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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.'"

7 of 89 comments (clear)

  1. Drop the script by 4D6963 · · 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!

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    1. Re:Drop the script by fm6 · · Score: 5, Insightful

      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."

    2. Re:Drop the script by MrMista_B · · 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.

    3. Re:Drop the script by Xtravar · · Score: 5, Insightful

      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.

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    4. Re:Drop the script by Fweeky · · Score: 4, Informative

      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

      Here you go. Some assembly required. Dwarf Fortress is in many respects built to allow stories to emerge from gameplay; indeed, it's a significant part of what people find attractive about it.

      It's kind of a mixture of Dungeon Keeper 2, Sim City, Nethack, The Sims, The Incredible Machine, and experimental brain surgery.

  2. Yeah. by Anonymous Coward · · Score: 5, Funny

    And when I dream, I want a pony.

  3. Re:They did a LOT of testing on Portal by Z34107 · · Score: 3, Informative

    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.

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