WEBVTT

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more interesting,
more creatively, you know, diverse.

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- You said that Red Dead
Redemption 2, in your opinion,

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is the best thing you've ever

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done. I think there's a strong case to be
made that it's the greatest game of all

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

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

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

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

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

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coming up with some wacky ideas that we

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

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

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

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gives a sort of mythic seriousness
that sometimes doing stuff in

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a contemporary setting
doesn't allow. You know,

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I think the closest we got to that kind of

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seriousness was GTA IV,
but it just can't...

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

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

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

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

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

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

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and then the gunplay

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

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

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

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

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spiritually, to be able to create
the RDR world? Of course, it was

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

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

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

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

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you, or maybe anyone,
has ever created in video games.

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- Thank you. - So, like,
what drugs were involved?

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

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- Okay. - That's why I did all that work.
Had nothing else to do. So yeah,

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

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busy. But Red, so Red—

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Dead, I'll tell, I'll give you my version.
Now the games are made by big teams.

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

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my perspective only.
We made Red Dead Revolver,

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decided that, or finished Red Dead
Revolver that had been a Capcom game.

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And they didn't

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want to finish it, so we finished it. And
they released it in Japan and we released

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it in the US in, I think, 2004.
And decided we would start work on

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an open-world cowboy game for PS3.

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Didn't think too much more about it,
and that was when we did a bunch of other

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stuff to work on. And slowly, 2005, 2006,
the game started to come to life. I began

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to meet with the lead designer,
Christian Cantamessa, and thrash out a few

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ideas and story ideas for the game,
and began to think about some stuff. And

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start thinking about, well,
what works for an open-world game?

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What works for a cowboy game? And again,
I was being lazy or procrastinating.

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- Can we just on a small tangent,
when you mentioned you take notes

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when you're being lazy. What do those
notes look like? Are they like doodles?

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- They look like either a yellow pad—

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—or a BlackBerry in those
days, or an iPhone in these

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days. I'll write the subject matter
and then just email myself a note.

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Here's a good idea. Here's a good idea.
Or it might almost be scribbling on a pad.

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And then I'll assemble, if they're
done digitally, then I'll do, I'll

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

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go, you know, "Here's an idea,
here's an idea, here's an idea."

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See if it comes to anything. See if I
now aggregate them together and then read

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through them. If there's
anything coherent there. You know,

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something about a character
like this, or that.

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This would be a funny line.
This is a line for the main character.

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Actually make the main

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character work like this.
You know, what about this relationship?

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

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place, go to that place?" Start just to
play around with all of the different bits

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and pieces. And we began to flesh out

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

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

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

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

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have a clue how to go about it. And

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I kept... It'll come, it'll come. And I
kept... because I could postpone it for

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

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

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

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and had a little window when
I wasn't doing much else.

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And I took a week with
my then girlfriend, now

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wife, who was heavily pregnant
with our first child, and we went up

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to a house upstate and sat
there. Well, she, she, she

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sat there, either cooking
for me or watching TV or reading.

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And I just went and

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sat in the room all day, every day. And
just sat there and stared at the computer

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and tried to think about, "How can
I do this so that it doesn't sound

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ridiculous?" How can you write in a cowboy

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idiom that feels both
slightly contemporary but also

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gives the game this sort of life
and this weight that I want it to have,

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and think we can get away with? And

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after about three days, it just started
to come. And then suddenly I wrote about

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nine, 10 scenes in the
next couple of days. And

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after that, I knew I had it.
And it was a bit...

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I don't know if that's
why there was so much

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about a character caring about his family,
because I was just beginning the

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process of having a family. - Oh.

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- So I don't know if that- I don't
know to what extent that bled in there,

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but I think it bled
in there to some extent.

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- So that was part of creating
the 360-degree characters.

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- I think so. - Here's this man that is

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capable, is involved in a lot of violence,
who also cares about his family.

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- He's grown up and he's trying
to step away from that and be a man, be

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a grown-up. And can he get away from it?
And when he can't get away from

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

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And that was, I felt, starting
to get some idea. I mean, she, well,

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

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"I'm

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

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probably didn't write any more for six
months. So later on we had a child.

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But certainly for that first bit, I think
some of that began to bleed in there.

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-...you got the feeling that you can
actually do it. It's true, it's...

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It could have very
easily been ridiculous and

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not believable,
the dialogue between convoys.

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

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

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

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- 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

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

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

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cringe awfully when they spoke. That was
the... At some level that was all the goal

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

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

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child that he left behind,
even though you didn't know them.

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

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- I remember I did
a meeting with Christian, the

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

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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

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

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

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began to think through,

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well, if we... Just technically it doesn't
work because you have to be able to finish

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all the stuff up, and then began
to think through, "Actually,

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I think we can make it
work if we do it this

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

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and it seemed to... I was like, "Ah,"
and I was still torn. I thought it

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was clever narratively but I
was torn if it was gonna work

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technically as a piece of game
design, but I think it did.

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

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

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all the... John does all the dirty
work of hunting down his old gang and he

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finally is able to go home
and be with his family,

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be on the ranch, and then
the government betrays him and

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sends troops to kill him.
And there is dialogue. I mean, that just,

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I think the two times I shed a tear
in video game history for me is

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that dialogue.

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I think John talking to his wife,

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if I vaguely remember.
I think he said, "I love you."

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But he said very little. He didn't...
He made it seem like he's going to see

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her and his son shortly. That dialogue was

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masterfully done,
like a definition of like less is more.

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It was just so crisp, that

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and... And, of course, the other one
is again, from memory, Arthur riding

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his horse and the music is playing.
It's very hard not to shed

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a tear during that. Anyway,
the dialogue of John talking to his wife

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at the end when he's in a barn
and is about to walk out.

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to face certain death.
Do you remember writing that?

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- Oh, yeah. Yeah.
But it just... Again, I went...

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The actor was so good and we've already
seen a bunch of his work by then.

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He had such a good... He was so good
at reading those lines that I knew he

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could give us... that you
could feel at that point, like-

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…I think those lines are best when they're
really short and punchy. So I knew—

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- Got it. - I knew he'd be able
to make that line sound good.

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- So you were imagining
his voice. You were just-

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- And I think all
of those actors on Red Dead

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Redemption One were so strong that they
really brought that game to life. If

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them and Rod, the director, hadn't
done such a good job, it would have

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sounded cheesy as hell.

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- You've said that the ending of RDR1 is
one of the best things you've been a part

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of

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creating. Why is that ending so
powerful to you? What does it represent?

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- I think because for the story
to work, just from a technical

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challenge, for the story
to work, he had to

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die. But for a game to work,
it felt like a challenge to

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make him die. It was probably the

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fourth, fifth, or sixth
open-world game I'd worked on, and

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I'd spent all these years before that
working out how these stories worked.

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How to make them work technically, how to
make them feel right, how they interacted

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with the open-form
gameplay as best I could.

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And suddenly we're going to break one
of our golden rules, which was, at the

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end of the game, you're freeing the
character to go and wrap up all the side

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stories, to play

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forever. You're not going to be able to do
that in this game because the guy's going

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to be dead, and we're going to have

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you play as a different character,
and the narrative is going to

00:11:43.350 --> 00:11:45.015
be compelling enough,
if we've done a good job,

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where you're not going to care about that.

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Or you're going to be upset that he's
dead, but you can actually have this

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emotional moment.

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So I think it was a big risk from a
technical perspective for us to do that,

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and then it worked. So I think
that was something that was very…

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full of fear, and it worked out okay.

00:12:03.870 --> 00:12:06.404
And I think people were really upset
and angry at us for doing it because they

00:12:06.488 --> 00:12:07.807
didn't think it was going to happen, but

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I think they also had that kind
of experience you're describing,

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which is that kind of creative

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moment where, you know, a transcendent
moment with characters in a piece

00:12:14.818 --> 00:12:17.727
of fiction, which is what we've
always aspired to giving people.

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- I mean, it's incredible
because I don't think…

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I don't remember a single video
game that has done that before.

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- Well, I would like to have,
at the end of GTA IV, killed Niko,

00:12:24.970 --> 00:12:25.627
but you couldn't do

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it. You know, the game doesn't work
like that. So it was this thing where we

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

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.

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- Yeah, what about the decision
with the son? You know,

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John gives so much effort to make
sure that Jack doesn't end up

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in a life of violence. I mean,
it's very Godfather-like. It's—

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…he's dragged back
into it through revenge.

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- That was also, the game still had to
work as a game. Whether that was the right

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ending, 100% the best ending from a pure
storytelling perspective, I don't know.

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But I know that we had
to make the game work.

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- Oh, interesting.

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- So it was... I think it kind
of worked in that way where Jack can't

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escape, but I always also wanted
a version of it where Jack did

00:13:18.980 --> 00:13:22.517
escape, but that wasn't...
Both were interesting to me.

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- Can you just dig in a little deeper?
What do you mean about for the game

00:13:25.217 --> 00:13:25.437
to work?

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It's such a direct... It's like Kubrick
talking about for this movie to work,

00:13:30.900 --> 00:13:33.884
it has to have... From my perspective,
I just think about the story.

00:13:33.968 --> 00:13:35.627
What's the technical
aspect for the game to work?

00:13:35.710 --> 00:13:39.337
- It's just the mechanical
experience is you have an

00:13:39.420 --> 00:13:43.320
avatar you control, and you know,
the games don't really end.

00:13:43.620 --> 00:13:45.957
You have to be able to wander
around the world and do stuff.

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

00:13:49.940 --> 00:13:53.490
fairly limited set of

00:13:54.040 --> 00:13:57.917
features, which is you can run up
to someone and punch them or shoot them or

00:13:58.000 --> 00:14:01.720
rob them, or talk to them. And that's

00:14:01.840 --> 00:14:05.037
kind of... or jump on a
horse or do all this other

00:14:05.120 --> 00:14:08.720
stuff. In order for the game still
to be fun and people to get this full

00:14:09.080 --> 00:14:12.857
360-degree experience with it,
they had to, if they

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

00:14:16.780 --> 00:14:22.097
avatar to do that stuff with. So
that was the sort of challenge of Jack's

00:14:22.180 --> 00:14:25.017
character, wrapping up the story as Jack.

00:14:25.100 --> 00:14:31.617
- Oh, there's real power for the
avatar to end, the finiteness.

00:14:31.700 --> 00:14:35.097
- Yeah. Both the Red Deads,
you obviously change avatars.

00:14:35.180 --> 00:14:38.887
Which we did, and then did it again. I
think there's something interesting about

00:14:38.970 --> 00:14:41.022
that moment when you change
from one character to another,

00:14:41.106 --> 00:14:42.377
because they are you and they're not

00:14:42.460 --> 00:14:44.917
you, you know, and then
suddenly you're someone else.

00:14:45.000 --> 00:14:48.297
- Mm-hmm. I mean,
I was really shaken by that

00:14:48.380 --> 00:14:52.057
experience, but it's a beautiful
experience. It's like an unforgettable

00:14:52.140 --> 00:14:55.497
experience. What else can
video games possibly reach

00:14:55.580 --> 00:14:59.397
for? You know, to create that experience,

00:14:59.480 --> 00:15:02.637
that's what great films do,
that's what great, great books do.

00:15:02.720 --> 00:15:05.101
- It's that. I mean, it's that
and the world building in games.

00:15:05.184 --> 00:15:06.657
I think the experience of being in this

00:15:06.740 --> 00:15:10.117
fake place and then
taking on these narrative

00:15:10.200 --> 00:15:13.700
adventures, when that combines,
you've got the amazing experience.

00:15:13.840 --> 00:15:17.390
- So who do you think is the best
character you've ever created in RDR?

00:15:18.000 --> 00:15:21.750
So to me, I think definitively
Arthur from Red Dead Redemption

00:15:22.100 --> 00:15:27.000
2 is the best character ever
created in video games ever.

00:15:28.860 --> 00:15:28.900
- Thank you.

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

00:15:32.760 --> 00:15:38.935
to say, but those are... John will be a
close second, but Arthur is definitively.

00:15:39.018 --> 00:15:44.400
And you've talked about in that interview,
you said that a lot of video games

00:15:45.420 --> 00:15:49.257
work on the same premise,
that you start as a weak person and

00:15:49.340 --> 00:15:53.197
end up as a strong superhero.
But what if you start as a

00:15:53.280 --> 00:15:56.877
tough guy, someone who already
is very strong, someone that's

00:15:56.960 --> 00:16:00.897
emotionally confident of his place in
the world? Arthur's journey is not about

00:16:00.980 --> 00:16:04.957
becoming a superhero because
he's almost one at the start, but

00:16:05.040 --> 00:16:08.877
it's about an intellectual
rollercoaster when his worldview gets

00:16:08.960 --> 00:16:15.960
taken apart. So it's very different
than the normal journey of a character.

00:16:17.160 --> 00:16:20.517
- Yeah, in a game... - In a game -...
in order to reverse it.

00:16:20.600 --> 00:16:22.989
So there were a couple other
themes that matched that.

00:16:23.072 --> 00:16:27.177
So they're guys from the Wild West, but
they're being pushed ever further east.

00:16:27.260 --> 00:16:28.827
So it's almost like an anti-Western.

00:16:28.910 --> 00:16:32.877
An Eastern. You're traveling east.
You're traveling into civilization. And I

00:16:32.960 --> 00:16:39.960
don't think I would've been grappling
with those ideas earlier in my career,

00:16:40.860 --> 00:16:44.517
'cause it was so, you know,
this idea of getting a different kind of

00:16:44.600 --> 00:16:46.517
strength and different kind
of weakness was interesting.

00:16:46.600 --> 00:16:50.182
- What about the component of mortality,
of a character facing his own mortality

00:16:50.265 --> 00:16:54.580
over a prolonged period?
Sort of just the, the, the, the

00:16:54.760 --> 00:17:01.057
prospect of like, real sort of fear
of death, realization of death.

00:17:01.140 --> 00:17:02.637
- Yeah. I thought that was
really- - as part of the story.

00:17:02.720 --> 00:17:07.420
- really a fun thing to play with.
John dies in Red Dead 1,

00:17:08.320 --> 00:17:12.097
I wanted to top that with Red
Dead 2, or do that in a

00:17:12.180 --> 00:17:15.977
different way. And so the idea
that John's death is fairly sudden, and

00:17:16.060 --> 00:17:18.957
so if he's got this long,
drawn-out death, then I'd always

00:17:19.040 --> 00:17:24.597
been obsessed by TB. As diseases go,
it's a great literary device.

00:17:24.680 --> 00:17:26.802
You know, 'cause it is this long,
drawn-out, slow death,

00:17:26.885 --> 00:17:28.457
but in which you are also getting weaker.

00:17:28.540 --> 00:17:31.917
And my grandfather actually
had TB before they invented

00:17:32.000 --> 00:17:35.577
antibiotics and was sent
to a sanatorium just after he

00:17:35.660 --> 00:17:39.557
was... just after he'd
had his child, my father,

00:17:39.640 --> 00:17:43.840
and survived, but only three of them
out of like 35 survived. So I was always,

00:17:44.820 --> 00:17:48.500
captivated by TB as an illness. It

00:17:48.660 --> 00:17:52.300
felt like it was an interesting
thing to play around with

00:17:52.640 --> 00:17:56.420
as an idea, this guy getting
weaker who felt like he was immortal

00:17:56.620 --> 00:17:59.481
and essentially was immortal.
He was the protagonist in a video game,

00:17:59.564 --> 00:18:04.237
he could not die, and suddenly he
is becoming mortal. You know, but that

00:18:04.320 --> 00:18:08.297
helps him see stuff. I thought that
was a different way of doing a lead

00:18:08.380 --> 00:18:09.817
character in a game.

00:18:09.900 --> 00:18:13.620
- Yeah. Do you think it's the greatest
character you've ever created?

00:18:13.720 --> 00:18:14.940
- I think he's the best

00:18:15.880 --> 00:18:19.099
lead character. You know, the lead
characters are different from the side

00:18:19.182 --> 00:18:20.016
characters,

00:18:20.180 --> 00:18:27.180
and I think he's the most rounded
and works the best. I kind of...

00:18:27.480 --> 00:18:33.487
Him and Nico are the two I like, you know.
They were the two most ambitious.

00:18:33.570 --> 00:18:37.277
So for me, it's always sort
of a toss-up, you know? But then I

00:18:37.360 --> 00:18:41.017
loved all the stuff,
like the art team did such an

00:18:41.100 --> 00:18:44.807
amazing job. It was their idea
with the journal and that kind of...

00:18:44.890 --> 00:18:48.677
The way that all the features worked
into Arthur's character, I thought that

00:18:48.760 --> 00:18:52.354
was really... He was really rounded,
he worked in lots of different ways really

00:18:52.437 --> 00:18:55.767
well. I loved his flawed
relationship with his old

00:18:55.850 --> 00:18:58.148
girlfriend, things like that.
All the side... You know,

00:18:58.231 --> 00:19:00.607
the bits that turned up around him.

00:19:00.690 --> 00:19:04.837
- So you also like the side characters.
You like the flavor - Yeah, of course.

00:19:04.920 --> 00:19:08.327
- of the full cast. What are some
of the favorites you've created?

00:19:08.410 --> 00:19:10.527
I'm sure the one you're
currently working on-

00:19:10.610 --> 00:19:13.347
Nigel, that's a...
You called him a side character.

00:19:13.430 --> 00:19:17.407
- Well, he's not a protagonist.
He's like a god, not a character.

00:19:17.490 --> 00:19:22.687
So he's not... Him,
I'm enjoying. I love Dutch.

00:19:22.770 --> 00:19:27.070
You know, it was partly because
we wrote a few lines for him

00:19:28.090 --> 00:19:31.490
for the first game,
and the actor did such a

00:19:31.590 --> 00:19:35.507
such an amazing job that when
he spoke, it just came to me

00:19:35.590 --> 00:19:38.659
all of their backstory, which I'd been
playing around with by that point anyway

00:19:38.742 --> 00:19:41.543
a little bit in my head. But I knew
it was his bigger gangster from then.

00:19:41.627 --> 00:19:42.727
I sort of saw exactly who he

00:19:42.810 --> 00:19:47.907
was. And so that was... That felt like...
He felt like a living character to me.

00:19:47.990 --> 00:19:50.672
- And we should say
that Dutch is kind of like,

00:19:50.755 --> 00:19:52.987
maybe a little bit of a godlike figure-

00:19:53.070 --> 00:19:56.967
in both of the Red Dead Redemption games.
He's the leader of the gang.

00:19:57.050 --> 00:20:00.920
And there's a father-son
relationship with Dutch, with, uh,

00:20:01.570 --> 00:20:05.500
I mean, with Arthur, with John.
There's a family feeling to the

00:20:05.590 --> 00:20:09.487
gang. They explore all of those
dynamics, and then the feeling of

00:20:09.570 --> 00:20:12.847
betrayal and Arthur facing tuberculosis.

00:20:12.930 --> 00:20:15.477
You're going against the family,
going against the father-

00:20:15.560 --> 00:20:19.287
because he is transforming
his sense of the

00:20:19.370 --> 00:20:22.307
world, of morality, of all those kinds
of things. So all the kind of very

00:20:22.390 --> 00:20:26.180
Shakespearean drama
is right there. And Dutch is

00:20:27.010 --> 00:20:30.470
a prominent godlike figure
through all of that. Also

00:20:30.610 --> 00:20:35.310
flawed himself. Also a man
of good and evil in that,

00:20:36.250 --> 00:20:37.977
framework that they're operating under.

00:20:38.060 --> 00:20:40.747
- And he's just drowning
in his ego at the end.

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

00:20:44.230 --> 00:20:50.607
something flawed but beautiful in his
idealism when he was younger, and that's

00:20:50.690 --> 00:20:53.770
mostly off-camera. And then
just so you know, always been

00:20:54.630 --> 00:20:58.627
as an individual, I've always been
very susceptible to charming people.

00:20:58.710 --> 00:21:02.627
And he's charming. So I was kind of...
I can see how people get captivated.

00:21:02.710 --> 00:21:06.640
by charming people. And the idea
here was a very charming person,

00:21:07.210 --> 00:21:08.947
and the road's run out for him.

00:21:09.030 --> 00:21:13.530
- I personally am afraid
of how much I love human beings,

00:21:14.510 --> 00:21:18.707
and how susceptible I
am to charm and charisma.

00:21:18.790 --> 00:21:21.727
'Cause it can cloud your
judgment about human nature.

00:21:21.810 --> 00:21:25.690
- Completely. And that's what's
happened with him. And it ended up

00:21:25.990 --> 00:21:30.770
clouding his judgment about himself.
He kind of fell for his own rubbish.

00:21:30.950 --> 00:21:34.187
- Yeah, but also it
clouded Arthur's judgment.

00:21:34.270 --> 00:21:38.107
- Oh, completely. Arthur was completely,
you know, platonically in

00:21:38.190 --> 00:21:40.998
love with him. He was worshiping him.
He'd given up his power to him.

00:21:41.082 --> 00:21:45.387
And then I think for Arthur,
the journey is retaking that

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

00:21:49.450 --> 00:21:50.927
I thought that was really interesting.

00:21:51.010 --> 00:21:54.050
- Yeah, it's truly tragic for Arthur to be

00:21:55.250 --> 00:21:58.930
losing his identity,
lifelong identity, and

00:21:59.090 --> 00:22:02.067
sense of belonging,
and losing his life at the same

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.

00:22:11.370 --> 00:22:14.247
- But he gets to do some... Well,
it depends on what choices you make.

00:22:14.330 --> 00:22:20.047
But he gets to do some good.
And so he gets his moment of redemption.

00:22:20.130 --> 00:22:21.557
- Just a little bit. But realizing...

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.

00:22:27.710 --> 00:22:28.987
- Isn't that what we're all afraid of?

00:22:29.070 --> 00:22:32.470
- I guess it's never too
late to change your ways.

00:22:32.630 --> 00:22:32.797
- Hope not. I mean, that's...

00:22:32.880 --> 00:22:39.147
- So, the biggest, most important,
primary question, central to the

00:22:39.230 --> 00:22:43.067
reason we're talking today,
the number one question from the

00:22:43.150 --> 00:22:49.330
Internet, it is so ridiculous,
but I must ask. Have you seen Gavin?

00:22:50.750 --> 00:22:54.427
Who is Gavin? So, for more context,
there's a guy named Nigel in Red Dead

00:22:54.510 --> 00:22:58.307
Redemption 2 who's frantically
searching for a mystery man named Gavin

00:22:58.390 --> 00:23:02.040
throughout the game. This has become
one of the biggest mysteries amongst

00:23:02.570 --> 00:23:06.467
the interwebs, the RDR fan base.
So, the theories

00:23:06.550 --> 00:23:10.510
include, theory one is it's
a split personality disorder. Nigel

00:23:10.850 --> 00:23:17.850
himself is Gavin. So, the evidence for
this theory is the letter that has some

00:23:18.410 --> 00:23:21.847
evidence that may be
due to trauma, this split

00:23:21.930 --> 00:23:25.627
personality disorder was created.
This Gavin was created inside Nigel's

00:23:25.710 --> 00:23:29.167
mind. Theory two is Gavin is dead,
and Nigel's simply in denial.

00:23:29.250 --> 00:23:33.167
Theory three is that it's

00:23:33.250 --> 00:23:37.087
just a troll, and Rockstar intentionally
created an unsolvable mystery

00:23:37.170 --> 00:23:40.540
to drive players crazy.
I also heard theory four is

00:23:40.770 --> 00:23:44.287
Gavin is the Strange Man. So, there's this

00:23:44.370 --> 00:23:48.127
fascinating character, the Strange Man,
this supernatural character that has a

00:23:48.210 --> 00:23:55.210
presence in RDR1 and a little bit
in RDR2 also. But yeah. So which theory

00:23:56.230 --> 00:24:02.247
is closest to the truth?
- Not three or four. In my mind, somewhere

00:24:02.330 --> 00:24:06.167
between one and two.
I just loved the way he

00:24:06.250 --> 00:24:10.027
shouted, "Gavin." It just amused me.
So at some level, it

00:24:10.110 --> 00:24:13.907
probably is trolling in that we didn't
want it to be a totally clear mystery.

00:24:13.990 --> 00:24:17.730
You wanted it to have a little
bit of adventure to it.

00:24:19.030 --> 00:24:22.087
but it was meant to be...
Without ever fully being

00:24:22.170 --> 00:24:25.807
explained that Gavin's not there
anymore. Gavin's either gone

00:24:25.890 --> 00:24:29.687
home, Gavin's left him, Gavin's...
And we were going to keep

00:24:29.770 --> 00:24:34.057
exploring that idea. That he was going
to reappear in some way or other.

00:24:34.140 --> 00:24:41.140
- Did you have any idea how much
imagination, excitement, and curiosity

00:24:42.110 --> 00:24:44.590
that little interaction
would inspire in people?

00:24:45.070 --> 00:24:48.950
- Yes and no. You could never know
what people are going to find amusing

00:24:49.310 --> 00:24:52.046
in these big games, and a lot
of it comes down to acting as well.

00:24:52.129 --> 00:24:55.187
The guy was just funny when he
said "Gavin." It was just funny.

00:24:55.270 --> 00:24:59.087
You know? But there was a ped in Red Dead
Redemption one that everyone was obsessed

00:24:59.170 --> 00:25:02.770
by, and I really wasn't expecting that.
So we try to put a few

00:25:02.870 --> 00:25:06.667
characters in. I mean, Gavin was supposed
to be amusing. I thought he was amusing.

00:25:06.750 --> 00:25:09.443
But you never know what people
are going to get obsessed by.

00:25:09.527 --> 00:25:10.747
There are other characters

00:25:10.830 --> 00:25:13.293
I think are funny, and people
don't even notice them, you know,

00:25:13.377 --> 00:25:15.367
or they see them in a
completely different way.

00:25:15.450 --> 00:25:17.467
- Did you have a part
in writing the letter?

00:25:17.550 --> 00:25:21.207
- Yeah. I can't remember if I wrote
it or... Either I wrote it or Mike

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.

00:25:23.877 --> 00:25:25.147
But yeah, I certainly would have edited

00:25:25.230 --> 00:25:27.826
it, and Mike might have written
it, or I might have written it.

00:25:27.909 --> 00:25:28.867
I really can't remember.

00:25:28.950 --> 00:25:31.690
- It's so fascinating because that
little piece of writing— of course,

00:25:31.773 --> 00:25:33.417
you have thousands of pages- - Yeah.

00:25:33.500 --> 00:25:36.507
-...but that little piece
of writing gets analyzed.

00:25:36.590 --> 00:25:40.467
- Oh, but we certainly talked about
it in depth, and if Mike was here,

00:25:40.550 --> 00:25:42.675
I'd ask him. He might remember.
I can't really...

00:25:42.758 --> 00:25:44.387
And we do so many of those things.

00:25:44.470 --> 00:25:48.107
And I loved the use of letters
in Red Dead to tell all these weird

00:25:48.190 --> 00:25:52.127
backstories. And some became
very clear and some were still

00:25:52.210 --> 00:25:56.107
a little kind of opaque. But I think
the general vibe was there was no

00:25:56.190 --> 00:26:00.087
Gavin. Either there was no Gavin
or he'd long since left. So it's kind

00:26:00.170 --> 00:26:03.687
of a split personality, you know,
and then we were going to over subsequent

00:26:03.770 --> 00:26:05.537
games provide more information.

00:26:05.620 --> 00:26:09.547
- So in some sense, you yourself
don't quite know. You kind of have

00:26:09.630 --> 00:26:13.460
an idea, like which way
do you lean more, theory

00:26:13.610 --> 00:26:16.587
one or two? Is he dead, and Nigel's in

00:26:16.670 --> 00:26:21.227
denial, or is there real
communication going inside his head?

00:26:21.310 --> 00:26:23.166
- No, Gavin existed. So it wasn't
that he was a split personality,

00:26:23.249 --> 00:26:25.127
and the only thing we hadn't
really decided was in a future game

00:26:25.210 --> 00:26:27.087
No, Gavin existed. So it wasn't
that he was a split personality,

00:26:27.170 --> 00:26:29.087
and the only thing we hadn't
really decided was in a future game

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

00:26:33.090 --> 00:26:36.627
long since abandoned this maniac.
That was what we were still playing around

00:26:36.710 --> 00:26:39.207
with. I think the idea was that he
was never going to meet...

00:26:39.290 --> 00:26:43.870
He was never going
to meet Gavin in this game.

00:26:44.010 --> 00:26:47.707
- I mean, it's just fascinating because
you have to think about all of that.

00:26:47.790 --> 00:26:50.238
You have to write all of that.
You have to have those discussions.

00:26:50.321 --> 00:26:51.747
You have to have those debates.

00:26:51.830 --> 00:26:53.367
- And it has to feel fresh.

00:26:53.450 --> 00:26:57.327
Like, what we've done before.
Constantly looking as you do. You know, I

00:26:57.410 --> 00:27:00.571
think I've done, you know, somewhere
between 15 and 20 of these games.

00:27:00.655 --> 00:27:03.987
Got to do stuff that's new.
It can't repeat itself too much.

00:27:04.070 --> 00:27:07.887
- I mean, we also live in the age
of the internet. Just, like, you

00:27:07.970 --> 00:27:14.770
realize there are millions of people
worrying about where and who Gavin is.

00:27:15.590 --> 00:27:17.057
- Thank God.
- It's like- - It's great, yeah.

00:27:17.140 --> 00:27:20.927
- It's fascinating that they're having...
Is, think about people reading, like,

00:27:21.010 --> 00:27:24.607
James Joyce or something and thinking
about the character, like, breaking apart

00:27:24.690 --> 00:27:28.287
Ulysses and thinking about,
like, arguing about

00:27:28.370 --> 00:27:32.987
different interpretations of it. And
to me, that in itself is also beautiful.

00:27:33.070 --> 00:27:36.927
- Yeah. We want the side mysteries to be
solvable up to a point, but you still

00:27:37.010 --> 00:27:38.947
want these discussions.
- Yeah, the mystery.

00:27:39.030 --> 00:27:42.927
- You know, and you want as long
as it feels tonally appropriate for

00:27:43.010 --> 00:27:46.047
this whole big sort of shaggy
dog story experience you're

00:27:46.130 --> 00:27:50.050
making. Which Gavin was just about,
and he was so weird, and he just

00:27:50.150 --> 00:27:53.190
was intrinsically... there was just
something funny about an English person

00:27:53.274 --> 00:27:55.507
screaming, "Gavin." I don't know why.

00:27:55.590 --> 00:27:59.407
- Yeah. Some of that humor, there's...
there's certain in Red Dead

00:27:59.490 --> 00:28:02.397
Redemption there's humor, but there's
a lot of it in Grand Theft Auto-

00:28:02.480 --> 00:28:05.130
...and what...
It's hard to put into words.

00:28:06.330 --> 00:28:09.710
why that's funny, why it becomes
a meme, why it becomes viral,

00:28:10.230 --> 00:28:11.727
'cause it's just funny.

00:28:11.810 --> 00:28:14.449
- Yeah, I know why I think it's funny,
but you... what you can't...

00:28:14.532 --> 00:28:15.667
What I'm not good at doing at

00:28:15.750 --> 00:28:19.567
least is going, "This thing will
become really popular online and

00:28:19.650 --> 00:28:24.747
this other thing won't." You can create
this bunch of, you know, fifty different

00:28:24.830 --> 00:28:27.215
side things that people
might get captivated by,

00:28:27.299 --> 00:28:29.677
and you just do not know what
they're going to respond to.

00:28:29.760 --> 00:28:32.627
- How do you know when something's funny?
Is it... you just feel it?

00:28:32.710 --> 00:28:34.617
- I know what I think is funny.
It's, you know, it makes-

00:28:34.700 --> 00:28:36.707
- You just Google it or you just- -...like
just 'cause it's ridiculous as well.

00:28:36.790 --> 00:28:41.247
That was just... There's nothing funny
about a dude shouting, "Gavin," a lot.

00:28:41.330 --> 00:28:43.277
He just said it in a funny way...
I just thought it might be funny-

00:28:43.360 --> 00:28:45.767
It was great... and he just
said it in such a funny way-

00:28:45.850 --> 00:28:49.600
...and then it just became funny.
Like, we often have those side characters

00:28:49.790 --> 00:28:52.418
and they're not that funny, and I
think they're going to be hysterical,

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.

00:28:55.620 --> 00:28:57.267
That guy just brought that stuff to life.

00:28:57.350 --> 00:29:01.357
- Yeah. And his backstory too.
I mean, Londoner and not... yeah, that...

00:29:01.440 --> 00:29:03.441
- Yeah, I think that was what...
you know, just that it...

00:29:03.525 --> 00:29:05.547
there's something sometimes
fun, you know, in...

00:29:05.630 --> 00:29:09.267
an English person saying the name
Gavin is quite funny. I don't know why.

00:29:09.350 --> 00:29:13.047
- So, about the Strange Man, AKA,
the Man in Black... Is there some

00:29:13.130 --> 00:29:16.121
element with Michael and the therapist
in Grand Theft Auto V? Like,

00:29:16.204 --> 00:29:21.867
who is the Strange Man? - Well,
the Strange Man was again... was, was, was

00:29:21.950 --> 00:29:25.670
someone we came up with quickly.
It... we made Red Dead 1,

00:29:26.270 --> 00:29:30.167
and we... well,
were making Red Dead 1, and

00:29:30.250 --> 00:29:34.127
we'd made this...
we felt quite compelling story and quite

00:29:34.210 --> 00:29:38.047
interesting open world. But...
and we'd already made a bunch of

00:29:38.130 --> 00:29:40.106
Grand Theft Autos,
obviously, but unfortunately,

00:29:40.189 --> 00:29:42.067
we'd taken out the machine
guns 'cause it was

00:29:42.150 --> 00:29:45.407
a cowboy game, apart from the big fixed
position ones. And we'd taken out the

00:29:45.490 --> 00:29:49.107
cars, and we'd taken out the city
and large numbers of pedestrians. So we

00:29:49.190 --> 00:29:51.457
essentially had a game about
a dude riding a horse...

00:29:51.540 --> 00:29:55.367
...around the desert. And it was quite...
and it was quite boring.

00:29:55.450 --> 00:29:58.807
And so we then started filling it with
content, and we filled it with these...

00:29:58.890 --> 00:30:02.236
and having to improvise. And we filled
it with these things we call random events

00:30:02.320 --> 00:30:02.947
that would be

00:30:03.030 --> 00:30:06.807
these sort of motion-capture moments
that you could interact with. And it...

00:30:06.890 --> 00:30:09.725
they were, they were... the designers
did an amazing job with those.

00:30:09.809 --> 00:30:10.707
They were really fun.

00:30:10.790 --> 00:30:13.780
But there was not enough of them. And then
we felt we needed more story 'cause

00:30:13.864 --> 00:30:18.170
the story was perhaps a little short.
So we kind of quite late in development

00:30:19.130 --> 00:30:22.547
started putting in almost like these
RPG-type content where you go and meet

00:30:22.630 --> 00:30:25.370
someone. And the way we thought of them
was they were like short stories.

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

00:30:30.210 --> 00:30:34.907
bunches of flowers. And when you came
back, it would resolve your story.

00:30:34.990 --> 00:30:37.094
And so then, you know, one would go,
"Go get them for my bride,"

00:30:37.177 --> 00:30:38.467
and you come back and the bride's dead.

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

00:30:42.190 --> 00:30:43.630
tail. And

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

00:30:49.140 --> 00:30:52.597
weird character. And then we
built him a bit into the story,

00:30:52.680 --> 00:30:55.897
where he would unlock as you
worked your way through and be a

00:30:55.980 --> 00:31:00.420
commentary on what you were doing.
So he was meant to be a kind of

00:31:02.080 --> 00:31:04.120
manifestation of your,

00:31:05.660 --> 00:31:09.557
you know, shadow, your karma,
the devil, somewhere, you know, just

00:31:09.640 --> 00:31:14.220
saw the world. And then we
built out his backstory over time

00:31:15.240 --> 00:31:16.713
and decided, you know...
And so in Red Dead 2,

00:31:16.797 --> 00:31:18.077
you could interact with him again and...

00:31:18.160 --> 00:31:20.997
or not really interact with him.
But he was there and he was meant to be,

00:31:21.080 --> 00:31:25.797
you know, something I suppose any creative
is scared of, an artist who's kind of

00:31:25.880 --> 00:31:29.737
sold his soul to the devil.
And that slowly revealed itself.

00:31:29.820 --> 00:31:33.097
- There is a connection
between the main character and

00:31:33.180 --> 00:31:36.357
the... Is it like a Jungian
shadow type of situation?

00:31:36.440 --> 00:31:40.357
- Well, it's sort of, because he knows
what you're up to. The connection is...

00:31:40.440 --> 00:31:44.237
what's never really made clear is,
does he know this about everybody?

00:31:44.320 --> 00:31:48.057
Like, is he following you, or is he
able, because of the pact he's made

00:31:48.140 --> 00:31:51.937
with evil forces, able to do
this for everybody? I don't think we

00:31:52.020 --> 00:31:55.217
necessarily ever clarify that.
He's certainly able to do it for you.

00:31:55.300 --> 00:32:00.780
- I mean, there's, sort of narrative-wise,
there are techniques to reveal a kind of

00:32:01.860 --> 00:32:05.797
self-reflection analysis of the main
character's thoughts. That's why I

00:32:05.880 --> 00:32:09.537
brought up the therapist with Michael.
That was a really powerful,

00:32:09.620 --> 00:32:13.497
interesting thing to do
in a video game. Like, I, I

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

00:32:17.540 --> 00:32:18.937
there, with the therapist.
- A little bit, yeah.

00:32:19.020 --> 00:32:23.420
- I really love an opportunity
for a character to just

00:32:24.260 --> 00:32:25.887
self-reflect through that technique.

00:32:25.970 --> 00:32:27.937
- But it also changed
depending on what you'd done.

00:32:28.020 --> 00:32:28.197
- Yes.

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,

00:32:32.120 --> 00:32:35.857
but it was slightly interactive,
or slightly responsive to what you'd done.

00:32:35.940 --> 00:32:39.156
So it felt it was still valid video
game content, 'cause it was living,

00:32:39.239 --> 00:32:39.917
up to a point.

00:32:40.000 --> 00:32:42.749
And I just thought the character,
Dr. Friedlander, was just funny,

00:32:42.832 --> 00:32:43.617
'cause he was awful.

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

00:32:47.700 --> 00:32:49.377
wants to write a book and betray you.

00:32:49.460 --> 00:32:53.337
Which felt like a good, a good twist.
It felt like a Grand Theft Auto

00:32:53.420 --> 00:32:59.977
therapist. But just like the idea
of making the player in a game,

00:33:00.060 --> 00:33:03.997
and games are intrinsically kind
of physical, and, you know, you...

00:33:04.080 --> 00:33:07.447
you walk, you punch things, you run
around, you drive cars, you shoot people,

00:33:07.530 --> 00:33:11.297
whatever. There are these kind of physical
fantasies. Trying to put them into a

00:33:11.380 --> 00:33:14.837
slightly more reflective or metaphysical
state for a moment, I think can be really

00:33:14.920 --> 00:33:18.702
fun. - I think, to me, one of the most
surprising things about Red Dead

00:33:18.786 --> 00:33:23.497
Redemption, about video games, that Red
Dead Redemption showed is how much

00:33:23.580 --> 00:33:30.177
value for storytelling is insanely
specific, intricate details.

00:33:30.260 --> 00:33:37.260
In the story, but also visually. It just
added to the feeling that the world is

00:33:37.840 --> 00:33:41.900
real. So I have to ask,
what are some of your, um,

00:33:43.240 --> 00:33:46.697
favorite insanely specific, intricate
details in RDR? I can give you some

00:33:46.780 --> 00:33:50.377
options. The internet's favorite is horse
testicles shrinking in cold weather.

00:33:50.460 --> 00:33:52.897
testicles shrinking in cold weather.

00:33:52.980 --> 00:33:55.897
- Yep. Those guys did
an amazing job on those.

00:33:55.980 --> 00:33:58.328
- I mean, I just...
And there must've been a meeting,

00:33:58.412 --> 00:34:00.012
and there must've been engineers

00:34:01.060 --> 00:34:03.777
and graphics designers.
- It was just, I think just artists.

00:34:03.860 --> 00:34:07.360
- Artists - Modelers, I think.
I don't think it was that hard.

00:34:07.680 --> 00:34:09.480
- Okay. - Enough of that pun.

00:34:09.600 --> 00:34:15.597
- Thank you for that. Arthur's
hair and beard grow in real time.

00:34:15.680 --> 00:34:19.217
So, gun maintenance matters.
Firearms get dirty and perform worse over

00:34:19.300 --> 00:34:23.497
time. Animal carcasses
decompose realistically.

00:34:23.580 --> 00:34:24.717
- They feel like they do.

00:34:24.800 --> 00:34:28.157
- That's still extremely rare in video
games. That, the temporal aspect.

00:34:28.240 --> 00:34:32.417
- Yes. Yeah. - That permeates through
time. You know, NPCs remembering you.

00:34:32.500 --> 00:34:33.333
- That's

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

00:34:37.780 --> 00:34:41.097
in the new games around that, 'cause
I think it's super interesting. Okay?

00:34:41.180 --> 00:34:41.617
- It's really powerful, right?

00:34:41.700 --> 00:34:45.037
- To make them... Yeah, really
interesting. I think it just gives a...

00:34:45.120 --> 00:34:48.900
it's a really fun way of giving
you kind of narrative content

00:34:49.260 --> 00:34:51.700
that is also systemic and procedural.

00:34:51.800 --> 00:34:55.617
- Yeah. Is it technically
really difficult to do for the

00:34:55.700 --> 00:34:58.937
game, for the game to feel
like it remembers you? You know?

00:34:59.020 --> 00:35:02.960
- Um, I think with modern tech
it's not that hard, but there's a

00:35:03.120 --> 00:35:05.637
lot of stuff you need to track
to make it interesting.

00:35:05.720 --> 00:35:07.337
- Yeah, to have a memory.

00:35:07.420 --> 00:35:11.360
So that's really powerful.
The mud physics. So Arthur's boots get

00:35:11.480 --> 00:35:15.037
muddy and leave actual tracks. I mean,
that's just incredible. Really, really

00:35:15.120 --> 00:35:15.857
incredible.

00:35:15.940 --> 00:35:19.023
- You know, we made a dusty game.
Red Dead 1 is a super dusty game. Make,

00:35:19.106 --> 00:35:20.406
you know, the problem with

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

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.

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,

00:35:32.560 --> 00:35:34.815
because those were things you
hadn't really seen in Red Dead 1.

00:35:34.898 --> 00:35:36.437
And then the challenge is how do you make

00:35:36.520 --> 00:35:40.077
mud good in a game?
And the guys did an amazing job.

00:35:40.160 --> 00:35:43.540
- I mean, the snowstorm
that starts the game,

00:35:43.660 --> 00:35:47.577
RDR2, I don't remember the last
time I've experienced anything

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

00:35:51.620 --> 00:35:55.337
graphics, it's everything.
Everything together. I suppose some of the

00:35:55.420 --> 00:35:57.017
dialogue is really important to that.

00:35:57.100 --> 00:35:58.297
- Also the acting. They feel cold.

00:35:58.380 --> 00:35:59.317
- Yeah, that's right.

00:35:59.400 --> 00:36:02.227
- And they feel desperate.
There was that feeling of sort of - Yes

00:36:02.310 --> 00:36:04.630
- exodus. Like you're
running away from something,

00:36:04.714 --> 00:36:06.797
that gives the game energy at the start.

00:36:06.880 --> 00:36:08.727
- And it was at night. Oh man,
it was just masterfully done.

00:36:08.810 --> 00:36:10.447
- And there was a big group of them.
The other cont- - Yes.

00:36:10.530 --> 00:36:12.213
- You know, first game,
you start off as a lone wolf.

00:36:12.297 --> 00:36:13.377
Suddenly you're in this big group.

00:36:13.460 --> 00:36:15.330
So it felt very different.

00:36:15.420 --> 00:36:19.617
- In Arthur's body, bullet wounds persist.
So that, that temporal consistency-

00:36:19.700 --> 00:36:23.180
...that's really important.
Underweight Arthur looks gone, and

00:36:23.540 --> 00:36:25.420
overweight Arthur gets a gut.

00:36:26.340 --> 00:36:30.280
And a fuller face. Again,
those decisions that you make

00:36:31.900 --> 00:36:35.200
reveal themselves in the game across time.
And they're consistent.

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

00:36:39.660 --> 00:36:43.517
do, but to give that level
of care to the details in

00:36:43.600 --> 00:36:47.020
that way across time and for specific

00:36:47.300 --> 00:36:50.097
graphical representations
of things is incredible.

00:36:50.180 --> 00:36:50.927
- Yeah. I mean, I guess-

00:36:51.010 --> 00:36:56.140
- Do you have favorites where you
were first like, "This is amazing?"

00:36:56.280 --> 00:36:58.335
- I think all of it.
I think the way the whole... To me,

00:36:58.419 --> 00:37:00.137
the thing that I would care about most

00:37:00.220 --> 00:37:03.337
was the way the whole thing sat together.
You know, the fact that each of

00:37:03.420 --> 00:37:07.277
those, they all feel like
they belong together with each

00:37:07.360 --> 00:37:11.077
other. You made this cohesive,
very, you know,

00:37:11.160 --> 00:37:15.037
quote-unquote, "realistic" for a video
game experience, and all the details

00:37:15.120 --> 00:37:18.540
feel like they mesh. - Well,
for me, everything about the horse.

00:37:18.640 --> 00:37:22.130
For a lot of people.
Testicle shrinking included.
