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The RDR2 system behind GTA 6's NPCs was nearly kept from Rob Nelson

Jason Schreier says a Red Dead Redemption 2 NPC prototype that shaped GTA 6 was nearly kept from Rob Nelson over fears of how much work it would create.

Reported. Established outlets report this. Rockstar hasn't said so.

A crowd on a Leonida street, official GTA 6 render
Image: Rockstar Games

The NPC interaction system that made Red Dead Redemption 2's world feel alive, and that is now coming back in GTA 6, came close to never being pitched to the boss. Bloomberg reporter Jason Schreier tells the story in a YouTube video he made after visiting Rockstar to see GTA 6. GamesRadar+ reported on the video on October 20.

Schreier says Rockstar North head Rob Nelson told him the idea started with Mark Tennant, Rockstar's vice president of animation, who built a prototype around 2014 or 2015. The concept was simple. The button that normally pulled your gun on a passerby could instead let you greet them or wind them up.

Why it almost stayed hidden

Simple to describe is not the same as simple to build. According to Schreier's account, when Tennant showed the prototype to technical lead Phil Hooker, Hooker didn't want Nelson to see it, at least not straight away. Nelson apparently has a reputation as the person who "wants to do the world", even when that means a mountain of extra work for everyone else.

Nelson saw it eventually, and he loved it. He reportedly called it "incredible" and predicted it would "revolutionize the way our games and our worlds work."

Hooker turned out to be right about the workload, according to the account: getting the system into the game took a lot of effort. Players will probably say it paid off. RDR2's greet and antagonize options became one of the game's most loved features, and Hooker's name has come up a lot during GTA 6's press cycle. He recently said the game was still changing weeks before launch.

What Rockstar has confirmed for GTA 6

Players first got a hint that the system would return from the 2022 GTA 6 leak. Now Rockstar has said so on the record. Speaking to IGN, Nelson confirmed that the NPC interaction system is "returning and evolved from Red Dead Redemption 2."

Nelson told IGN that RDR1 and GTA 5 had only basic ways to talk to people. RDR2 was the first time Rockstar built interaction out into a fuller system. In older games the left trigger did one thing, aiming your weapon or locking on for a fight. He said that as the games' resolution and detail have grown, what players can do in those worlds has had to grow too.

The examples so far are about how NPCs react to you. People in GTA 6 will gather and chat, and how they feel about you listening in depends on who they are. Some will be curious. Others will not take it well at all. Nelson summed up the step from RDR2 like this: "with GTA 6 we are taking it much further."

What we still don't know

Rockstar hasn't explained how the expanded system will actually play. That covers which prompts will exist, how much dialogue variety there is, and whether interactions affect anything beyond the moment. The origin story also reaches us secondhand. It is Nelson's recollection, as Schreier relays it in his video, and Rockstar hasn't published it itself.

One more detail from the coverage fits the story: GamesRadar+ notes that not even Rockstar's leads know everything that's in GTA 6, because developers add things on their own. That is the same culture that gave RDR2 its famously detailed horse physics. It's also how a prototype that one lead wanted to keep from the boss ended up shaping two of the studio's biggest games.

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