Dan Houser
๐ค SpeakerAppearances Over Time
Podcast Appearances
I think it's a really fun way of giving you kind of narrative content that is also systemic and procedural.
I think with modern tech, it's not that hard, but there's a lot of stuff you need to track to make it interesting.
You know, we made a dusty game.
Red Dead 1 is a super dusty game.
You know, the problem with
Cowboys is that if you've tried to make a greatest hits of the cowboy game and then you've got to make a sequel you've got to come up with different geographies so that's why the game starts in the snow so we wanted a game that had snow and mud because those were things you hadn't really seen in Red Dead 1 and then the challenge is how do you make mud good in the game and the guys did an amazing job
They feel cold.
And they feel desperate.
There was that feeling of sort of exodus, like you're running away from something that gives the game sort of energy at the start.
And there was a big group of them.
The other, you know, first game started as a lone wolf.
Suddenly you're in this big group.
So it felt very different.
I think all of it.
I think the way the whole, to me, the thing that I would care about most was the way the whole thing sat together.
You know, the fact that each of those, they all feel like they belong together with each other.
You made this cohesive, very, you know, quote unquote realistic for a video game experience and all the details feel like they mesh.
Well, I think the games ended up the way they were supposed to be.
Yeah.
You know, I think there was always... There was a bit at the start of RDR...