When I arrive at the luxurious Soho apartment that's been rented for
the demo of new game Grand Theft Auto V and my interview with Dan
Houser, co-founder and creative director of Rockstar Games, I'm told
Houser won't answer any questions about his personal life.
I
should especially avoid any mention of his recent purchase of a Brooklyn
Heights mansion formerly owned by Truman Capote, which made news in New
York as the most expensive non-Manhattan real-estate purchase in the
city's history.
Houser's Grand Theft Auto (GTA) series of
crime-focused titles is now the foundation of Rockstar Games, and as
well regarded by gamers as it is hated by religious groups.
GTA
IV, released in 2008 for a new generation of consoles (PlayStation 3 and
Xbox 360), told the story of Niko Bellic, a veteran of an unspecified
Eastern European war who comes to the US to eliminate a rival soldier
living in a crime-filled version of New York called Liberty City.
In
the first week of its release it generated more revenue than any
entertainment product, ever - and everyone assumed a sequel would
quickly follow. But Rockstar and its two principals, brothers Dan and
Sam Houser (38 and 41, respectively), have a reputation for doing things
differently.
In 1990 Sam Houser got a job at BMG Music in
London, then one of the "big four" music companies, working closely with
Pop Idol creator Simon Fuller. He directed in-house music videos for
bands such as Take That and the Spice Girls before settling at BMG
Interactive Entertainment, an arm of the business that had been
established in 1994 to hitch the company wagon to the video-game boom.
When Dan graduated from university with a degree in geography, he joined him there.
"My
brother offered me a job testing CD-ROMs," he tells me. "Virtual tours
were big at the time and I did a virtual of the Musée d'Orsay. I wanted
to be a writer and a job came up on a trivia game and they had joke
questions, and they needed someone to write that. Then they wanted to do
a soccer game and they needed someone who knew about soccer, so I did
that. And then all of sudden I had a full-time job in video games,Find
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By
1998, BMG hadn't made much impact in the interactive space and the
decision was made to sell BMG Interactive to Take-Two Interactive, a
burgeoning American gaming company owned by the then 24-year-old
publishing heir Ryan Brant, for a little over $14 million.
During
the negotiations, Sam and Dan convinced Brant to let them keep the
company alive as a largely independent imprint that would work as an
outlier in the games industry.
Neither brother had any coding experience, but they perceived a gap in the gaming market for "cool titles".
They
envisioned gaming products informed by music-industry attitude,One of
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featuring protagonists who resembled movie heroes. While Take-Two was
producing cut-priced games in volume, the new imprint planned to produce
high-end offerings for young-adult gamers.
The pair moved from
London to New York to set up the new imprint, Rockstar Games - a name
its new president, Sam Houser, believed to be representative of what the
company would be all about: "High-end, glamorous games that we wanted
to play," summarises Dan.
Certainly, the location of our meeting
today - a $20,000-a-night SoHo apartment filled with Japanese food and
stylishly dressed employees - is very "rock star".
Initially, it
was a police simulator, with the player controlling a squad car tasked
with chasing criminals around two-dimensional American cities filled
with traffic and pedestrians. Deadening the game somewhat, though, was
the fact that the player had to observe road rules and avoid hitting
pedestrians.
In fact, in the new version points were awarded if
the player did hit a pedestrian (who'd explode into a smear of red with a
satisfying "pop") or committed other crimes, such as carjackings.
In
1995, the company presented the game to Sam Houser, then working in a
commissioning role at BMG Interactive. Not only was he enamoured of the
fuzzy morality of the game,One of the most durable and attractive styles
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he also loved that play wasn't bound by the normal gaming parameters:
if one task was too hard, the player didn't see a "game over" screen.
Instead,Directory ofchina glass mosaic Tile Manufacturers, he had the option of going somewhere else within the game.
"Graphically,
it wasn't nearly as sharp as Tomb Raider, but it was deeply immersive,"
Sam Houser recalled in a Rolling Stone interview in 2006. "Once we made
it possible to kill policemen, we knew we had something that would turn
heads."
The game was bought by BMG Interactive, which released
it as Grand Theft Auto (it soon became known just as GTA), a title
deemed to be more in keeping with its adult content. It became a minor
hit in 1997. Take-Two also bought DMA Design, which was then rebranded
as Rockstar North.
After moving to New York, Rockstar started
work on GTA II, released in 1999. It was only a minimal improvement on
its prequel, though, and sales were disappointing. It wasn't until the
development of GTA III began for the then very powerful PlayStation 2
console that the Housers saw the opportunity to make the high-end,
technologically advanced adult game they'd always envisioned.
That
said, the demo I saw didn't end with a town hall meeting about tax
policy but rather with the kidnapping - by Michael, Trevor and Franklin -
of a man from a heavily defended skyscraper in downtown Los Santos. The
trio kill black-suited federal agents, cause helicopters to explode and
plunge the city into chaos.
"The job is to present action," says Houser. "Everything else is on top of that. Your first job is to make the game fun."
Even
if that means inviting controversy. In GTA III, the player could make
use of the services of a prostitute to bolster his health - and then
kill her afterwards to get his money back.
There was an
immediate chorus of disapproval from concerned groups, but Rockstar
refused to engage them after pointing out that its games are for adults,
not children.
The company had a point - last year, a report
from Bond University in Queensland found that the average age of gamers
in Australia is 32.
"We were always an easy target," says
Houser. "Even when our most violent and antisocial game, Manhunt [where
the player has to commit a series of increasingly gruesome murders],
came out in 2003, the film Saw 3, which is far more violent, was being
lauded as a slasher classic.
"Interacting with a system, as one
does in a game, is no better or worse than looking at pictures or
reading words in a book. I don't think society is in great shape, but I
don't think video games have caused the problems."
In Australia,
GTA III was refused an MA15+ classification due to its "sexualised
violence"; with no R18+ rating for video games available here, copies
were pulled from shelves.
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