GamesBeat: How did you think about the scope of the game? I can imagine conversations like, “Well, let’s make it two or three times bigger than the original Red Dead. We can get 2,000 people to work on it for eight years.”
Nelson (RDR2 Game Director): [Laughs] That’s not quite the way it works.
Nobody starts out thinking they’ll work for eight years. We just kind of go. Once you hit this tipping point in development, where you have a world and you have a narrative that you roughly think are going to work, and then you have the elements, the mechanics, the things that are going to support the narrative — the game tells you what it needs and what it doesn’t need, what’s superfluous and what’s not.
Once the team was full steam, really rolling and making the thing–I guess there were things we could have cut to save a bit of time. But really, for the whole thing to feel resolved as a whole piece of work, it needed everything that we put in it. You just have to finish it.