Dan Houser on Victorian novels, Red Dead Redemption and redefining open-world games

Dan Houser, co-founder of Rockstar and lead writer on Grand Theft Auto and Red Dead Redemption, recently discussed his approach to storytelling in open-world games. He drew inspiration from Victorian literature, citing its influence on the sprawling narratives of his own titles. The author notes that Victorian authors such as Charles Dickens, Gustave Flaubert, and Leo Tolstoy are known for their detailed world-building, which is reminiscent of the immersive experiences offered by modern video games.

Houser's approach to game design was influenced by his love of Middlemarch, Sherlock Holmes, and cowboy pulp fiction. He aimed to create a sense of realism in Red Dead Redemption 2, with a focus on physicality and a non-linear narrative structure. The author praises Houser's achievement, stating that the game successfully blended elements of Victorian literature with its open-world gameplay.

The author reflects on how this interplay between Victorian literature and modern game design is shaping the future of storytelling in video games. As open-world games continue to evolve, they may draw inspiration from a wide range of literary sources, including classic novels and pulp fiction. This fusion of genres could lead to innovative new narratives and gameplay mechanics that redefine the genre.

One potential area of exploration is the use of pacifist options in game design. While many stealth games offer non-violent playthroughs, they often require significant skill and strategy to succeed without killing enemies. Houser's approach to Red Dead Redemption 2's narrative structure may have inadvertently reinforced the idea that violence is a necessary aspect of gameplay.

However, there are examples of games that successfully incorporate pacifist options, such as Splinter Cell, Dishonored, Undertale, and Fallout: New Vegas. These titles offer players alternative approaches to completing challenges and overcoming obstacles, which can be both rewarding and challenging.

As the video game industry continues to evolve, it will be interesting to see how writers and designers incorporate elements of Victorian literature into their work. The potential for innovative new narratives and gameplay mechanics is vast, and it may lead to a new era of open-world games that are even more immersive and engaging than before.
 
I'm still waiting for these devs to make a game where you can just walk away from a situation without the need to shoot your way out... I mean, come on, we're getting to a point where "stealth" is basically just code for "kill everyone quietly". It's like, what's the point of even having an option if it's still gonna lead to more violence? ๐Ÿค”๐Ÿ‘Ž
 
๐Ÿค” I think its cool that Dan Houser is drawing inspiration from Victorians authors on game design. I mean, who doesn't love a good story with depth? ๐Ÿ“š But what I'm not sure about is if the pacifist options in games like Splinter Cell and Dishonored are really just an afterthought or if they're actually part of the designer's vision. Like, did Houser just kinda forget to include it in Red Dead Redemption 2's story? ๐Ÿคทโ€โ™‚๏ธ Or is it something more? Either way, I'm excited to see where this literary influence thing takes the industry. Maybe we'll get more games like Undertale that actually challenge us to think about our actions. ๐ŸŽฎ
 
I'm loving this trend of blending old-school storytelling with modern game design ๐Ÿคฏ. It's like, imagine playing Red Dead Redemption 2 and being able to choose between a violent confrontation or a sneaky escape route ๐Ÿ˜Ž. I think it's awesome that Dan Houser drew inspiration from Victorian literature - those authors knew how to create complex, immersive worlds ๐ŸŒ.

I'm curious to see where this fusion of genres takes us next. Maybe we'll see more games that let you explore the world without feeling like you're forced into violence ๐Ÿ˜Š. I mean, who says that stealth and strategy can't be just as fun as blowing things up? ๐Ÿ”ซ.

And yeah, it's interesting to think about how writers and designers are pushing the boundaries of storytelling in games. It's all about creating new experiences for players - and that's what makes gaming so exciting ๐ŸŽฎ!
 
omg i just saw the cutest puppy vid on instagram ๐Ÿถ๐Ÿ˜ and now i'm thinking about how much i love those old western movies like high noon and butch Cassidy & the sundance kid... anyway, back to dan houser's story - i think it's so cool how he drew inspiration from victorian literature... have you read middlemarch? ๐Ÿ“š it's like, whoa, that book is deep ๐Ÿ’ฅ
 
I'm loving this gaming revolution thing ๐Ÿคฏ! Dan Houser's vibes on Red Dead Redemption 2 got me thinking... who knew Victorian lit could inspire video games? Like, who needs a health bar when you can just get all misty-eyed about a dude's inner turmoil ๐Ÿ™. But seriously, it's dope to see how gaming is influencing literature and back again! I mean, imagine a world where Splinter Cell and Fallout: New Vegas collab... the stealthy, non-violent vibes would clash with the post-apocalyptic grit ๐Ÿ˜‚. One thing's for sure, it's gonna be wild ride! ๐Ÿ”ฅ
 
You know, I'm loving the whole Victorian literature vibe in gaming right now ๐Ÿคฉ๐Ÿ“š. It's dope to see Dan Houser drawing inspiration from classic authors like Dickens and Tolstoy when it comes to creating these massive open-world games. But I gotta say, I do think some of the stealth games could benefit from more pacifist options ๐Ÿค”๐Ÿ’ฅ. Like, why can't we have a Splinter Cell game where you can just sneak past everyone without having to take anyone out? ๐Ÿ˜‚ It's not like it would be boring or anything! Maybe they'll take note of Undertale and Fallout: New Vegas as examples and start experimenting with more inclusive gameplay mechanics ๐Ÿคž. Can't wait to see what the future holds for open-world games ๐Ÿš€
 
๐Ÿ’ก I'm totally stoked about Dan Houser's take on storytelling in open-world games! He's like, totally diving into the world of Victorian literature for inspiration ๐Ÿ“š. I mean, who wouldn't want to explore the gritty realism of Middlemarch or the whodunit vibes of Sherlock Holmes? It's like, a match made in heaven for game design!

I'm loving the idea of incorporating more pacifist options into games - it's all about player choice and agency, you know? ๐Ÿค” I mean, have you played Undertale? That game is all about making tough decisions without resorting to violence. It's like, totally refreshing! ๐Ÿ‘

But for real, the future of storytelling in video games is looking bright ๐ŸŒž. We're gonna see some amazing innovations and mashups of genres that'll blow our minds. And who knows, maybe we'll even get a game that combines the best of Victorian literature with open-world gameplay. That would be, like, totally mind-blowing ๐Ÿ˜ฒ!
 
I think its gonna be super cool if devs start experimentin with pacifist options in open-world games ๐Ÿค”๐Ÿ’ก Like imagine playin Red Dead Redemption 2 but you're all about talkin ur way outta every situation ๐Ÿ˜Ž or just skippin the shootouts altogether and focusin on sneakin around... that'd be some next level immersive gameplay, right? ๐Ÿ“š๐Ÿ‘
 
OMG u guys, can u believe Dan Houser's insights on storytelling in open-world games? ๐Ÿคฏ I mean, i'm all about that Victorian lit vibes rn...like, Middlemarch and Sherlock Holmes are totes my fave! And he's saying that the game devs should be drawing from these classic authors for a more realistic & immersive experience...i'm SO here for it ๐Ÿ˜

But ugh, the thing is...i don't think we're thinking about this enough...about how our game choices reflect on society ๐Ÿค”. Like, Red Dead Redemption 2's narrative structure does kinda reinforce the idea that violence is necessary in every situation...which, like, isn't true, right? ๐Ÿ™…โ€โ™€๏ธ

But then there are games like Splinter Cell & Dishonored where u can actually choose not to kill ppl and still succeed...and that's SO refreshing! ๐Ÿ˜Œ Like, why can't we have more of those kinds of options in future games?

Anywayz, i'm low-key hyped about the potential for innovative new narratives & gameplay mechanics inspired by Victorian lit ๐ŸŽ‰ Can't wait to see what devs come up with next ๐Ÿ’ป
 
idk why devs still insist on making gamers feel like they need to be all aggressive and violent in games lol ๐Ÿ˜‚ can't we just have one game where u can literally just walk down the street and chat with ppl? ๐Ÿค” think it would be so refreshing to see a more chill, realistic gaming experience. and yeah, i love how Houser drew inspiration from Victorian literature, that's some deep stuff ๐Ÿ’ก but maybe devs should also look into other sources like psychology or sociology to create more nuanced characters and storylines ๐Ÿคฏ
 
I think its cool how Dan Houser's love for Victorian lit is influencing his game design ๐Ÿค”. I mean, who wouldn't want to explore the wild west in Red Dead Redemption 2? The way he blended realism with a non-linear narrative structure was genius ๐ŸŽฎ. But what really caught my eye is how this blend of genres can lead to new types of gameplay mechanics, like pacifist options ๐Ÿ˜Š. I'm excited to see more games that offer alternative approaches to completing challenges and overcoming obstacles. It's like, why not? We're living in a world where we can choose our own adventure, so why can't our games reflect that too? ๐ŸŒŽ๐Ÿ’ก
 
I'm thinking we could totally learn from those Victorian authors when it comes to storytelling in games ๐Ÿค”. I mean, have you played Red Dead Redemption 2? The way they wove all these characters and storylines together is insane! It's like you're actually living in the Wild West for a bit ๐Ÿ˜‚.

I'm also loving the idea of incorporating pacifist options into game design - it would be so cool to play a stealth game where you can just sneak past enemies instead of killing them ๐Ÿ’ก. I've played some games that do this, like Splinter Cell and Dishonored, and they're actually really fun!

But what's even more interesting is how the Victorian authors' approach to storytelling could inspire new narratives in games ๐Ÿ“š. Like, imagine a game where you play as an anti-hero who's not necessarily driven by violence or revenge - that would be so fresh! It makes me think we might see some changes in the way games are designed and told in the future ๐ŸŽฎ.

And can we talk about how awesome it is that Dan Houser drew inspiration from those classic novels? I mean, who wouldn't want to play a game set in Middlemarch or Sherlock Holmes' world? ๐Ÿ˜
 
I'm not surprised they're drawing inspiration from Victorians, everything they create is just a bit too perfect ๐Ÿ˜’. I mean, who needs realistic characters when you can have ones that are straight out of a soap opera? And don't even get me started on the whole pacifist option thing... like it's really hard to design a game where you can actually not kill people and still call it "immersive"? ๐Ÿคฆโ€โ™‚๏ธ It's just a bunch of developers trying to be all PC and moral about their games. Mark my words, we'll just see the same old violence-ridden gameplay with some token pacifist option tacked on. The industry will never change... ๐Ÿšซ
 
Back
Top