Do you recall some things about what you couldn’t do in the first game that you can do now in Red Dead 2? GamesBeat: I think we could use some reminder of what the original Red Dead Redemption of 2010 was like, and what it was capable of. We roll on-and-off projects as necessary. I’ve been on Red Dead 2 full-time for three-and-a-half-to-four years. I’ve been here all along, but early on, I was focused on finishing some other things. Nelson: Yes, but not directly, not every day. GamesBeat: Were you on Red Dead Redemption 2 at the beginning? In 2016 I moved over to Scotland full-time and I’ve been working out of the Edinburgh office. Then I moved to New York and worked as an art director, as well as a producer capacity on all the games we put out up until 2015, like the last Red Dead and Grand Theft Auto V. I started at the Toronto studio and worked there for about five years as a producer on the games we worked on at that studio. Rob Nelson: I’ve been at Rockstar for quite a long time, since 2003. GamesBeat: Can you tell me about yourself and your roles on Red Dead Redemption 2? Remembering the first Red Dead Redemption Here’s an edited transcript of our interview. But the company trashed it because it just didn’t work.
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This was his chance to explain why Rockstar made some very big decisions in the story, the characters, the open world, and the overall design of the game.Īmong the gems from our conversation: Rockstar once cast Red Dead Redemption 2’s main design as a procedural world (one that the game’s software generates), with stories driven by the open world and emergent behavior. I also remember how alive the game felt when I went off script, like when I accidentally shot a dog. Nelson has heard a lot of complaints about the design, such as the long horse rides to get to missions, weird glitches and the length of the story.