Grand Theft Auto has always been caught between two competing ideas. On one side, players want total freedom to cause mayhem in an open city. On the other, they crave stories that make that chaos mean something. Dan Houser, who shaped Rockstar Games for over two decades, understood that both were essential.

"I think the open world is intrinsically pretty fun. It's just fun to be in a world and have complete freedom." Houser said in an interview with Lex Fridman. "At various points, people pushed for less story. But for me, story can be incredibly compelling and gives you structure."

That tension between freedom and storytelling has defined his work on the series. Some people wanted less narrative in GTA games, thinking it would interfere with the open-world experience. Houser disagreed, seeing story as the framework that gave players something to do and a reason to care about the world around them.

When GTA III launched, it changed what open-world games could be. The breakthrough wasn't just the size of Liberty City or the variety of crimes you could commit. It was that the world felt like it existed independently of the player. Houser described this as the simulation having a personality, something that made the game revolutionary.

"I think one of the reasons it was so captivating was also the idea of if I did nothing, the world still existed," he explained. "It felt like when you turned up, the world was running."