The highly anticipated debut of Grand Theft Auto VI will initially bypass PC – a decision that has sparked plenty of debate. However, according to former Rockstar Games producer John Ricchio, this console-first approach has nothing to do with any corporate bias. Instead, the veteran developer points to a pragmatic mix of resource allocation and the fundamental realities of game creation.
Speaking on the Kiwi Talkz podcast, Ricchio clarified that Rockstar’s historical preference for consoles is a strategic design choice. By developing for closed systems first, engineers can optimize the game within fixed, well-defined technical boundaries before translating it to PC. According to the producer, starting on PC and trying to scale down for consoles later is a developmental nightmare that most studios avoid.
Most of the time, you have to work with what you have. That is why many developers used to prefer making the game for PC first and then porting it to consoles, thinking: “We will adapt everything for consoles right before the release.”
While this approach is not as popular now, there was a time when it was considered the norm: first get the game running on PC, then launch it on other platforms. The problem is that this method introduces a massive number of complications at the final stage of development. It is much smarter to work within existing constraints from the very beginning.
Sometimes, there is an opportunity later to add advanced features – whether they were planned in advance or not. In general, it is always better to build the game with limits in mind first and expand its capabilities later because cutting down a finished project is far more difficult than gradually building it up.
Achieving high performance in a game is much harder than simply saying: “We have got some extra headroom, great, let’s make the graphics look prettier.”
To illustrate his point, Ricchio recalled the development of the original Red Dead Redemption. Interestingly, a functional PC build of the Western epic actually existed quite early in the cycle, running alongside the console versions.
We had a working PC version of Red Dead Redemption quite early on – we simply wanted to see how far we could push things. But in the end, it was never a matter of not caring about PC. Instead, we looked at it differently: “Should we spend time on a PC port, or is it better to channel those resources into developing GTA V?” Do you see what I mean?
These are the kinds of discussions that happen constantly. It has nothing to do with disliking a specific platform. It all comes down to whether it is worth investing time and effort into a version for the Switch, Wii, or any other system. Such decisions are made individually for each game, and in many cases, there are very real hardware limitations.
Over time, consoles have become much closer to one another in terms of performance, so the gap is no longer as noticeable. However, the core principle remains the same: if a team is focused on one project, they cannot work on another at the same time. If you are spending money to build a port, that means those funds cannot be invested elsewhere.
Therefore, there must always be a strong commercial argument in favor of porting. Or, the transition has to be so straightforward that you can say: “This will be really easy.” In reality, though, that is rarely the case – there is almost always extra work that simply must be done.






