Houser describes his character creation process: starting with a one-sentence concept, then thinking through every angle over roughly a year — what the character would die for, how they contrast with the world, their good and bad qualities — treating games as a mathematical equation of protagonist personality multiplied or divided by world personality.
transcript
Dan Houser: It was a lot of thinking, a lot like a year sometimes from when we begin talking about a project and dialing it, you know, and I would just get some initial ideas, very like one sentence, they are a Serbian immigrant or they are a retired gunfighter with a wife in, you know, type, very, very simple stuff. And then just start to think through it from every angle and, you know, start to think, well, would it work if they were acted like this? Would it work if you acted like that? If this is the world, how does it contrast with the world? Because I always thought that the games were kind of a mathematical equation. They were the personality of the world, you know, multiplied or divided by the personality of the protagonist. And when that creates interesting friction, that's a really fun experience for the player. You know, it's so almost always at least one or more of the protagonists. Because obviously in GTA 5, we had more than one. We'd have someone who'd moved to the place or was in a new part of the place or moved to a new part of the map. Because it was really, as a player, I think it was really easy, much more easy to identify with your avatar when they, like you, were fish out of water. And even when they weren't, we still made them dissatisfied and feel like a fish out of water in themselves. So I think it was just living with those characters and getting ideas and going, what are their strengths? What are their weaknesses? How are they like me? How are they not like me? and then slowly, what is it like to feel like a human being? and then in most of these games, how much of a psychopath are they? How much of a sociopath are they? And what are their good qualities? What is going to give them humanity? Alongside that, what are they, what are they, what for them apart from money is worth dying for? And then you start to build it out from these kind of fundamental sides and suddenly you go, okay, actually I can start to feel, and then how do they speak? Because fundamentally it doesn't really matter what's going on in their head, they haven't actually got one, but what they say is what's going to make you realize who they are.