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Q.Do you start with a place, or with the qualities and themes you want to address?
A.The longest part of the process of making one of these games is making the world. If this wasnt the right way to do it, which I think it probably is, anyway, just from a pure production standpoint you have to start building the world as soon as possible. We start with the place, and then the characters come out from the place.
Q.How does the new, three-character structure help you get closer to the ambitions you have for the medium?
A.Just at the conceptual level, the idea was three separate stories that you play in one game. The next bit was, lets not have the stories intersect once or twice but have them completely interwoven. It felt like it was going to be a real narrative strength: you get to play the protagonist and the antagonist in the same story.
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Q.At this stage in the process, whats left to do with Grand Theft Auto V?
A.We are editing, fixing, removing, replacing, adding, avidly. Its the equivalent of, if you wrote a book, and you had two million spelling mistakes. And you had to do them by hand, in a language you didnt understand. But once its working, you can sit there and watch the world go by. I still find that magical about them. You dont get that with anything else. The life might be fake, but its still the closest weve come to a living artwork. I think thats the core appeal of them.
NYT
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