18,410 --> 00:23:21,847
evidence that may be
due to trauma, this split

378
00:23:21,930 --> 00:23:25,627
personality disorder was created.
This Gavin was created inside Nigel's

379
00:23:25,710 --> 00:23:29,167
mind. Theory two is Gavin is dead,
and Nigel's simply in denial.

380
00:23:29,250 --> 00:23:33,167
Theory three is that it's

381
00:23:33,250 --> 00:23:37,087
just a troll, and Rockstar intentionally
created an unsolvable mystery

382
00:23:37,170 --> 00:23:40,540
to drive players crazy.
I also heard theory four is

383
00:23:40,770 --> 00:23:44,287
Gavin is the Strange Man. So, there's this

384
00:23:44,370 --> 00:23:48,127
fascinating character, the Strange Man,
this supernatural character that has a

385
00:23:48,210 --> 00:23:55,210
presence in RDR1 and a little bit
in RDR2 also. But yeah. So which theory

386
00:23:56,230 --> 00:24:02,247
is closest to the truth?
- Not three or four. In my mind, somewhere

387
00:24:02,330 --> 00:24:06,167
between one and two.
I just loved the way he

388
00:24:06,250 --> 00:24:10,027
shouted, "Gavin." It just amused me.
So at some level, it

389
00:24:10,110 --> 00:24:13,907
probably is trolling in that we didn't
want it to be a totally clear mystery.

390
00:24:13,990 --> 00:24:17,730
You wanted it to have a little
bit of adventure to it.

391
00:24:19,030 --> 00:24:22,087
but it was meant to be...
Without ever fully being

392
00:24:22,170 --> 00:24:25,807
explained that Gavin's not there
anymore. Gavin's either gone

393
00:24:25,890 --> 00:24:29,687
home, Gavin's left him, Gavin's...
And we were going to keep

394
00:24:29,770 --> 00:24:34,057
exploring that idea. That he was going
to reappear in some way or other.

395
00:24:34,140 --> 00:24:41,140
- Did you have any idea how much
imagination, excitement, and curiosity

396
00:24:42,110 --> 00:24:44,590
that little interaction
would inspire in people?

397
00:24:45,070 --> 00:24:48,950
- Yes and no. You could never know
what people are going to find amusing

398
00:24:49,310 --> 00:24:52,046
in these big games, and a lot
of it comes down to acting as well.

399
00:24:52,129 --> 00:24:55,187
The guy was just funny when he
said "Gavin." It was just funny.

400
00:24:55,270 --> 00:24:59,087
You know? But there was a ped in Red Dead
Redemption one that everyone was obsessed

401
00:24:59,170 --> 00:25:02,770
by, and I really wasn't expecting that.
So we try to put a few

402
00:25:02,870 --> 00:25:06,667
characters in. I mean, Gavin was supposed
to be amusing. I thought he was amusing.

403
00:25:06,750 --> 00:25:09,443
But you never know what people
are going to get obsessed by.

404
00:25:09,527 --> 00:25:10,747
There are other characters

405
00:25:10,830 --> 00:25:13,293
I think are funny, and people
don't even notice them, you know,

406
00:25:13,377 --> 00:25:15,367
or they see them in a
completely different way.

407
00:25:15,450 --> 00:25:17,467
- Did you have a part
in writing the letter?

408
00:25:17,550 --> 00:25:21,207
- Yeah. I can't remember if I wrote
it or... Either I wrote it or Mike

409
00:25:21,290 --> 00:25:23,793
wrote it, or we both wrote it. I really
can't remember, to be honest with you.

410
00:25:23,877 --> 00:25:25,147
But yeah, I certainly would have edited

411
00:25:25,230 --> 00:25:27,826
it, and Mike might have written
it, or I might have written it.

412
00:25:27,909 --> 00:25:28,867
I really can't remember.

413
00:25:28,950 --> 00:25:31,690
- It's so fascinating because that
little piece of writing— of course,

414
00:25:31,773 --> 00:25:33,417
you have thousands of pages- - Yeah.

415
00:25:33,500 --> 00:25:36,507
-...but that little piece
of writing gets analyzed.

416
00:25:36,590 --> 00:25:40,467
- Oh, but we certainly talked about
it in depth, and if Mike was here,

417
00:25:40,550 --> 00:25:42,675
I'd ask him. He might remember.
I can't really...

418
00:25:42,758 --> 00:25:44,387
And we do so many of those things.

419
00:25:44,470 --> 00:25:48,107
And I loved the use of letters
in Red Dead to tell all these weird

420
00:25:48,190 --> 00:25:52,127
backstories. And some became
very clear and some were still

421
00:25:52,210 --> 00:25:56,107
a little kind of opaque. But I think
the general vibe was there was no

422
00:25:56,190 --> 00:26:00,087
Gavin. Either there was no Gavin
or he'd long since left. So it's kind

423
00:26:00,170 --> 00:26:03,687
of a split personality, you know,
and then we were going to over subsequent

424
00:26:03,770 --> 00:26:05,537
games provide more information.

425
00:26:05,620 --> 00:26:09,547
- So in some sense, you yourself
don't quite know. You kind of have

426
00:26:09,630 --> 00:26:13,460
an idea, like which way
do you lean more, theory

427
00:26:13,610 --> 00:26:16,587
one or two? Is he dead, and Nigel's in

428
00:26:16,670 --> 00:26:21,227
denial, or is there real
communication going inside his head?

429
00:26:21,310 --> 00:26:23,166
- No, Gavin existed. So it wasn't
that he was a split personality,

430
00:26:23,249 --> 00:26:25,127
and the only thing we hadn't
really decided was in a future game

431
00:26:25,210 --> 00:26:27,087
No, Gavin existed. So it wasn't
that he was a split personality,

432
00:26:27,170 --> 00:26:29,087
and the only thing we hadn't
really decided was in a future game

433
00:26:29,170 --> 00:26:33,007
were we going to reveal that Gavin was
dead, or was Gavin going to turn up having

434
00:26:33,090 --> 00:26:36,627
long since abandoned this maniac.
That was what we were still playing around

435
00:26:36,710 --> 00:26:39,207
with. I think the idea was that he
was never going to meet...

436
00:26:39,290 --> 00:26:43,870
He was never going
to meet Gavin in this game.

437
00:26:44,010 --> 00:26:47,707
- I mean, it's just fascinating because
you have to think about all of that.

438
00:26:47,790 --> 00:26:50,238
You have to write all of that.
You have to have those discussions.

439
00:26:50,321 --> 00:26:51,747
You have to have those debates.

440
00:26:51,830 --> 00:26:53,367
- And it has to feel fresh.

441
00:26:53,450 --> 00:26:57,327
Like, what we've done before.
Constantly looking as you do. You know, I

442
00:26:57,410 --> 00:27:00,571
think I've done, you know, somewhere
between 15 and 20 of these games.

443
00:27:00,655 --> 00:27:03,987
Got to do stuff that's new.
It can't repeat itself too much.

444
00:27:04,070 --> 00:27:07,887
- I mean, we also live in the age
of the internet. Just, like, you

445
00:27:07,970 --> 00:27:14,770
realize there are millions of people
worrying about where and who Gavin is.

446
00:27:15,590 --> 00:27:17,057
- Thank God.
- It's like- - It's great, yeah.

447
00:27:17,140 --> 00:27:20,927
- It's fascinating that they're having...
Is, think about people reading, like,

448
00:27:21,010 --> 00:27:24,607
James Joyce or something and thinking
about the character, like, breaking apart

449
00:27:24,690 --> 00:27:28,287
Ulysses and thinking about,
like, arguing about

450
00:27:28,370 --> 00:27:32,987
different interpretations of it. And
to me, that in itself is also beautiful.

451
00:27:33,070 --> 00:27:36,927
- Yeah. We want the side mysteries to be
solvable up to a point, but you still

452
00:27:37,010 --> 00:27:38,947
want these discussions.
- Yeah, the mystery.

453
00:27:39,030 --> 00:27:42,927
- You know, and you want as long
as it feels tonally appropriate for

454
00:27:43,010 --> 00:27:46,047
this whole big sort of shaggy
dog story experience you're

455
00:27:46,130 --> 00:27:50,050
making. Which Gavin was just about,
and he was so weird, and he just

456
00:27:50,150 --> 00:27:53,190
was intrinsically... there was just
something funny about an English person

457
00:27:53,274 --> 00:27:55,507
screaming, "Gavin." I don't know why.

458
00:27:55,590 --> 00:27:59,407
- Yeah. Some of that humor, there's...
there's certain in Red Dead

459
00:27:59,490 --> 00:28:02,397
Redemption there's humor, but there's
a lot of it in Grand Theft Auto-

460
00:28:02,480 --> 00:28:05,130
...and what...
It's hard to put into words.

461
00:28:06,330 --> 00:28:09,710
why that's funny, why it becomes
a meme, why it becomes viral,

462
00:28:10,230 --> 00:28:11,727
'cause it's just funny.

463
00:28:11,810 --> 00:28:14,449
- Yeah, I know why I think it's funny,
but you... what you can't...

464
00:28:14,532 --> 00:28:15,667
What I'm not good at doing at

465
00:28:15,750 --> 00:28:19,567
least is going, "This thing will
become really popular online and

466
00:28:19,650 --> 00:28:24,747
this other thing won't." You can create
this bunch of, you know, fifty different

467
00:28:24,830 --> 00:28:27,215
side things that people
might get captivated by,

468
00:28:27,299 --> 00:28:29,677
and you just do not know what
they're going to respond to.

469
00:28:29,760 --> 00:28:32,627
- How do you know when something's funny?
Is it... you just feel it?

470
00:28:32,710 --> 00:28:34,617
- I know what I think is funny.
It's, you know, it makes-

471
00:28:34,700 --> 00:28:36,707
- You just Google it or you just- -...like
just 'cause it's ridiculous as well.

472
00:28:36,790 --> 00:28:41,247
That was just... There's nothing funny
about a dude shouting, "Gavin," a lot.

473
00:28:41,330 --> 00:28:43,277
He just said it in a funny way...
I just thought it might be funny-

474
00:28:43,360 --> 00:28:45,767
It was great... and he just
said it in such a funny way-

475
00:28:45,850 --> 00:28:49,600
...and then it just became funny.
Like, we often have those side characters

476
00:28:49,790 --> 00:28:52,418
and they're not that funny, and I
think they're going to be hysterical,

477
00:28:52,501 --> 00:28:55,537
and then you put them in the game,
and they're fine, but they're not amazing.

478
00:28:55,620 --> 00:28:57,267
That guy just brought that stuff to life.

479
00:28:57,350 --> 00:29:01,357
- Yeah. And his backstory too.
I mean, Londoner and not... yeah, that...

480
00:29:01,440 --> 00:29:03,441
- Yeah, I think that was what...
you know, just that it...

481
00:29:03,525 --> 00:29:05,547
there's something sometimes
fun, you know, in...

482
00:29:05,630 --> 00:29:09,267
an English person saying the name
Gavin is quite funny. I don't know why.

483
00:29:09,350 --> 00:29:13,047
- So, about the Strange Man, AKA,
the Man in Black... Is there some

484
00:29:13,130 --> 00:29:16,121
element with Michael and the therapist
in Grand Theft Auto V? Like,

485
00:29:16,204 --> 00:29:21,867
who is the Strange Man? - Well,
the Strange Man was again... was, was, was

486
00:29:21,950 --> 00:29:25,670
someone we came up with quickly.
It... we made Red Dead 1,

487
00:29:26,270 --> 00:29:30,167
and we... well,
were making Red Dead 1, and

488
00:29:30,250 --> 00:29:34,127
we'd made this...
we felt quite compelling story and quite

489
00:29:34,210 --> 00:29:38,047
interesting open world. But...
and we'd already made a bunch of

490
00:29:38,130 --> 00:29:40,106
Grand Theft Autos,
obviously, but unfortunately,

491
00:29:40,189 --> 00:29:42,067
we'd taken out the machine
guns 'cause it was

492
00:29:42,150 --> 00:29:45,407
a cowboy game, apart from the big fixed
position ones. And we'd taken out the

493
00:29:45,490 --> 00:29:49,107
cars, and we'd taken out the city
and large numbers of pedestrians. So we

494
00:29:49,190 --> 00:29:51,457
essentially had a game about
a dude riding a horse...

495
00:29:51,540 --> 00:29:55,367
...around the desert. And it was quite...
and it was quite boring.

496
00:29:55,450 --> 00:29:58,807
And so we then started filling it with
content, and we filled it with these...

497
00:29:58,890 --> 00:30:02,236
and having to improvise. And we filled
it with these things we call random events

498
00:30:02,320 --> 00:30:02,947
that would be

499
00:30:03,030 --> 00:30:06,807
these sort of motion-capture moments
that you could interact with. And it...

500
00:30:06,890 --> 00:30:09,725
they were, they were... the designers
did an amazing job with those.

501
00:30:09,809 --> 00:30:10,707
They were really fun.

502
00:30:10,790 --> 00:30:13,780
But there was not enough of them. And then
we felt we needed more story 'cause

503
00:30:13,864 --> 00:30:18,170
the story was perhaps a little short.
So we kind of quite late in development

504
00:30:19,130 --> 00:30:22,547
started putting in almost like these
RPG-type content where you go and meet

505
00:30:22,630 --> 00:30:25,370
someone. And the way we thought of them
was they were like short stories.

506
00:30:25,454 --> 00:30:30,127
So you go and meet someone, they'd set you
a slow problem, like go and collect me 15

507
00:30:30,210 --> 00:30:34,907
bunches of flowers. And when you came
back, it would resolve your story.

508
00:30:34,990 --> 00:30:37,094
And so then, you know, one would go,
"Go get them for my bride,"

509
00:30:37,177 --> 00:30:38,467
and you come back and the bride's dead.

510
00:30:38,550 --> 00:30:42,107
You know, to... We tried to make them like
these short stories with a sting in the

511
00:30:42,190 --> 00:30:43,630
tail. And

512
00:30:45,130 --> 00:30:49,057
he came out... as I was trying to come
up with ideas for those, as just this

513
00:30:49,140 --> 00:30:52,597
weird character. And then we
built him a bit into the story,

514
00:30:52,680 --> 00:30:55,897
where he would unlock as you
worked your way through and be a

515
00:30:55,980 --> 00:31:00,420
commentary on what you were doing.
So he was meant to be a kind of

516
00:31:02,080 --> 00:31:04,120
manifestation of your,

517
00:31:05,660 --> 00:31:09,557
you know, shadow, your karma,
the devil, somewhere, you know, just

518
00:31:09,640 --> 00:31:14,220
saw the world. And then we
built out his backstory over time

519
00:31:15,240 --> 00:31:16,713
and decided, you know...
And so in Red Dead 2,

520
00:31:16,797 --> 00:31:18,077
you could interact with him again and...

521
00:31:18,160 --> 00:31:20,997
or not really interact with him.
But he was there and he was meant to be,

522
00:31:21,080 --> 00:31:25,797
you know, something I suppose any creative
is scared of, an artist who's kind of

523
00:31:25,880 --> 00:31:29,737
sold his soul to the devil.
And that slowly revealed itself.

524
00:31:29,820 --> 00:31:33,097
- There is a connection
between the main character and

525
00:31:33,180 --> 00:31:36,357
the... Is it like a Jungian
shadow type of situation?

526
00:31:36,440 --> 00:31:40,357
- Well, it's sort of, because he knows
what you're up to. The connection is...

527
00:31:40,440 --> 00:31:44,237
what's never really made clear is,
does he know this about everybody?

528
00:31:44,320 --> 00:31:48,057
Like, is he following you, or is he
able, because of the pact he's made

529
00:31:48,140 --> 00:31:51,937
with evil forces, able to do
this for everybody? I don't think we

530
00:31:52,020 --> 00:31:55,217
necessarily ever clarify that.
He's certainly able to do it for you.

531
00:31:55,300 --> 00:32:00,780
- I mean, there's, sort of narrative-wise,
there are techniques to reveal a kind of

532
00:32:01,860 --> 00:32:05,797
self-reflection analysis of the main
character's thoughts. That's why I

533
00:32:05,880 --> 00:32:09,537
brought up the therapist with Michael.
That was a really powerful,

534
00:32:09,620 --> 00:32:13,497
interesting thing to do
in a video game. Like, I, I

535
00:32:13,580 --> 00:32:17,457
don't think I've seen... That's such a
cool... I mean, there's a Sopranos element

536
00:32:17,540 --> 00:32:18,937
there, with the therapist.
- A little bit, yeah.

537
00:32:19,020 --> 00:32:23,420
- I really love an opportunity
for a character to just

538
00:32:24,260 --> 00:32:25,887
self-reflect through that technique.

539
00:32:25,970 --> 00:32:27,937
- But it also changed
depending on what you'd done.

540
00:32:28,020 --> 00:32:28,197
- Yes.

541
00:32:28,280 --> 00:32:32,037
- So it was, it was sort of slightly...
It wasn't as interactive as it could be,

542
00:32:32,120 --> 00:32:35,857
but it was slightly interactive,
or slightly responsive to what you'd done.

543
00:32:35,940 --> 00:32:39,156
So it felt it was still valid video
game content, 'cause it was living,

544
00:32:39,239 --> 00:32:39,917
up to a point.

545
00:32:40,000 --> 00:32:42,749
And I just thought the character,
Dr. Friedlander, was just funny,

546
00:32:42,832 --> 00:32:43,617
'cause he was awful.

547
00:32:43,700 --> 00:32:47,617
So it was like LA. You're in therapy.
It's very LA. But it's also very LA, he

548
00:32:47,700 --> 00:32:49,377
wants to write a book and betray you.

549
00:32:49,460 --> 00:32:53,337
Which felt like a good, a good twist.
It felt like a Grand Theft Auto

550
00:32:53,420 --> 00:32:59,977
therapist. But just like the idea
of making the player in a game,

551
00:33:00,060 --> 00:33:03,997
and games are intrinsically kind
of physical, and, you know, you...

552
00:33:04,080 --> 00:33:07,447
you walk, you punch things, you run
around, you drive cars, you shoot people,

553
00:33:07,530 --> 00:33:11,297
whatever. There are these kind of physical
fantasies. Trying to put them into a

554
00:33:11,380 --> 00:33:14,837
slightly more reflective or metaphysical
state for a moment, I think can be really

555
00:33:14,920 --> 00:33:18,702
fun. - I think, to me, one of the most
surprising things about Red Dead

556
00:33:18,786 --> 00:33:23,497
Redemption, about video games, that Red
Dead Redemption showed is how much

557
00:33:23,580 --> 00:33:30,177
value for storytelling is insanely
specific, intricate details.

558
00:33:30,260 --> 00:33:37,260
In the story, but also visually. It just
added to the feeling that the world is

559
00:33:37,840 --> 00:33:41,900
real. So I have to ask,
what are some of your, um,

560
00:33:43,240 --> 00:33:46,697
favorite insanely specific, intricate
details in RDR? I can give you some

561
00:33:46,780 --> 00:33:50,377
options. The internet's favorite is horse
testicles shrinking in cold weather.

562
00:33:50,460 --> 00:33:52,897
testicles shrinking in cold weather.

563
00:33:52,980 --> 00:33:55,897
- Yep. Those guys did
an amazing job on those.

564
00:33:55,980 --> 00:33:58,328
- I mean, I just...
And there must've been a meeting,

565
00:33:58,412 --> 00:34:00,012
and there must've been engineers

566
00:34:01,060 --> 00:34:03,777
and graphics designers.
- It was just, I think just artists.

567
00:34:03,860 --> 00:34:07,360
- Artists - Modelers, I think.
I don't think it was that hard.

568
00:34:07,680 --> 00:34:09,480
- Okay. - Enough of that pun.

569
00:34:09,600 --> 00:34:15,597
- Thank you for that. Arthur's
hair and beard grow in real time.

570
00:34:15,680 --> 00:34:19,217
So, gun maintenance matters.
Firearms get dirty and perform worse over

571
00:34:19,300 --> 00:34:23,497
time. Animal carcasses
decompose realistically.

572
00:34:23,580 --> 00:34:24,717
- They feel like they do.

573
00:34:24,800 --> 00:34:28,157
- That's still extremely rare in video
games. That, the temporal aspect.

574
00:34:28,240 --> 00:34:32,417
- Yes. Yeah. - That permeates through
time. You know, NPCs remembering you.

575
00:34:32,500 --> 00:34:33,333
- That's

576
00:34:33,840 --> 00:34:37,690
the best. I mean, that's the thing I love.
Playing around with a lot of stuff

577
00:34:37,780 --> 00:34:41,097
in the new games around that, 'cause
I think it's super interesting. Okay?

578
00:34:41,180 --> 00:34:41,617
- It's really powerful, right?

579
00:34:41,700 --> 00:34:45,037
- To make them... Yeah, really
interesting. I think it just gives a...

580
00:34:45,120 --> 00:34:48,900
it's a really fun way of giving
you kind of narrative content

581
00:34:49,260 --> 00:34:51,700
that is also systemic and procedural.

582
00:34:51,800 --> 00:34:55,617
- Yeah. Is it technically
really difficult to do for the

583
00:34:55,700 --> 00:34:58,937
game, for the game to feel
like it remembers you? You know?

584
00:34:59,020 --> 00:35:02,960
- Um, I think with modern tech
it's not that hard, but there's a

585
00:35:03,120 --> 00:35:05,637
lot of stuff you need to track
to make it interesting.

586
00:35:05,720 --> 00:35:07,337
- Yeah, to have a memory.

587
00:35:07,420 --> 00:35:11,360
So that's really powerful.
The mud physics. So Arthur's boots get

588
00:35:11,480 --> 00:35:15,037
muddy and leave actual tracks. I mean,
that's just incredible. Really, really

589
00:35:15,120 --> 00:35:15,857
incredible.

590
00:35:15,940 --> 00:35:19,023
- You know, we made a dusty game.
Red Dead 1 is a super dusty game. Make,

591
00:35:19,106 --> 00:35:20,406
you know, the problem with

592
00:35:22,040 --> 00:35:25,877
cowboys is that if you've tried to make
a Greatest Hits of the Cowboy game, and

593
00:35:25,960 --> 00:35:28,617
then you've got to make a sequel, you've
got to come up with different geography.

594
00:35:28,700 --> 00:35:32,477
So that's why the game starts in the snow.
So we wanted a game that had snow and mud,

595
00:35:32,560 --> 00:35:34,815
because those were things you
hadn't really seen in Red Dead 1.

596
00:35:34,898 --> 00:35:36,437
And then the challenge is how do you make

597
00:35:36,520 --> 00:35:40,077
mud good in a game?
And the guys did an amazing job.

598
00:35:40,160 --> 00:35:43,540
- I mean, the snowstorm
that starts the game,

599
00:35:43,660 --> 00:35:47,577
RDR2, I don't remember the last
time I've experienced anything

600
00:35:47,660 --> 00:35:51,537
like it, but you felt it. I don't know
how the hell you do that. It's not just

601
00:35:51,620 --> 00:35:55,337
graphics, it's everything.
Everything together. I suppose some of the

602
00:35:55,420 --> 00:35:57,017
dialogue is really important to that.

603
00:35:57,100 --> 00:35:58,297
- Also the acting. They feel cold.

604
00:35:58,380 --> 00:35:59,317
- Yeah, that's right.

605
00:35:59,400 --> 00:36:02,227
- And they feel desperate.
There was that feeling of sort of - Yes

606
00:36:02,310 --> 00:36:04,630
- exodus. Like you're
running away from something,

607
00:36:04,714 --> 00:36:06,797
that gives the game energy at the start.

608
00:36:06,880 --> 00:36:08,727
- And it was at night. Oh man,
it was just masterfully done.

609
00:36:08,810 --> 00:36:10,447
- And there was a big group of them.
The other cont- - Yes.

610
00:36:10,530 --> 00:36:12,213
- You know, first game,
you start off as a lone wolf.

611
00:36:12,297 --> 00:36:13,377
Suddenly you're in this big group.

612
00:36:13,460 --> 00:36:15,330
So it felt very different.

613
00:36:15,420 --> 00:36:19,617
- In Arthur's body, bullet wounds persist.
So that, that temporal consistency-

614
00:36:19,700 --> 00:36:23,180
...that's really important.
Underweight Arthur looks gone, and

615
00:36:23,540 --> 00:36:25,420
overweight Arthur gets a gut.

616
00:36:26,340 --> 00:36:30,280
And a fuller face. Again,
those decisions that you make

617
00:36:31,900 --> 00:36:35,200
reveal themselves in the game across time.
And they're consistent.

618
00:36:35,860 --> 00:36:39,577
I don't know. I did not see many
games do that. It must be difficult to

619
00:36:39,660 --> 00:36:43,517
do, but to give that level
of care to the details in

620
00:36:43,600 --> 00:36:47,020
that way across time and for specific

621
00:36:47,300 --> 00:36:50,097
graphical representations
of things is incredible.

622
00:36:50,180 --> 00:36:50,927
- Yeah. I mean, I guess-

623
00:36:51,010 --> 00:36:56,140
- Do you have favorites where you
were first like, "This is amazing?"

624
00:36:56,280 --> 00:36:58,335
- I think all of it.
I think the way the whole... To me,

625
00:36:58,419 --> 00:37:00,137
the thing that I would care about most

626
00:37:00,220 --> 00:37:03,337
was the way the whole thing sat together.
You know, the fact that each of

627
00:37:03,420 --> 00:37:07,277
those, they all feel like
they belong together with each

628
00:37:07,360 --> 00:37:11,077
other. You made this cohesive,
very, you know,

629
00:37:11,160 --> 00:37:15,037
quote-unquote, "realistic" for a video
game experience, and all the details

630
00:37:15,120 --> 00:37:18,540
feel like they mesh. - Well,
for me, everything about the horse.

631
00:37:18,640 --> 00:37:22,130
For a lot of people.
Testicle shrinking included.
