Rockstar Games

Dan Houser, writer for GTA 5 and Red Dead Redemption 2: “The most fun thing about the game isn’t any rubbish we write”

Dan Houser, one of the most prominent figures at Rockstar Games, reveals the secret to the success of Grand Theft Auto and Red Dead Redemption.

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Few creatives have had as great an influence on the video game industry as Dan Houser. As a co-founder of Rockstar Games and the lead narrative creator behind franchises such as Grand Theft Auto and Red Dead Redemption for more than two decades, the British screenwriter helped build some of the most influential and successful open worlds in electronic entertainment. However, despite having crafted such memorable stories as those in GTA V and Red Dead Redemption 2, Houser is very clear on what truly makes these games special.

Dan Houser believes that the story is the most important thing, but it’s not the most fun part of a GTA game

In a recent talk at the Tribeca Film Festival (New York), Houser reflected on how players enjoy open-world video games, offering a very striking insight into the matter that has been picked up by media outlets such as GamesRadar. As he explained, he has never been overly concerned about whether players complete the main story or “miss out on content” as long as they’re having fun in the game, placing great emphasis on the fun factor.

Grand Theft Auto V (2013)

As he went on to reveal, Rockstar has always tried to ensure that as many players as possible reach the end of their games’ story modes, especially since the days of Grand Theft Auto III (2001). However, he believes that the decision to follow the narrative thread to the end or to “create their own fun” by engaging in side activities belongs solely and exclusively to the player. If someone prefers to spend hours exploring the vast maps, experimenting with different gameplay mechanics, or simply wreaking havoc wherever they go, that also means the game has achieved its goal for them.

And it was precisely in this context that he uttered a phrase that will go down in history: “The most fun thing about the game isn’t any rubbish we write, it’s the systems that we make.” It’s not that the British screenwriter looks down on his own work or that of his colleagues; rather, he passionately defends the idea that the true appeal of a sandbox game lies in the enormous freedom it offers the player—whether to follow a linear storyline or simply enjoy watching how the game world reacts to their actions. For the former Rockstar executive, the “magic” happens when the player starts stealing cars or picking fights with passersby.

Grand Theft Auto V (2013)

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Ultimately, these statements help to contextualize better the design philosophy and narrative that turned Grand Theft Auto and Red Dead Redemption into true mass phenomena. Although both series are remembered primarily for their characters and stories, Houser argues that their true appeal comes from something much harder to replicate: the feeling of being inside a living world where something interesting is always happening, even when the player chooses to ignore the main missions completely.

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