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Games Entertainment

Rare Q&A With Rockstar Games Head Sam Houser 89

Paul Williams writes "Develop Magazine has posted a fascinating multi-part interview with Sam Houser, president and founder of Grand Theft Auto developer Rockstar Games. Houser is rarely quoted outside of press releases, and almost never does interviews. So, reading his frank views on things like Rockstar's critics, the creative secrets that make games like GTA IV a success, and how the developer rejects things like focus testing — a common practice at the likes of EA but an 'anathema to creativity' according to Houser — is very interesting. Houser has even written a mini biography of his career with some fun references to the Hot Coffee scandal: 'July 2005: Residue code found in San Andreas. Hackers modify it and it turns into scandal known as "Hot Coffee." Get dragged into legal nightmare, ending in trip to Washington in February 2006 to sit in front of federal trade commission staff — for nine hours.'"
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Rare Q&A With Rockstar Games Head Sam Houser

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  • Re:Drop the script (Score:5, Insightful)

    by fm6 ( 162816 ) on Friday August 15, 2008 @10:58PM (#24623835) Homepage Journal

    I agree that would certainly make for a better game. But do you have the slightest idea what you're asking? The software would have to creatively synthesis an outcome based on everything the player did. That's way beyond any "super fancy algorithm" available right now. You're basically talking about "strong" AI: software with the same level of creativity as a human.

    That's an ironic suggestion, since the AI in GTA is remarkably poor. (At least in the version I played, GTA III for the PC; I suppose it might have improved in later games.) One example is the inability of NPCs to go from point A to point B if it involves any serious pathfinding. I was once in a parking lot, surrounded by cops, and none of them could get to me, because there was a low wall around the lot, and their travelling skills did not extend to "find the entrance" or "get out of your squad car and step over the wall."

  • Re:Drop the script (Score:5, Insightful)

    by Xtravar ( 725372 ) on Friday August 15, 2008 @11:05PM (#24623859) Homepage Journal

    Please acquire "The Sims 2" and leave the rest of us alone who don't want to be annoyed as fuck when we find out we have to replay 9/10th of the game for not saving Billy from the Mafia in Act 1.

    The only reason I play games anymore is for the storyline. Eventually, every game starts looking like the Real World and all quests look like Work. The only difference is that games HAVE A GOAL YOU CAN ATTAIN and work just drags on forever, sucking the life out of you until you die.

  • Tossing softballs (Score:2, Insightful)

    by Akoman ( 559057 ) <medwards@walledcity.ca> on Saturday August 16, 2008 @12:29AM (#24624209) Homepage

    I hate how this interviewer softballs his questions:
    "GTA IV asks the players to make a few key decisions during its story, and weâ(TM)ve seen another Take 2 game, BioShock, experiment with similar ideas. How further can that model be pushed? Is it something youâ(TM)d like to take further in future games?"

    As if we haven't seen games providing two plot choices that affect game outcome in the past. Dark Messiah of Might and Magic jumps out as a very recent mediocre game that fits the bill there. The only thing exciting about Bioshock's decisions were that there were manifest benefits to selecting the immoral choice.

    Railroads with junctions are not some new-fangled 'model' who's limits are waiting to be 'pushed.' It's old and stale.

  • Re:why 2 links (Score:3, Insightful)

    by tirerim ( 1108567 ) on Saturday August 16, 2008 @12:34AM (#24624227)
    Presumably because the link to the second page in TFA is in a non-obvious location -- it's only in the sidebar, not at the end (or beginning) of the actual article.
  • Re:Drop the script (Score:2, Insightful)

    by mirshafie ( 1029876 ) on Saturday August 16, 2008 @05:36AM (#24625105)

    I think a completely dropped script would make for very boring gameplay. That wouldn't be storytelling at all.

    Let me try to set up an analogy. I often have lucid dreams, I've had them since I were a little kid. But while there is in some ways a craze about lucid dreaming, with lots of people trying hard to achieve it nowadays, I find them boring.

    Because non-lucid dreams tend to have a much richer storytelling, as if someone else dictates what will happen next and therefore I'm always taken by surprise.

    The sort of complex free world that you're describing would of course be very interesting and extremely cool, but I doubt it would replace scripts. And as many other posters have pointed out, the technology needed for such a thing stretches far beyond what is available today. It's simply not within reach.

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