L.A. Forensic: Brendan McNamara on L.A. Noire

Interrogations, open worlds and that ending.

L.A. Noire promised much: an authentic recreation of 1940s Los Angeles, a detective story in the L.A. Confidential mould and faces so good you could tell when the characters were lying. Its launch was met with millions of sales and impressive review scores - but at what cost to publisher Rockstar, developer Team Bondi, and its controversial creator Brendan McNamara?

Now, six months after launch, the dust has settled on L.A. Noire, leaving McNamara time to reflect on the game that proved to be developer Team Bondi's debut and finale. Here, in an interview conducted at the Bradford Animation Festival 2011, he discusses L.A. Noire's design, explains why he believes it was too easy, reveals the origin of the game's ending, and discusses the pressure he was under to create a hit.

Note that there L.A. Noire spoilers below

Eurogamer: You captured actor performances using Coax, Force and Accuse dialogue options, but then changed the name of the options afterwards. Why?

Brendan McNamara: What we wanted at the start, it was more your strategy. As a detective, what strategy are you going to choose? Are you going to coax an answer out of them, or are you going to jump in there and try and force an answer out of them - or do you just suddenly accuse them of lying straight up?

We tested that round and round the organisation and people never really liked the words or got the words. But that was the way it was written. Then we switched to Truth, Doubt, Lie, because that was more straightforward for people. But it made Doubt weird.

Eurogamer: So that was switched after it had all been captured? So you couldn't go back and change the dialogue more fitting?

Brendan McNamara: No. Truth and Lie are pretty straightforward, right? But Doubt... what it changed it from was what your strategy was into what was the person's performance like? I don't think it made it bad, it just made Aaron appear slightly psycho on the Doubt button. That's my fault, not his. When people go, he turns into a maniac when you press Doubt, that's my fault, not his.

Eurogamer: You've said some critics felt the characters were dead from the neck down.

Brendan McNamara: When you talk things move slightly. It's imperceptible, where you don't really notice it in a video game normally, but because everything else is so amazing people do notice. It's in the back of the head: this part is alive and this part isn't.

Eurogamer: Could you have done anything about that?

"I've been reading Steve Jobs' book, and I just think maybe Apple's harder to work at than Team Bondi. He certainly seems scarier than me."

Brendan McNamara, writer/director, L.A. Noire

Brendan McNamara: Not really. It was bad enough trying to capture the faces. In early clips we were capturing people's hats and bits of their clothes, so you can see where that will go in the future.

Eurogamer: L.A. Noire has been out for six months now. The dust has settled. What is your proudest achievement with it?

Brendan McNamara: I'm just generally really happy with the game overall. It brings a returning audience to video games in a way - the people who wanted games that aren't just about blowing stuff up. It's about thinking and character interaction. That sort of level of personality and humanity really comes across in the game and people instantly believe in those characters and want to see that journey.

You used to get that in adventure games but you had to make it up in your head because you were just reading text. Now there are characters like Bukowski and all these guys who people just love, and there's the partners and those characters. I'm really pleased with how it evokes that time and place.

I remember saying to people, I'm going to make a film noir, and people were going, you're out of your mind. That's one of the strengths of Rockstar. They look to mine these kinds of areas where other people won't necessarily go. If you're pitching film noir to a film studio no-one's going to say you're crazy. If you're pitching film noir to HBO they're not going to say you're crazy. But in games it's always a big risk to do something that isn't killing everybody and just blowing things up every ten seconds.

The first 15 minutes of L.A. Noire.

Eurogamer: You believe L.A. Noire was too easy. Why?

Brendan McNamara: In the plot, at some points you will probably just have to dead end people and people would have to work it out for themselves. What we would do is slightly handhold people. Someone would come up to you and tell you what to do next. At one point we had a way where you would fail conversations and then you replay them over and over again. It lost all the drama. So it was the right decision not to do that and have these constantly replayed conversations where people would just trek through the options. To go at it instinctively is fun.

But there were stages when it was going through different points of QA people saying I don't get this or I don't get that. It's a trend in games, I wouldn't say they're dumbing them down. But they're slightly too easy. A lot of games are too hard. The Getaway was rock hard, ridiculously hard. But there were points where I wouldn't like as much handholding we did. But in the end that was the right process because a lot more people finished it.

Whenever you're talking to game publishers now, all they ever want to do is give you statistics, EEDAR statistics about why they should make a game or why they shouldn't. A lot of them are statistics about how far people got through games. It is pretty terrifying if you make something that costs so much money and people don't get to the end.

Eurogamer: Do you have data on how many people finished L.A. Noire?

Brendan McNamara: No, I don't. But Rockstar obviously does and mines that kind of data. Anecdotally, most people I talk to, if they like the game they got to the end. If they didn't like the game, then obviously they didn't get to the end, but most people who generally did like it wanted to see what happened in the end. Whether they liked the ending or not is a different story.

Eurogamer: L.A. Noire's ending was interesting for a number of reasons. Why did it end the way it did?

Brendan McNamara: Way back when I first started writing it, I wanted it to be a Chinatown ending. Chinatown is really poignant because the woman Gittes falls in love with gets killed, and the kid is going to go back to the paedophile grandfather. You think, could there be a worse situation? But in a way it evokes what L.A. was about. So I wanted to do a Chinatown ending.

It was a little bit of a homage to that. The guy in Chinatown is actually found in a drainage ditch washed away. He was a pretty idealistic kind of guy, and that's where they found him, washed away in this drain.

I also wanted to do a thing where the two characters came full circle, where he could do something for the other guy for once. I suppose it's like A Tale of Two Cities' ending in a way. A lot of people said it should be some sort of uber interrogation of Ira Hogeboom.

"In games it's always a big risk to do something that isn't killing everybody and just blowing things up every ten seconds."

Brendan McNamara

Eurogamer: So you're happy with the ending?

Brendan McNamara: Yeah. We had a gameplay sequence that was meant to happen after that sequence, but we worked on it for ages and it never really worked. In terms of ending the story, as a writer I'm happy with the ending. Some people say it's an ending they really like and I've read lots of people hated the ending. What did you think?

Eurogamer: I was happy it didn't end like most video games, with a huge boss fight with lots of shooting.

Brendan McNamara: A lot of people had a problem with changing character three quarters of the way through the game, but it got to the point where he couldn't really do much more, and you have to go outside the realm of being a cop to bend the rules. That was one of the problems, when you make this kind of game, if you're making a cop who's supposedly a good guy then how do you allow him in a video game setting to not be a bad lieutenant?

As soon as you allow them to pull out your gun and start shooting people, that's what everybody does. That was an interesting one, because plot wise, you get to that point where, well now, to push this case any further you have to run around breaking into houses and doing whatever you need to do. That's why bringing in Jack Kelso at that point worked, for me. Whether it worked for the audience or not, I don't know.

Eurogamer: Did some people go into L.A. Noire expecting a Grand Theft Auto-style open world, where you could go where you want and do what you want? Was there a mismanagement of expectations?

L.A: Noire in-game timelapse.

Brendan McNamara: I think they did a pretty good job of telling people it wasn't, but in the end that's what they're famous for. Even Red Dead Redemption, which is patently a great game, still has that GTA flavour. But in video games, if you're having that sort of game, you have to have a limiter on bad behaviour.

You want people to go in the world and they want to have all that kind of fun, but in the end, even in RDR or GTA, you have to bring them back to the story. The way they do that is by having five stars. You can behave badly, but all hell will break loose, and then the game isn't much fun to play because you're getting your arse kicked by helicopters.

But that was difficult for us to do, because the only way to do that was to let him go rogue cop, and then he'd run around the world shooting people, and then all the cops would be on his case and chasing him around the world. We used to have that, but what it meant was it was just a five minute sequence before you got back to play the game again. Essentially you'd failed, but then you'd have this car chase, running around a building shooting other cops, which is massively out of character as well.

It's one of the problems of trying to do someone who's this good guy, like the Guy Pearce kind of character in L.A. Confidential, as opposed to someone who's going to bend the rules. It would be much easier to do a bad lieutenant than it would be Cole Phelps.

Eurogamer: Do you have any regrets about the game?

Brendan McNamara: I have lots of regrets. The process was hard and difficult. Lots of people [at Team Bondi] were very upset about their experience and first time in video games. But it's a pretty hard and difficult business. It's a business that's on an 80-20 business model. If it isn't happening then you aren't going to get paid. That's the bottom line for it. You either push very hard or you don't and then you don't get anywhere anyway, and everybody's out of a job.

Having said that, we're trying to do things differently this time around. I've been reading Steve Jobs' book on the plane, and I just think, maybe Apple's harder to work at than Team Bondi, but I don't know. He certainly seems scarier than me.

Eurogamer: Take-Two's Straus Zelnick recently said L.A. Noire is a very important franchise for Rockstar and it has performed very well. He mentioned it's shipped four million copies. Was there, when you were making the game, a pressure on you for it to sell well?

Brendan McNamara: Oh yeah. There always is. The Getaway did four million, so we have our own expectations to try and do better than that. As far as I know on this we're closer to five. The expectation is huge. And when you're in a company that does 21 million units on a game, anything else is kind of...

Rockstar, they bet the house on each game. They really do. So even having a break out success like RDR, that doing 12 million is phenomenal. Any other game company in the world would want their game to do 12 million. Pretty much every other game company in the world would be happy with doing five. But the expectation is much bigger at Rockstar. That's a good thing. They don't want to rest on their laurels. They want to do new things.

Is that a pressure? Yeah, that's tons of pressure. You try and keep that pressure away from everybody else who's making the game, but maybe sometimes it slips out.

Eurogamer: Are you happy with how L.A. Noire performed commercially?

Brendan McNamara: Yeah, really happy. Obviously it didn't do as well as RDR, but it was a bit more leftfield than RDR was. I met a lot of people recently who said they would have never have taken a risk with something like L.A. Noire because it's so different. But I think it's a breakthrough game, I really do. The end of the company was sad, but in terms of what we achieved with the game, I'm really, really happy. It's a game people are going to look back on fondly over the years.

Working in games is the best job in the world if you can get it. It gets you out of bed and writing stuff. It's the most interesting challenge in terms of writing because nobody knows how to do it properly yet. I learnt a ton of things from doing L.A. Noire that will hopefully play into what we do next. You can see how a story can evolve in those situations and how a story can evolve by being affected by the player and what the player does. No-one's really done that yet. That stuff really gets you out of bed.

Comments (22) Latest comment 6 months ago

Comments for this article are now closed, but please feel free to continue chatting on the forum!

  • NewbieZilla #1 6 months ago

    "I remember saying to people, I'm going to make a film noir, and people were going, you're out of your mind."

    And as soon as I heard the game was going to be made back in late 05 or early 06, it was most definitely on my radar. I kept thinking it was going to get canned from when I first heard about it. Not even when the delays started to happen. It just seemed too ambitious to actually end up being released. Was quite happy with the ending. I think those that weren't might have never seen a film noir.
    Edited by NewbieZilla at 15/11/11 @ 12:06
  • RevanNL #2 6 months ago

    He was happy with the ending, because it didn't involve lots of shooting?! The last section of the game is gunfight after gunfight, in stark contrast to the rest of the game. And the switching characters thing in the final act sucked ass.
    Edited by RevanNL at 15/11/11 @ 11:55
  • Bennicus #3 6 months ago

    Lots of people [at Team Bondi] were very upset about their experience and first time in video games
    lol nubs can't hack it in the AAA pro videogame industry, just can't get the staff nowadays eh Brendan!
  • TrilbyG #4 6 months ago

    So last week's "hard hitting" interview was questions snipped from a larger interview? It would've made much more sense just to have these together and drop the pretense that the earlier interview was anything but a few soft jabs. Put together, the responses from McNamara are interesting pointers to the creation process for L.A. Noire, although the half-hearted attempts to get to the problems at Team Bondai and McNamara almost entirely failed.
  • udat #5 6 months ago

    I just got round to finishing this game at the weekend, after ditching it at 90% complete a couple of months ago when something new came out, Deus Ex maybe. Anyway, I liked the ending, although the final mission was a bit "run and gun" and at odds with the rest of the game. The arcs for Cole and Jack made sense though. Phelps never felt like the hero he was acclaimed to be, and so he made sure he was the hero at the end. I'm glad I finished it.
  • Daeltaja #6 6 months ago

    Jesus what's with all the McNamara press lately?
  • spongebob #7 6 months ago

    @TrilbyG: It's also funny how last week's interview had some of the same answers as the one published by EDGE. Guess this is material from an open Q+A with McNamara. Why there's no mention of it at either publications' site is a mystery of it's own.
  • wyp100 #8 6 months ago

    @spongebob This is not taken from an open Q&A with McNamara. This is from a one on one interview with Eurogamer, as was the article published last week.
  • abigsmurf #9 6 months ago

    You either push very hard or you don't and then you don't get anywhere anyway, and everybody's out of a job.
    You either are a competent manager or you're not and then you don't get anywhere and everyone's out of a job.

    I would call taking 7 years to make a game that didn't really set the world alight is piss poor management. Smaller teams have produced better games with more content in less time than Mr McNamara managed.

    Constant crunch periods, not crediting the people who have slaved away on your game, generally awful working conditions... Hopefully one day the games industry will unionise and on that day, I hope McNamara gets forced out of the industry. Even after killing his company, even after just about everyone was disgusted by the practices he forced upon his staff, he still thinks there was nothing wrong with what he did and that his staff are just whining.
  • ZizouFC #10 6 months ago

    That explains the Doubt option confusion.
  • Retro_ #11 6 months ago

    This game is in my biggest disappointment for 2011 list.
  • SylarsStubble #12 6 months ago

    It seems weird to say they changed the interrogation wording so it sounded a bit more clear, while failing to realise at the time that the change to the 'doubt' option made the interrogation process anything but clear.

    Considering also the acknowledgement of the fact the changes didn't even line up to the script right, maybe he should have picked up a thesaurus to find more relevant terms.
  • Eldritch #13 6 months ago

    Crunch mode is always a lack of planning and good management. Theres nothing funny or even remotely heroic about it, especially when you have a family. I've had the "pleasure" of working for companies which blamed a game's commercial failure on "people not pushing hard enough", and that's total bullshit to me.
  • Rack #14 6 months ago

    My problem with doubt wasn't that he turned psycho, it was more that there were times you had rock solid 100% unavoidable proof of something and you still had to pick doubt and others that you had the flimsiest of circumstantial evidence for a related topic and had to pick lie.

    At least it wasn't another multiplayer shooter though, so I kind of wish they could do more.
  • TrilbyG #15 6 months ago

    @Eldritch Crunches can be positive things but only if they last for days, not weeks or months and they are infrequent. If everybody in the organization or company is driving extremely hard to one common goal, it can gel bonds within the team. Extend that period for too long and the reverse happens.
  • obidanshinobi #16 6 months ago

    the ending was a total cop out
  • Eldritch #17 6 months ago

    @TrilbyG That may very well be the case, just never happened to me that way. The crunches I had to go through went on for weeks on end. I've seen kids visiting their dad in the company to see him at least once a week, and I've seen a coder having a stroke during work - and he kept typing with one hand to get the build done. And where was the brass protecting their staff from themselves? Anywhere but in the office, of course.
  • blunted #18 6 months ago

    What's with Eurogamer sucking McNamara's dick all of a sudden?

    The guy is a charlatan, and a good example of what's wrong with the industry at the moment.

    Seven years? It's a fucking joke.
  • utterdrivel #19 6 months ago

    Ah. I've never seen Chinatown.

    Not much point now.
  • wanderingkid #20 6 months ago

    Ah yes this does explain the doubt option weirdness & why I became Cole Failps most of the time.
    I still don't understand why I only really got into this game on the last few cases, I stuck with it because I was waiting for it to get good but it only really does at the end.
  • spongebob #21 6 months ago

    @wyp100: My apologies, then. Guess McNamara just knows the ropes well enough and answers everyone the same way. Not the first time a PR savvy interviewee does that.
  • The-Bodybuilder #22 6 months ago

    Maybe it's just me, but I found the actual script (McCoont's proudest achievement) just.....weak.

    I kept hoping that there was some overarching conspiracy theme running right from the beginning, but other than the flashbacks, the actual "story" doesn't kick off till the last office/table.

    I mean, that killer getting off because his Dad or whatever was a governor...I thought that was leading somewhere, to be part of the overall story. But like all the other "offices" bar the final one, they had no relevance to the main conspiracy (which imo, wasn't even a big enough storyline. A bunch of tycoons making a railway track? Where's the "Wire" type conspiracy involving the government?)

    And don't get me started on Phelps affair. It wasn't noir, it was just a game trying to be noir. The build up and reason to it was so threadbare and weak, no build up at all. And you expect me to care about the effect on his family and marriage when I didn't even see them until that one scene).