AG: We’ve come a long, long way. Visual fidelity has knock-ons. San Andreas was effectively a bunch of cubes of various sizes stuck in between roads. I love it, and love what we did, but really that was what it was. Open-world games have pretty much always been a step or two behind the curve visually compared to more linear games. They have to be for a number of reasons. You can’t fake anything as soon as you have flying in a game and you can go anywhere; anything you see has to be real. That takes a lot of power and so you have to compromise. The trick is to compromise on the right things. Secondly, just in terms of sheer production, building a large, fully explorable world takes a lot more effort than building your typical game’s movie-set style series of facades, which tend to be tunnels of detail through an environment rather than a fully realized whole. As console power has increased and our experience has increased, I think we’re narrowing that gap more and more.
The biggest thing for me, though, is that the increased fidelity has meant that getting something to look right is a lot harder.
Every part of the world is handcrafted and really thought through. It all makes sense and has an internal logic. It feels more immersive and real because every part of it has had to stand up to multiple people questioning it. As soon as I play a game and the internal logic is blown, the experience is ruined for me. Even the basics: How do the people live their life? Where do they work, how do they get there, where do they eat their lunch, where do they grab a coffee, where do they go for fun?
I think most of all what we’ve done is create a world that you can lose yourself in. A place that’s interesting and fun to live in. I’ve effectively lived more in the game world than I have in Edinburgh over the past several years as we’ve filled it out. I still find it engaging and still come across things I’ve not seen before. I think that’s the difference when each part is handcrafted: Each area is filled with multiple artists’ ideas and vision. My job is to keep it feeling consistent and interesting, but what you experience as you explore the world is an outpouring of devotion and talent from a huge number of talented individuals, and I think that shows from the moment you arrive in the world and it’ll keep you intrigued and engrossed for as long as you decide to stay.
While we might lose a little fidelity by not being able to do that “tunnel of detail” that more linear games manage, I think we gain a lot more. There’s nothing quite as empowering as having a world to explore that feels right, and feels real, and having the toys to do just about anything. The key is the limit of the experience becomes your own imagination rather than whatever the guys that created that tunnel for you thought it should be. I think we’ve done our job if we’ve created a world that you love to spend time in and one that keeps giving for years to come. We’ve been trying to do that since Grand Theft Auto III, but I think we’ve taken a big step forward.