GAME JOBS
Contents
Angel in Disguise: An Interview With Rockstar San Diego's Alan Wasserman
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 7, 2013
 
Sledgehammer Games / Activision
Level Designer (Temporary)
 
High Moon / Activision
Senior Environment Artist
 
LeapFrog
Associate Producer
 
EA - Austin
Producer
 
Zindagi Games
Senior/Lead Online Multiplayer
 
Off Base Productions
Senior Front End Software Engineer
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 7, 2013
 
Tenets of Videodreams, Part 3: Musicality
 
Post Mortem: Minecraft Oakland
 
Free to Play: A Call for Games Lacking Challenge [1]
 
Cracking the Touchscreen Code [3]
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor
Features
  Angel in Disguise: An Interview With Rockstar San Diego's Alan Wasserman
by Brandon Sheffield [Interview]
Post A Comment Share on Twitter Share on Facebook RSS
 
 
June 22, 2007 Article Start Previous Page 6 of 6
 

What do you think is the importance of storytelling and writing in games? People were citing Rockstar as a good example of generally doing it right.

AW: Depending on the game you're making, it's either going to shift a balance so that the game hinges upon the character and the story to pull you through, or it's just going to be a really great enhancement. A great game with a not-so-great story can still be a great game, but a great story with no game is never going to be a game.



But the reality is that we don't deal in absolutes. It's one more of those ingredients that's going to make the experience feel more complete. For games that are more character or story-based, there's definitely more of a need to deliver the same level of quality [in story as in gameplay].

How do you think it is that Rockstar's managed to do a better job of [making games consistent on all levels] than other companies?

AW: Probably never being happy with our own games. We're constantly like, "How do we make it better?" It's also because we're making games that we want to make, and we believe that we're part of the audience that we're developing for.

When you're meeting your own expectations of what you want to play and are representative of your audience, it's so much easier to not fail. It's very hard to succeed, but it's easier to not fail when you're actually trying to make something for yourself.



How do you see Rockstar San Diego growing over the next few years?

AW: I don't think it's about numbers. I don't think that if we add 20,000 square feet to our space or 30 more people, we'll magically become better. I think the goal is to not get so big that we're spending so much time thinking about how to survive. I see us becoming more and more influential and able to push the limits of what we're doing further, but I don't necessarily think that means more people or a bigger size.

Is there anything else you'd like to get across about you guys and what you're doing here?

AW: I wish I knew the best way to be able to quantify what we are, who we are, and how we do things, so that people would want to be part of what we do, based upon what we really are. Like trying to define next-gen, trying to define what we are [is difficult].

We're this amazing blend of a thousand spices that all happen to work together extremely well, but it's impossible to describe the flavor without actually experiencing it. I love when we bring new guys in. Their dream is to come in here, and we don't disappoint. That's a really satisfying thing.

 
Article Start Previous Page 6 of 6
 
Top Stories

image
Gearbox's Randy Pitchford on games and gun violence
image
How Kinect's brute force strategy could make Xbox One a success
image
Microsoft's official stance on used games for Xbox One
image
Keeping the simulation dream alive
Comments


none
 
Comment:
 




UBM Tech