Dan Houser Reveals Rockstar’s Post-GTA 3 Goal: Getting Players to See the End

It is a well-known reality in game development that a surprisingly small number of players ever roll the credits. Recent industry data shows that completion rates for major titles often hover in the low double digits, with many players getting sidetracked long before reaching a game’s finale. It turns out, this is a challenge Rockstar Games has been actively working to address for decades.
During a recent panel at the Tribeca Festival in New York City, former Rockstar co-founder and writer Dan Houser addressed this discrepancy. Houser, who helped pen the scripts for the Grand Theft Auto series until his departure in 2020, revealed that following the success of Grand Theft Auto 3, the studio set a specific, ambitious goal: they wanted to get more people to actually finish the story.
"The whole point of an open-world game is we provide guides," Houser said. "We want you to experience the story. Our goal was always — from GTA 3 onwards — to try and get more and more people to finish the story. And the numbers went up and up; they used to be pretty level."
The Balance Between Narrative and Sandbox Fun
While Rockstar has seen success in raising these completion numbers—notably with Red Dead Redemption 2, where 42 percent of players saw Arthur Morgan’s story through to the end of chapter six, and 38 percent finished the epilogue—Houser remains pragmatic about why players drift away from the main path.
Houser admitted that while writers naturally want players to experience the narrative, the core appeal of an open-world sandbox often lies elsewhere. "Ultimately, that's up to the player. The players enjoy being in the world, mucking around, doing whatever they want to do, messing with the systems," he explained.
For Houser, the systems that allow for emergent gameplay—like driving, combat, and environmental interaction—are the true heart of the experience. "The most fun thing about the game isn't any rubbish we write, it's the systems that we make. [What's] always going to be the most fun is being in this world, seeing what happens when you jump off this building, when you punch that person, you drive that car... That's always gonna have a sort of magical quality to it, and we are on some level on the story side, just the icing on the cake."
Completion Trends Across the Industry
The struggle to bring players to the end of a campaign is not unique to Rockstar. Completion rates for open-world titles frequently lag behind linear games, which typically see completion rates between 40 and 50 percent. By comparison, titles like GTA 5 saw 29.42 percent of its player base complete the "Big Score," a figure that, while appearing modest, remains above the industry average for massive, non-linear sandboxes.
As the industry continues to track player engagement, the tension between authored narrative and player freedom remains a central focus for developers, even those who have successfully managed to pull more players across the finish line.