GTA veteran says other games struggle to be funny as comedy doesn't "make a lot of sense in them," but it works for Rockstar because each entry tries to "satirize a specific location and time"

Jun. 24, 2024



Lazlow Jones explains why humor works so well for Rockstar

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As comedy seems to remain a largely untouched genre for many developers, formerRockstar Gameswriter Lazlow Jones describes why he thinks that is - and how theGrand Theft Autoseries manages to maintain its own iconic humor.

Following his departure fromRockstar Gamesafter nearly two decades of work on acclaimed series like GTA and Red Dead Redemption, Lazlow Jones joined co-founder Dan Houser at anew studio- Absurd Ventures. During the legendary producer and writer’s career at Rockstar, Jones played a critical role in shaping games' worlds as well as the unique comedic flair fans remember them for - the quirky dialogue, satirization of American society, and more.

Speaking in aninterviewwith Kinda Funny Games, Jones explains how such humor fits into Rockstar’s games and why other studios seem to struggle with incorporating comedy. “I think it helps that each of those games was meant to satirize a specific location and time,” the dev says, referring to the GTA series. As for other games not similarly trying to be funny and why a comical side doesn’t seem to come through as easy for many, Jones states that comedy just “wouldn’t make a ton of sense in them.”

Games like GTA and Red Dead Redemption don’t only offer entirely serious, straightforward experiences - that’s what sets them apart. Jones says that Rockstar “always wanted to fill the world with as much stuff for people to be distracted by” while playing, whether that be Easter eggs or miscellaneous activities: “You sort of forget that ‘I’m supposed to be doing a mission, I ended up in the casino for an hour.'”

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After spending years with her head in various fantastical realms’ clouds, Anna studied English Literature and then Medieval History at the University of Edinburgh, going on to specialize in narrative design and video game journalism as a writer. She has written for various publications since her postgraduate studies, including Dexerto, Fanbyte, GameSpot, IGN, PCGamesN, and more. When she’s not frantically trying to form words into coherent sentences, she’s probably daydreaming about becoming a fairy druid and befriending every animal or she’s spending a thousand (more) hours traversing the Underdark in Baldur’s Gate 3. If you spot her away from her PC, you’ll always find Anna with a fantasy book, a handheld video game console of some sort, and a Tamagotchi or two on hand.

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