Grand Theft Auto IV could have featured a much deeper NPC simulation than what ultimately shipped. According to former Rockstar North technical director Obbe Vermeij, producer Leslie Benzies wanted Liberty City’s civilians to have individual homes, jobs, schedules, and daily routines.
Vermeij discussed the idea in an interview with Edge Magazine. He explained that Benzies wanted NPCs to have “a place to live” and a schedule that could take them to work every morning, but the feature became extremely difficult to maintain.
GTA 4’s NPC Schedules Created Too Many Problems
The biggest obstacle was not simply building the system but keeping it stable. Vermeij recalled that “there were so many bugs” associated with NPC schedules, while also questioning whether players would actually notice or care about such an elaborate simulation.
“I didn’t like the idea [of fully simulated NPCs] because it felt like it didn’t really matter that much,”
Vermeij said. He argued that players can accept some artificiality in video game worlds as long as the overall experience remains convincing.

That philosophy helps explain why GTA 4 ultimately focused on creating the impression of a living Liberty City rather than simulating every resident’s entire existence. Rockstar’s official game credits confirm Benzies served as producer while Vermeij was one of the technical directors during development.
Vermeij summarized his position by arguing that
“realism is just not necessarily something to aim for in a game.”
His comments offer an interesting look at how Rockstar balanced technical ambition with gameplay priorities while building one of the most detailed open worlds of its generation.
