Dan Houser
๐ค SpeakerAppearances Over Time
Podcast Appearances
Because fundamentally, by 2002, you could put pretty much any feature into a game you wanted.
It wasn't a technical limitation.
It was just making it cohesive.
And then it was also just everyone committing to a culture of excellence.
finishing it is certainly it's tough but it also is you know intensely rewarding and and you you get something done and you've made something and that feeling is is as you say really really incredible i mean because sometimes feel a bit empty as well because it's when you finish it you're like and my life's got nothing to it and then you have to you know but that's the same with any big undertaking you take i don't think that you know when you're working that hard you do not have a good work-life balance but the truth is you're not working that hard all the time
So you have to just manage it slightly differently.
I was pretty good at compartmentalizing, you know, and it just saying, and I try just to go.
And when with all creative work, I, I, I go, well, I feel like a terrible fraud, but I haven't been found out yet.
Just do my best.
And hopefully I won't be found out this time.
And just, yeah.
if I can be, if I can go, I tried hard with the work.
I tried to do it with integrity.
I tried not to copy someone else.
I probably have done all of the above, you know, try to bring something new to it.
And we may, and we as a group made something we are proud of.
Then that's enough.
You can't,
if you don't want to go insane or if I didn't want to go insane, I couldn't sit there and worry about financial results.
You know, if we made something great and it didn't sell, that would have to be okay.