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.'"
Drop the script (Score:5, Interesting)
Of all things, storytelling is one of the areas that in some ways has the furthest to go.
Indeed. Please drop the whole "scripted storyline" concept and make a super fancy algorithm so that the story derives from whatever the player does and whatever happens as a consequence. It would be a tremendous paradigm shift, instead of have a linear story, or a branching storyline in which choices and such make the story branch out, every single of your action would influence more or less the future, and instead of cutting the story into missions in which you just do scripted missions until you succeed at each and every of them, let the player evolve with no safety net.
Therefore not only would you have to make complex decisions, but the way you execute these decisions would be crucial, and you wouldn't know if it was a good idea before you see it works and as long as you're there to see that there were no negative consequences.
Sure, that's a hell of a lot of R&D that would be involved, but that would kick a whole new level of arse!
Different approaches (Score:3, Interesting)
We donâ(TM)t believe in focus testing ideas (itâ(TM)s like asking an audience what album they want to hear â" they donâ(TM)t know until they hear it!)
In art, the offer creates the demand more than the opposite. However if you're a marketing type and you want a sure shot, a product that you're sure people will want, you have to find out what the demand is.
Two different approaches really, an art-oriented risky but genre-defining approach, and a non-innovative but safe approach a couple of trains behind (i.e. the public follows the successful innovator, the EA-like company follows the public).
Re:So where have you failed the gaming community (Score:3, Interesting)
Re:They did a LOT of testing on Portal (Score:2, Interesting)
And it seemed to make that a much better game.
IMHO they killed its potential and lifespan by not giving it a level editor. I mean that was a great game, but what are you gonna do now that you know the cake is a lie? Play the same 20 or so levels over and over again? As a built-in level editor would have been just mad!
Re:Drop the script (Score:3, Interesting)
God, I hope not. Who wants to play real life? What you're suggesting is the opposite of improving 'story' - it's the removal of story alltogether, leaving only player decisions and random 'whatever' prodecural generation.
Basically, what you're wanting is something like GTA, but without any story or direction whatsoever, just things like the cops coming after you if you get too crazy and other such things.
And, sure, that's fun, I don't really play GTA for the story anyway. But don't confuse 'sandbox game' with 'well thought out and developed storyline, characterization, and plot'. The two can live together, but removing one from the other doesn't neccessarily improve either.
Re:Drop the script (Score:2, Interesting)
This can be implemented in many ways, none of them requiring 'strong AI'. For example you make the game with a normal storyline (ascending to mafia boss and the like), and you only have to give the NPCs scripts more execution paths depending what missions you have completed before and whom did you talked to. You robbed the bank killing more than X civilians? Ok, you're a hard guy and the next NPC will give you the mission of collect the 'protection fees' from the bartenders. If instead you managed to win the drug deal without firing a single shot, well, you're perfect for this 'transport the wallet' mission. This way you've reduced a lot the "you can't continue the game untill you complete that mission" points.
Sure, it increases the work of the writers and the QA guys, but once you have the game engine polished adding new stories would be pretty easy.