Google-translated French interview:
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As we promised (and teased on our social networks), in addition to the demo we attended with the developers of Rockstar North (and the visit of their new premises in Edinburgh), we also had the opportunity to talk with Rob Nelson, Co-President of Rockstar North Studio. For a little over 45 minutes, we were able to ask him all our questions, to better understand the intentions with this Red Dead Redemption 2. He explains what the development - and the success - of GTA V could bring them for shape this new open world, more interactive and organic than ever.
1 / When Red Dead Redemption 2 comes out at the end of October, it will have been 8 years between the first episode.Have you really benefited from these 8 years of development?Because such a gestation time is a luxury today that few studios can afford ...
Yes, we have used these 8 years of development. We started working on Red Dead Redemption 2, our first ideas, the concept, as soon as we finished the first one. And it's a small team in San Diego who has already worked on the first one who started thinking about it. Dan (Houser, ed) of course, who was already working on the script, what would happen in this sequel ... But there was not only the story to tell the truth, the whole universe, which direction we wanted take, what kind of story we wanted to tell and especially what universe we wanted to propose. So we started in small committee, slowly to put our ideas in place. And as we progressed in the game, the team grew visibly to become our central project as you could see by visiting our studios. Today everyone is working on it.
2 / What did you start with when you started producing Red Dead Redemption 2?The story ?The universe?The open world?
It's both history and the world. These two elements are intimately linked. One does not go without the other. And for Red Dead Redemption 2, it's even more valuable because as you know, this is a prequel and we had to connect this story to the events of the first Red Dead, that's why these two aspects must be treated at the same time. If it was a sequel, maybe we could have had more freedom in the choice of our world, I do not know ... But as it is a prequel and the story tells how this gang (that of Dutch Van Der Linde, ed) behaved at that time before it dissolves, there was necessarily this side cross-over.
3 / Technically, Red Dead 2 is the first "next gen" game developed by Rockstar on PS4 and Xbox One, since GTA V was a remaster of a game released on the previous console generation.How did you work on the game?Have you managed to push the technical limits of machines?GTA V was already very impressive when it was released.
GTA V was released at the end of the cycle of PS3 and Xbox 360 consoles, which allowed us to optimize the performance of each machine. And then, we brought the game on the new consoles and spent a lot of time to improve it. We did not just overwrite the graphics, we really reworked a lot of things, add new things. And while working on the remaster version of GTA V, we looked at everything we had managed to do; not only the graphics, but also the unfolding of missions, how to integrate them into an open world and how to optimize them. There were also things that we wanted to correct with the remaster version, but that we could not do because the structure and the base were defined and it was impossible to return to it. I am thinking in particular of the AI of the Police or the whole traffic system, things like that. We could do a lot of other things, like adding new cars, improving the sound, but we could not do it all again. So, while developing Red Dead Redemption 2, we had that in mind, that we had to review everything to go even further.
4 / What did you learn from GTA V that allowed you to go further with Red Dead Redemption 2?I mean, it's not really the same open world.GTA V, it's a lot of traffic management, buildings as far as the eye can see, whereas in Red Dead 2, it's above all nature, animals, it's not really the same behavior, nor the same way to understand things ...
Our goal with Red Dead Redemption 2 is to offer an immersive world where nature is as beautiful as possible. Beautiful landscapes, big, massive, with as many varieties as possible, with mud, snow and technically, we are challenged. We really wanted a real visual gap between the first Red Dead Redemption and this sequel. Red Dead was already satisfying, but it was more desert environments, very dusty. We find all this in Red Dead 2, but we wanted to go further, by proposing more wilderness, cities too and that's what we learned about GTA V that allowed us to evolve all that. And I think the thing we learned most about working on GTA V is to make the world more interactive. With GTA V, we realized a gigantic and immersive world, but with Red Dead Redemption 2, we wanted to go even further, to be able to touch things, to be able to pick up anything, to interact with them, to whether characters or animals.To be able to go beyond the facade of the world, to be able to feel it, that it is just the ground that is deformed by the mud, that the characters can slide along the slopes, to adapt and to adjust the changes of postures and of animations according to the ground, the situations, that they cross a bush climb a hill. We wanted the player to be as connected as possible to the world around him, with the utmost respect. This is something that we would have liked to have done with GTA V already and that we could not integrate for various reasons: lack of time, technology that was not ready or what do I know yet. Being able to do it for Red Dead Redemption 2 was something that guided us through the entire development process.
5 / The story of Red Dead 2 is before the events of the first episode.What made you go back?Allow somewhere to revive John Marston?
It is above all a story that we wanted to tell. In the first episode, John Marston kept talking about his past, what happened before, and I think that's something people wanted to know.Myself, I wanted to know about these earlier events, so we asked Dan (Houser, ed): "Please, please, please, tell us that the story of Red Dead Redemption 2 will evoke the Dutch gang ... "(laughs). I think people loved John so much, but also Dutch, with his so mysterious side, and having this chance to go back in the past and explore everything that escaped us to see how this gang has evolved, with this young John Marston is an opportunity that we obviously could not miss. And then this story also contrasts with that of the first episode where it was question of redemption, this desperate search to save his family. This is a totally different story, you play an active outlaw who lives in this gang and you do not have that pressure, which allows you to play with a really new approach.
6 / Arthur Morgan seems to be the main hero of Red Dead 2. He seems quite different from John Marston in his attitude.What kind of character is he?
Arthur is different from John, in the sense that John has tried to become someone good, right and John will be different in Red Dead 2. He is young, he is part of this gang and he embraces fully this outlaw life he tried to escape afterwards. Arthur is really different from John yes. It's Dutch's right arm to start, his bodyguard, but he's more than that. Arthur has been with Dutch since he was a child, he has been taking care of him since he was little. Therefore, Arthur is very loyal to Dutch, there is a kind of father-son relationship between the two and Arthur sees the gang as his family and he will do whatever it takes to protect him. But we also played on the idea that you take control of Arthur at some point in his life, so you will share his adventure, his story, but how much the player will be able to influence his actions. This is a bit of the main idea, with choices that will slightly affect the character of the character. It's a bit like what we could find in the first Red Dead with these choices that the player could have, with this good and this bad side.
7 / One of the big novelties of the game lies in the notion of camp.How does it work ?Can the player create his own camp, move it from one place to another?
The player can change the camp, while following the story. What he does know is that the Dutch gang is being pursued, so he has to be on the move. The story of Red Dead Redemption 2 being a few years before the events of the first, we are witnessing the end of the era of the outlaws. The world around them is changing, modernizing and they have been rejected by society. Their way of life is coming to an end and the scenario will follow this gang, which will try to survive and continue to perpetuate this way of living so atypical. The movements of the gang are intimately linked to the story. As for the camp, and you saw it during the demo, Arthur can contribute to his development, or not.
8 / In this regard, what are the consequences if Arthur does not handle the camp properly?If he brings neither money nor resource?Are people going to starve?Will some desert him?
Yes, in a way, we can say that. It's a bit of an idea. We will try to leave a field of possibilities quite important for the player. It depends on how you act, your contribution, a little as if it was karma that was going to decide for you. You will have to do things for the camp, for your friends or family members. You never know what's going to happen, but if you act in a positive way, the people in the camp will make you feel good. We made it an integral part of the story, that the player can get involved in the camp. But we also tried to balance the system to prevent it becoming too time consuming, or mandatory. We know that some players are not going to join this management system, so we tried to find the middle way to give some freedom to the player. For example, those who invest heavily in the camp will be greatly rewarded, but never punish others who do not want to manage the camp thoroughly. Which makes sense somewhere.
9 / What is more difficult to achieve?An urban open world like GTA V or an open world with wilderness at the Red Dead Redemption 2?
I do not know ... They both have their respective problems, but it's true that an urban open world is quite complex, especially if you start to make chaos inside, that it goes into a chain reaction, and that everything must remain realistic coherent. Once again, it's complicated to say, they each have their own difficulties. In GTA, you can walk on the street and cross PEDS, PEDS are called NPCs who hold a cup of coffee. If you get in their way, or worse, if you point your gun at them, they will almost all drop their tumbler and turn around at once. And if you ever show yourself aggressive, they will in turn be violent and want to fight or run away. We did not have many situations that could work between them. It was so complex to manage. That's what helped us for Red Dead Redemption 2. Knowing that the story will take place several years before the events of the first episode, and that we wanted to introduce the notion of gang with which Arthur Morgan evolves and works , a gang that must be more credible and realistic, then it was necessary that this gang exists in the world in which it is. The idea is not right to create interactions during missions, but also outside, inside this camp. Once a mission is over, everyone leaves and everyone goes about their business, but the notion of interactivity has to continue beyond that.
We had already explored this track in terms of interactivity with GTA V, especially in Michael's house. Inside, we could find her whole family, we could walk around and see each member make a little life, Tracy in bed, Jimmy playing at his console ... And all this helped to instill a feeling authenticity, giving the impression that this family is real and this while remaining off mission. And that's exactly what we're trying to do with Red Dead Redemption 2, clear the boundaries between missions, open world and make you feel like a living character in an authentic and consistent world. This is our biggest challenge for Red Dead Redemption 2. People thought they were going to play a solitary outlaw again, but this time around, with this notion of gang, you're going to have to live with these people, love them, work with them, fight with them. And that's why we came up with the idea of the camp you saw earlier during the demo. That too was a real challenge for us, to make it credible, dynamic and evolutionary too.So, for the sake of consistency and authenticity, we obviously could not neglect the characters once they left the camp. So we had to evolve our "Ambiant Population System" so that these NPCs do something else than drop their cup of coffee and run away. So we had to create several types of NPCs, with different characters, more intimate, less neutral and not just aggressive. It was important for us to have different ways of thinking, whether it was a guard on a ranch or in a factory, they do not react in the same way. For example, if you start entering his home, he will know that you are breaking his property and will react accordingly according to your approach. Remember during the demo, the camper Arthur met at one point, he did not want any company. And this character has a different logic of the NPCs who react according to your attitude. The idea is that you can understand that there will be really different characters for each character that will be crossed in the game, so that this world remains unique, alive, organic.
The city is quite complex because a lot more things are going on and if you start to ****, you have to react in a credible way. If I start pushing someone and maybe start a fight with him, we did not want the NPC to start running and screaming stupidly. So we balanced our system according to the actions performed. For example, if you insult them only, it's not a big deal, they'll just get upset. Basically, it is the notion of interactivity between the characters in this universe that pushed us to go further for Red Dead Redemption 2, which was a pretty funny exercise in the end.
10 / During the demo, I noticed that the famous Dead Eye system was still present.Has it been improved?Can we expect novelties in mechanics?I also saw that there were slow downs on some strong moments.
The Dead-Eye has been improved and now includes features that we will unveil later. During the robbery mission that we showed you, you could see that the Dead-Eye could be triggered automatically when leaving the bank, but also by the player during horse pursuits to mark the targets. We also showed that there were kill-cams at times during the shooting.
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