Dan Houser, co-founder of Rockstar and lead writer on Grand Theft Auto and Red Dead Redemption, has been exploring the similarities between Victorian literature and modern narrative video games. In an interview with a journalist, Houser discussed how he drew inspiration from 19th-century authors like Dickens, Zola, and Tolstoy when working on Red Dead Redemption 2.
Houser's fascination with Victorian literature began when a French journalist compared Grand Theft Auto to Dickens' novels. Houser realized that both shared elements of world-building and immersive storytelling. He noted that these authors created vivid worlds that drew readers in, much like modern open-world games do for players.
For Red Dead Redemption 2, Houser listened to the audiobook of Middlemarch while working on the game's dialogue, seeking to capture the novelistic tone and atmospheric feel of the book. The result was a story that felt more "novelistic" in its approach, with characters' three-dimensional lives and emotions taking center stage.
Houser believes that games can learn from Victorian literature's focus on descriptive detail and immersive storytelling. He aims to create games that not only showcase stunning visuals but also offer rich narratives and memorable characters, drawing inspiration from the best of literary history.
The connection between Victorian literature and video games is more than just a passing similarity; it highlights the evolution of storytelling in media. As Houser's projects continue to push boundaries, we can expect to see even more innovative approaches to narrative design, blurring lines between old and new forms of entertainment.
Houser's fascination with Victorian literature began when a French journalist compared Grand Theft Auto to Dickens' novels. Houser realized that both shared elements of world-building and immersive storytelling. He noted that these authors created vivid worlds that drew readers in, much like modern open-world games do for players.
For Red Dead Redemption 2, Houser listened to the audiobook of Middlemarch while working on the game's dialogue, seeking to capture the novelistic tone and atmospheric feel of the book. The result was a story that felt more "novelistic" in its approach, with characters' three-dimensional lives and emotions taking center stage.
Houser believes that games can learn from Victorian literature's focus on descriptive detail and immersive storytelling. He aims to create games that not only showcase stunning visuals but also offer rich narratives and memorable characters, drawing inspiration from the best of literary history.
The connection between Victorian literature and video games is more than just a passing similarity; it highlights the evolution of storytelling in media. As Houser's projects continue to push boundaries, we can expect to see even more innovative approaches to narrative design, blurring lines between old and new forms of entertainment.