Dan Houser, co-founder of Rockstar and lead writer on Grand Theft Auto and Red Dead Redemption, has been reflecting on the similarities between Victorian novels and modern open-world games. He argues that both share a similar goal: to create an immersive experience that feels like "virtual reality." For Houser, this is about creating a sense of presence in the game world, much like Dickens did with his descriptive writing.
Houser points out that Grand Theft Auto games are structured similarly to Victorian novels, with a sprawling narrative that unfolds over time. He also notes that these stories often have a realist tone and physicality, drawing on the literary traditions of authors like Thackeray and Zola.
Red Dead Redemption 2 is a prime example of this approach, with Houser himself listening to the audiobook of Middlemarch while working on the game's dialogue. He wanted to capture the feeling of being in a 19th-century world, complete with its own unique tone and style.
Houser sees his work as a way of redefining what open-world games can do in terms of storytelling. By drawing on literary traditions, he aims to create experiences that feel more immersive and engaging.
This approach is not without controversy, however. Some critics have argued that Rockstar's games often prioritize realism over nuance, with characters feeling less like real people than archetypes. Houser acknowledges this criticism, but argues that his goal is to create a sense of depth and complexity in the game world, rather than simply mimicking reality.
Ultimately, Houser believes that there are similarities between Victorian literature and modern open-world games that can be leveraged to create something new and exciting. By drawing on these literary traditions, he hopes to push the boundaries of what is possible in gaming and create experiences that feel truly immersive and engaging.
As a journalist, I was struck by the parallels between Houser's approach and the way that authors like Dickens and Thackeray used their writing to explore complex social issues. By taking a similar approach with his games, Houser is able to create experiences that not only entertain but also provoke thought and reflection.
It will be interesting to see how Houser's new ventures, including Absurd Ventures and A Better Paradise, redefine the notion of open-world games for the 21st century. As someone who has been following his work with interest, I am excited to see where this journey takes him next.
Houser points out that Grand Theft Auto games are structured similarly to Victorian novels, with a sprawling narrative that unfolds over time. He also notes that these stories often have a realist tone and physicality, drawing on the literary traditions of authors like Thackeray and Zola.
Red Dead Redemption 2 is a prime example of this approach, with Houser himself listening to the audiobook of Middlemarch while working on the game's dialogue. He wanted to capture the feeling of being in a 19th-century world, complete with its own unique tone and style.
Houser sees his work as a way of redefining what open-world games can do in terms of storytelling. By drawing on literary traditions, he aims to create experiences that feel more immersive and engaging.
This approach is not without controversy, however. Some critics have argued that Rockstar's games often prioritize realism over nuance, with characters feeling less like real people than archetypes. Houser acknowledges this criticism, but argues that his goal is to create a sense of depth and complexity in the game world, rather than simply mimicking reality.
Ultimately, Houser believes that there are similarities between Victorian literature and modern open-world games that can be leveraged to create something new and exciting. By drawing on these literary traditions, he hopes to push the boundaries of what is possible in gaming and create experiences that feel truly immersive and engaging.
As a journalist, I was struck by the parallels between Houser's approach and the way that authors like Dickens and Thackeray used their writing to explore complex social issues. By taking a similar approach with his games, Houser is able to create experiences that not only entertain but also provoke thought and reflection.
It will be interesting to see how Houser's new ventures, including Absurd Ventures and A Better Paradise, redefine the notion of open-world games for the 21st century. As someone who has been following his work with interest, I am excited to see where this journey takes him next.