Rare Q&A With Rockstar Games Head Sam Houser
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.'"
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!
You just got troll'd!
Well in GTA:4, although there is lots of eye candy, where are all the cool side missions? No cash for wheelies?stoppies? Heck, where is the TANK, i spent hours upon hours just seeing how long i could go before i blew up or the tank flipped, cant do that now :( Can't even take the Dodo for a joy-ride. I dont think i will be purchasing any further games in the series, if you think that you can sell me a game for $60 then turn around and sell me all the good content for more $$$.
Rockstar sold out and is only giving downloadable content to the 360 owners, once you beat the game it's fucking BORING.
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).
You just got troll'd!
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!
You just got troll'd!
And when I dream, I want a pony.
http://www.portalmaps.net/
If you're buying GTA IV for "jetpacks" and "parachutes" methinks you're buying it for the wrong reason. There is a very deep and satisfying story element to the game. You're missing out if all you want to do is fly a jetpack. Although you can fly a helicopter and drive a speedboat if you wish. Both of which I found very satisfying since overall GTA IV didn't have to resort to "gimmicks" to make the game fun.
Why put 2 links to different pages of the interview? Just link to the first page of the interview and that's it. We'll find out that he talks about why he rejects focus testing while reading TFA.
Don't trust a bull's horn, a doberman's tooth, a runaway horse or me.
"Slow and steady wins the race" from the Tortoise and the Hare by Aesop
Here's the deal, most marketing is useless bullshit, just noise. It's a ridiculous cancerous growth on commerce, a growth facilitated by the way publicly held corporations focus only on the short term...next quarter's profits better but up! Gotta throw more $$$ into marketing research!
Like the fable says, those who plan for the long term will win.
Focus groups vs. "making games WE like to play" is not just a "different tactic" it's the difference between being a loser vs. a winner.
Specifically with EA sports: Let's look at what new game innovations were created due to focus groups vs. game innovations thought up by designers who love games. We'd find that the innovations that came from focus groups were generally regarded as useless by actual gamers (unless you hire the same people who did the focus group to do surveys of the effectiveness of the new innovations their focus groups lead to...)
This kind of marketing is a self perpetuating hydra spewing filth in all directions.
Thank you Dave Raggett
As others have pointed out, the Hammer editor (it comes with your Steam install) is used for making portal maps. Same tools the devs used, actually.
It's also used for making Team Fortress 2 maps, Half Life maps (and mods), Day of Defeat maps... You can pretty much make maps/mods/characters/weapons/etc for any game based on the source engine. For the most part, it's pretty intuitive, too.
DATABASE WOW WOW
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.
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There were the "Chose Your Own Adventures" and "Fighting Fantasies" in paperback. Deathtrap Dungeon
Maniac Mansion for the C-64 and other home computers.
I'd do it myself, but my mod points expired ten minutes ago.
"You don't need a weatherman to know which way the wind blows." - Bob Dylan