0:02 Did you know that 30% of the people in
0:04 the town of Valentine in Red Dead
0:07 Redemption 2 have at least one tooth
0:08 missing? You want to know how I know
0:11 that? Because I conducted a census. Sort
0:13 of. It turns out that conducting a
0:15 census, which is like a giant survey
0:17 where you try to figure out who lives in
0:19 a town and what their lives are like, is
0:20 kind of complicated in a video game
0:22 where you've got over a hundred unnamed
0:25 NPCs that respawn every morning and
0:27 don't tell you anything about who they
0:28 are or what they do. In real life, you
0:30 literally just go up to people, give
0:32 them a sheet with questions, and then
0:33 they fill it out using their human
0:35 brains. But video game characters don't
0:37 have human brains, which means they
0:39 definitely can't fill out surveys. So, I
0:41 need to figure out a way that we can get
0:43 some type of survey information [music]
0:45 from these NPCs without using normal
0:47 survey tools. For a real census, we
0:49 would have lots of hyperspecific
0:50 questions like what kind of housing
0:52 everyone lives in, how old each member
0:54 of the family is, whether they have
0:56 internet access, and so on. But in a
0:58 video game, a lot of these questions
1:00 don't make sense and would be impossible
1:02 to answer. So, I decided to focus on the
1:04 big broad things you would see on a real
1:06 census, but simplified down to what's
1:08 actually visible and inferable in a
1:09 video game, which means we're really
1:11 going to look at five things. Number
1:12 one, employment status. We're going to
1:14 figure out if each person has a job or
1:16 not and sort them into unemployed or
1:18 employed. Number two, employment
1:20 industry. So, if someone is employed,
1:22 what industry are they employed in?
1:23 Number three, we'll look at their income
1:25 level. So, based on their job as well as
1:26 what they're wearing and where they're
1:28 located, we're going to make a guess as
1:30 to what their income level is. Number
1:32 four, age. This one should be pretty
1:34 easy, but uh rather than a specific age,
1:36 we're just going to sort everyone here
1:38 into three categories: children, adults,
1:42 and old. Lastly, number five, health. We
1:44 are going to try and determine how
1:46 healthy all of these people are based
1:48 solely on what they're doing and how
1:49 they look. We'll get into the details of
1:52 the criteria for each category as we go,
1:54 but for now, these five questions are
1:56 going to serve as our census. As I
1:57 alluded to in the intro, Red Dead
1:59 Redemption 2 NPCs are kind of divided
2:02 into two types. You've got static NPCs
2:04 with names like bank teller, bartender,
2:06 sheriff, or store owner. And these
2:07 people can be found in the same place
2:09 day after day. And then you've got
2:12 unnamed NPCs called strangers who wander
2:14 around and do all sorts of funny random
2:15 things. The second group, those
2:17 strangers, is obviously going to be
2:19 much, much harder to survey. So, let's
2:20 start with the first group. The first
2:22 guy that I tried to survey upon entering
2:24 the town of Valentine was the sheriff
2:25 because I figured that he would be
2:27 amanable to assisting someone on
2:29 official government business with an
2:31 important bureaucratic task. Uh, but I
2:32 was wrong about that.
2:34 >> Okay, move yourself along. No fuss now.
2:36 >> Would you relax?
2:38 >> Relax. You guys are shooting a
2:40 government worker. It's not good. I'm
2:41 going to talk to FDR about this or
2:43 whoever. Who's president? Woodrow
2:44 Wilson. The good news is that we don't
2:46 have to get too close to people to
2:47 determine what kind of job they have,
2:49 especially when it literally says
2:51 sheriff in their name. So, this guy
2:52 definitely employed. [music]
2:54 Most of the other named NPCs are in
2:56 hospitality and food service with two
2:59 employed bartenders, a hotel front desk
3:01 worker, and a lady who will give you a
3:02 bath at the hotel if you want. And then
3:04 you've got your standard old west
3:06 positions like a town doctor, a banker,
3:08 a general store owner, and a gun store
3:10 owner. Add in a few other weirdos like
3:12 this guy who has some kind of movie
3:14 theater and you end up with a chart that
3:15 makes it look like a fairly diverse
3:17 economy with lots of people working many
3:19 different jobs like a cute little hippie
3:21 commune or something. But this place is
3:22 not a hippie commune. It's not what that
3:24 sheriff did to me. And in fact, when we
3:26 survey all of those unnamed NPCs I told
3:28 you about, this graph is going to go
3:30 from looking like this to looking like
3:32 this with over half of the jobs in the
3:34 city taken up by one industry. Any
3:36 guesses what that industry might be?
3:37 Well, let's wrap up this survey and then
3:39 we'll go figure that out right after I
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5:34 FB for 1 year. Now, let's talk about how
5:36 much money we think all these people in
5:37 Valentine are making, shall we? The
5:40 average American household income in
5:42 1907, which is the year that our survey
5:44 takes place, was around $700. And yes,
5:48 that is $700 annually, which adjusted
5:51 for inflation is equal to about $50,000
5:53 of buying power today, which is lower
5:55 than the median income in America now,
5:57 but uh really not nearly as bad as I
5:58 would have expected. Based on that,
6:00 let's try to estimate what some of our
6:02 named NPCs might be making in a year.
6:03 When we look at someone like this small
6:05 town doctor, he was probably making
6:06 significantly more than the median
6:09 income, maybe something like $2,000 per
6:10 year, which would put him in the upper
6:12 class of people in this area.
6:14 Congratulations to you, sir. But the
6:16 rest of our workers probably aren't so
6:17 lucky. This bank clerk might be doing
6:19 slightly better than bad, but he's
6:21 likely making around $700 a year at
6:23 most, right around the national median.
6:25 This hotel owner might be a little
6:27 better off since he seems to own this
6:28 hotel, but probably no more than about
6:30 $800 per year. And then the rest of
6:32 these folks, the bartenders, the bath
6:35 attendant, the shopkeepers, etc., are
6:37 probably all making no more than $600
6:40 per year, probably less. Which means our
6:42 income spread of the named NPCs looks
6:44 like this. Most of them are solidly
6:46 working class and then the doctor is the
6:47 only person who we [music] might
6:48 consider truly upper class. But we do
6:50 have a lot more people to survey. Let's
6:53 move on to age. And unsurprisingly, all
6:55 of the named NPCs are going to fall
6:57 squarely in the adult category. It's a
6:59 little bit of selection bias because we
7:01 are specifically only doing people right
7:03 now that have notable roles in the town.
7:05 And those people are going to be
7:07 definitionally employed and of age. And
7:09 then lastly, maybe the most interesting
7:11 question we have to cover here is
7:13 health. Coming up with a criteria to
7:15 judge health based off of nothing but
7:17 looking at somebody is of course a
7:19 little tricky. So when I first was doing
7:21 it, I just started out by kind of vibing
7:22 it out, you know. Well, he's a little
7:24 red around the nose. His skin's
7:26 definitely looks a little worse for
7:29 wear. This is so mean. He's he's
7:31 leaning. He doesn't have good the small
7:33 muscles in his back are not supporting
7:35 him. You know, he's obviously tired.
7:36 Little little grime under the little
7:38 dirt around the hands. So, he's not
7:39 washing his hands enough. And for the
7:41 most part, that seemed doable,
7:42 especially once I got the hang of kind
7:44 of what I was looking for. Things like
7:45 whether people had clean hands or
7:47 redness in the face or how their posture
7:48 was. These aren't going to tell us
7:50 anything about underlying conditions
7:52 they might have. But, and I say this as
7:53 someone with bad posture, they do
7:55 indicate something about somebody's
7:57 overall health, at least
7:58 probabilistically. How's his health?
8:00 We're going to assume good cuz he's a
8:03 doctor. Hands absolutely pristine. Look
8:05 at that. His skin's looking pretty
8:07 rough. He looks tired as heck. He's
8:09 nodding. He agrees actually. However, I
8:12 had a revelation upon examining my sixth
8:14 NPC, and this this was crazy to me.
8:16 Every character in this game, all these
8:20 people have unique teeth. Wait, how many
8:22 teeth are missing? He's missing one
8:24 tooth in the front. [laughter] This is
8:26 crazy. He's got some He's got some
8:27 plaque build up.
8:29 >> In the back. Holy cow. I can't believe
8:31 we can tell. This is crazy. What are
8:33 these game developers doing? His his
8:35 wisdom teeth kind of came in funny back
8:36 there. I don't know. Somebody can a
8:38 dentist count these teeth and tell me if
8:40 he has a normal amount of teeth. I can
8:41 see his uvula.
8:42 >> I'm still kind of in awe of this because
8:45 I inspected lots of NPCs, well over a
8:47 hundred by the time this survey is fully
8:49 completed. And there were easily more
8:51 than 10 unique sets of teeth, if not
8:53 more, across these characters, including
8:55 different amounts of remaining wisdom
8:56 teeth for different people, different
8:59 levels of decay or plaque buildup, and
9:00 different teeth missing from different
9:02 people. It's legitimately insane that
9:04 they did this. Like they must have had a
9:06 dedicated dental modeling supervisor
9:07 working there. Hopefully that wasn't one
9:09 of those people they fired the other
9:10 week. If it was, you better bring them
9:13 back. We need realistic teeth in GTA 6.
9:15 Anyway, teeth end up being a great
9:17 indicator of overall health. And once I
9:19 was able to add that into my formula, it
9:20 was surprisingly easy to map it all out.
9:22 I ended up considering anyone with no
9:25 obvious defects to be in good health.
9:27 Two or fewer defects was fine health,
9:29 and more than that was considered poor
9:31 health. So about half of the named NPCs
9:33 that we surveyed are in fine health,
9:34 with the other half split just about
9:36 evenly between good and poor, which
9:38 honestly seems pretty good for 1907. So
9:40 with that, we have all of our data from
9:42 all of the named NPCs in Valentine. Now,
9:46 let's talk everyone else. So like I
9:47 said, the problem with everyone else in
9:49 Valentine is that they are not
9:51 persistent, meaning they don't have
9:52 names, which is going to be very
9:54 annoying, and you can't talk to them at
9:55 all, which is going to be even more
9:58 annoying. But they also don't even exist
10:00 across multiple days. Look at these
10:02 photos I took of these same two
10:04 buildings from one day to the next. All
10:06 the same slots are filled, but they're
10:08 filled by totally different NPCs. So,
10:10 how can we possibly survey these
10:12 constantly changing people? Well, I
10:13 wasn't sure quite yet, but I knew that
10:15 the first thing I needed to do was
10:17 figure out how many of these NPCs there
10:20 are in total roughly at any given time.
10:21 I did five separate frantic runs around
10:23 the city at peak times of day to try and
10:25 count them as quickly and loosely as I
10:27 could. And then I took the average of
10:28 that number because I figured sometimes
10:30 I would miss some people or double count
10:32 some people. And I ended up with roughly
10:35 100 unnamed NPC slots at any given time
10:37 in Valentine. I'm sure this isn't quite
10:39 right, but it'll be close enough for our
10:40 purposes. So great. Right now we just
10:42 have to go do 100 surveys of all these
10:46 people and we're done. Easy.
10:47 If only it was that simple. The problem
10:50 is that even though there are 100 of
10:52 these people present at any given time,
10:55 the game is randomly filling in these
10:58 100 NPC slots from a mysterious pool of
11:01 possible NPCs, which is why they change
11:02 from day to day. And we don't really
11:04 know anything about this mysterious
11:06 pool. [music] It could contain hundreds
11:07 of possible characters that the game
11:10 picks from or just a few dozen. But that
11:12 mysterious pool is really what we're
11:15 trying to survey. So, can we do that? I
11:17 think so. But we can't do it using a
11:19 direct survey like we did before. We're
11:21 going to have to get more creative. So,
11:23 what I decided to do is pretty simple if
11:24 you think about it, but it's sort of
11:26 genius. I divided the town of Valentine
11:28 into a perfect impartial grid and
11:30 labeled all of the squares. Then, I
11:32 paired all of those grid spaces with
11:34 eight different time slots throughout
11:36 the day that I felt would represent the
11:38 spread of different NPC layouts that the
11:40 town might have in a normal 24-hour
11:42 period. After that, I used a random
11:45 selecting tool to pick out 25
11:47 combinations of times and locations. And
11:49 then I used those combinations of times
11:51 and [music] locations to conduct surveys
11:53 of any NPCs within those grid squares at
11:55 those times. By spreading the surveys
11:57 out like this and taking lots of random
11:59 samples, I wasn't counting the same
12:01 types of people over and over. I was
12:03 getting a real mix of whoever happened
12:05 to be in town at that moment. And once
12:08 you combine all those tiny snapshots
12:09 together, you can actually build a
12:11 pretty accurate picture of what
12:13 Valentine looks like on a normal day,
12:15 even if the NPCs themselves are always
12:17 changing or moving around. So, I spent
12:19 an entire realife day running back and
12:21 forth across the grid in Valentine,
12:22 surveying people as quickly and
12:24 efficiently as possible within the times
12:26 that were selected, gathering all of
12:27 that data in a spreadsheet so we could
12:29 analyze it later and draw conclusions
12:31 about it. Now, um, full disclosure, I
12:33 tried to make it sound like I came up
12:34 with this survey method myself because I
12:36 wanted to build Mystique around my
12:38 creative genius, but this is actually a
12:40 very wellestablished method of doing
12:43 surveys called time location sampling.
12:45 It's basically the same methodology that
12:47 realorld researchers use when they can't
12:49 track every single person in a given
12:51 population. They sample times and
12:53 locations and then let probability do
12:55 the rest of the work. I discovered a lot
12:56 of awesome details about Red Dead
12:58 Redemption 2 from this portion of the
13:00 survey because we had to use a lot more
13:02 context clues to determine employment
13:03 and income level. So, let me share with
13:05 you some of those observations. Now,
13:07 first up, check out these pink things
13:09 tied around this guy's knees. These are
13:10 called knee wraps, and they're often
13:12 worn by people who worked in ranching or
13:14 hurting to prevent their pants from
13:16 riding up and exposing their legs or
13:18 knees to cuts and scrapes cuz, you know,
13:20 they'd always be walking through stuff
13:21 that scrapes them. And it also helps
13:23 their pants last longer because the
13:24 wrapping would get scraped up when you
13:26 kneel down rather than the pants
13:27 themselves getting scraped up at the
13:29 knee. This one small detail was enough
13:31 for me to conclude that this guy was
13:33 probably employed likely as a ranch hand
13:35 or cattle driver, meaning he likely
13:36 makes workingclass levels of money. And
13:38 a quick look at his teeth shows us that
13:40 he's missing one, but otherwise in fine
13:41 health. Another great detail was this
13:43 guy standing on the porch of this house.
13:45 We assume that he owns this house,
13:46 meaning he's fairly well off, and he's
13:48 relatively well-dressed with good teeth
13:51 and clean hands. But how did he get his
13:52 money to buy the house? Well, in his
13:55 backyard, we can find two big old sacks
13:57 of army payroll. It's probably obvious,
13:59 but having giant sacks of cash meant to
14:01 pay military servicemen sitting in your
14:03 backyard probably means you're up to no
14:05 good. Ergo, we determined that this guy
14:07 is probably a white collar criminal,
14:08 which may be a little naughty of him,
14:10 but it does still count as employment.
14:12 There are lots of great details in the
14:13 characters and environments like this in
14:15 Red Dead Redemption 2. But the real
14:16 question is whether or not those details
14:18 were enough for us to build a full
14:20 assessment of the demographics here in
14:22 Valentine and whether or not those
14:24 demographics are accurate to history.
14:25 So, let's take a look at the results,
14:27 shall we? Compiling all the results
14:29 ended up taking a bit of time because,
14:30 as you might have guessed, when we did
14:32 our time location sampling, we weren't
14:34 actually counting specific people, but
14:37 rather the overall proportion of people
14:39 in a given group. So, I had to take the
14:41 results of that study, apply those
14:44 proportions to the unnamed 100 NPCs that
14:46 we estimated existed at any given time
14:48 from earlier, and then add that number
14:50 to our initial count of the named NPCs.
14:52 But I got it done. I built my pie
14:54 charts, and I officially have some
14:56 fascinating results for you about the
14:58 way people in Valentine are living.
15:00 Starting with age. Okay, this one's not
15:02 that interesting, but all the people
15:04 here are adults with only a few elderly
15:07 people and zero children. Rockstar games
15:08 generally don't have children in them
15:10 for obvious reasons. So, it's no
15:11 surprise that there are none here as
15:13 well, but in a real frontier town like
15:15 this, you would definitely have children
15:17 running around, especially for the named
15:19 NPC type people who clearly live here
15:21 and work here over the longer term.
15:22 Something very strange would have to be
15:24 happening here for there not to be any
15:26 kids at all. Next up, let's talk
15:28 employment. Almost everyone in Valentine
15:30 is employed here. 90% of people have
15:33 jobs, 5% [music] are unemployed, and 5%
15:35 are not applicable, meaning that the
15:37 town overall has an unemployment rate of
15:40 4.5%. What exactly does an unemployed
15:42 person look like in Red Dead 2, you
15:44 might ask? Well, here's a guy who spends
15:47 the entire day in a bar, not drinking,
15:49 and stabbing himself with a knife. So, I
15:50 would say that that seems pretty
15:52 unemployed, especially if he can't even
15:54 afford to buy a drink. Everybody in this
15:56 game drinks. Everybody in America drank,
15:57 I guess, at that time. Now, a few
15:59 interesting aspects of the employment
16:00 situation here. First of all, there were
16:03 very few not applicable people in our
16:04 survey, meaning we didn't really see
16:06 many stay-at-home parents, which back
16:08 then would usually be a mom. This is
16:10 both unrealistic, but also very
16:11 different from pretty much every other
16:13 unemployment survey we've done in a
16:15 video game. The one caveat here is that
16:17 the houses themselves generally aren't
16:19 enterable. So, we could infer that maybe
16:21 each house has at least one person
16:23 [music] staying at home taking care of
16:25 the non-existent children or whatever,
16:27 but we didn't see those people. So they
16:28 don't count for the survey.
16:30 Additionally, the real life unemployment
16:32 rate wasn't really calculated until
16:34 after the Great Depression. Meaning a
16:35 real life point of comparison here
16:37 probably isn't going to be super
16:39 accurate. But there is a historian named
16:43 Stanley Lur Le Stanley Lurban who
16:44 estimated that the annual average
16:47 unemployment rate in 1907 was probably
16:49 around 1.8% countrywide. It was
16:51 obviously a completely different economy
16:53 at that time, but this is a lot lower
16:55 than we're seeing in Red Dead 2. even if
16:58 4.5% isn't super crazy. Next up,
17:00 employment industries. In terms of
17:02 industries, the final graph looks a lot
17:04 different from the initial one. So,
17:06 let's do a quick comparison. The graph
17:08 when we only included the named NPCs was
17:10 dominated by hospitality and retail. But
17:13 after adding in the 100 or so unnamed
17:15 NPCs, basically every industry pales in
17:17 comparison to the number one industry in
17:20 Valentine, which is, drum roll please,
17:23 agriculture. Over 50% of the town works
17:25 in some sort of agriculture or
17:27 agriculture adjacent industry, which
17:28 makes a lot of sense given that nearly
17:30 half of the area of the town is made up
17:32 of a huge livestock auction house and
17:34 lots [music] of properties also have
17:35 their own small livestock farms. The way
17:37 we figured this out was twofold.
17:39 Firstly, lots of NPCs were just actively
17:41 on the farm working. So, that's easy to
17:43 deduce. But there were also NPCs we
17:45 found around town, especially around
17:47 lunchtime, who were very clearly dressed
17:48 for ranch work, but just weren't
17:50 actively doing it. Their clothes were
17:52 dirty, their faces were dirty, they had
17:54 pistols and knee wraps on. There weren't
17:56 any other good options for what they
17:57 might be doing. The other big chunk here
17:58 is entertainment, which may look
18:00 surprising at first, but I decided to
18:02 include sex work as entertainment. And
18:04 there's a good uh gaggle of gals who all
18:06 work in the saloon at night doing just
18:08 that. The only non-sex worker
18:09 entertainers are the guy who works at
18:11 the movie theater and this piano player
18:13 at the bar. All these smaller slices
18:15 here are made up of basically everything
18:17 else. hospitality, public safety,
18:19 construction, business owners. Pretty
18:20 much everything you'd expect to be
18:22 represented here is represented here.
18:24 Which of course begs the question, how
18:26 realistic is this makeup of industries
18:28 for a frontier town in 1907? Honestly,
18:30 based on my research, it's actually
18:32 surprisingly close. It wouldn't be at
18:34 all unrealistic to have over half the
18:36 town working in agriculture in 1907. And
18:40 in fact, as of 1910, 35% of the entire
18:42 US economy was still agriculture. And
18:44 that includes the huge industrial cities
18:46 in that average. So over 50% in a more
18:47 rural area like this would not be
18:49 surprising at all. The only two things
18:51 that stand out as potentially odd here
18:53 would be the entertainment number and
18:54 the construction number. You'd probably
18:56 expect entertainment to be a bit lower
18:58 if this was real life, even including
18:59 sex workers. And construction you would
19:01 expect to be a little bit higher. But
19:03 aside from that, this is a really solid
19:05 set of representative data. Nice job,
19:07 Rockstar. The last economic indicator
19:09 here is going to be wealth distribution.
19:11 And as we can see, the town of Valentine
19:13 is dominated by working-class folks at
19:15 about 70% with middle-class people
19:18 making up 20% and the upper class 10%. [music]
19:18 [music]
19:20 Tiny little bit over there uh for the
19:22 poor people, but it was really just a
19:23 couple folks who fit that description.
19:24 To be honest, the main thing that
19:26 separated the classes in our survey was
19:27 just how people were dressed and how
19:29 dirty they were, which is very shallow
19:31 of me, but I feel like it worked. And if
19:32 it's correct, then it shows a town
19:34 that's not really in horrible shape in
19:36 terms of wealth inequality. Now, in
19:38 reality, a frontier town would probably
19:39 be a little bit poorer than this with
19:41 more working-class people overall, but
19:43 it's not super out of the question to
19:45 have a a distribution roughly like this,
19:46 especially if it was a busy few years
19:48 for Valentine and they had to, you know,
19:49 raise wages to draw more workers in or
19:51 whatever. And then our last survey
19:53 question overall, how healthy is
19:56 everyone in Valentine? Well, half of our
19:58 survey subjects were in fine health
19:59 according to our scale. about a quarter
20:01 of them are in poor health and the last
20:02 quarter are in good health which is
20:04 almost exactly the same as it was when
20:06 we were just talking about the named
20:07 NPCs. It's important to note that with
20:09 this particular question we are sort of
20:11 normatively loading the word fine to
20:13 basically just mean average in this
20:15 context. So it's sort of a foregone
20:16 conclusion that most people would be
20:18 fine and also that fine in the context
20:21 of 1907 is probably way way worse than
20:23 fine in 2025. But if we want to
20:25 determine whether this is uh you know
20:27 realistic in terms of how healthy people
20:29 were back then there is one way we can
20:30 very easily do that and that's going to
20:32 be by using their teeth because that's
20:34 one thing that we have very solid data
20:36 on from all the way back in cowboy
20:38 times. So about 30% of the people we
20:40 surveyed had one or more teeth
20:42 completely missing which seems very
20:44 high. That seems pretty bad but it's
20:47 actually probably significantly lower
20:48 than it would have been in real life in
20:51 that era. According to a 1919
20:52 congressional report called, this is
20:54 really what it was called. I didn't name
20:55 it, okay? They were much rudder back
20:59 then, defects found in drafted men, 40%
21:00 of men who were drafted into the
21:02 military age 25 or above were missing at
21:04 least one tooth. And most scholars of
21:06 the period agree that missing multiple
21:08 teeth by the age of 40 would have been
21:10 extremely common. So, if anything, this
21:12 is actually unrealistic because people
21:14 have too many teeth in Red Dead
21:16 Redemption 2. Surprisingly, this means
21:18 that even down to the hypersp specific
21:20 details that you would dig up in
21:21 something like a census, Red Dead
21:23 Redemption 2 is really a pretty amazing
21:25 representation of a slice of American
21:28 history. Obviously, it's video gameified
21:30 in a lot of ways, but not as much as you
21:31 might guess in others. And in terms of
21:33 employment industries, proportions of
21:35 workers in certain fields, and overall
21:37 wealth distribution, it's probably about
21:38 as good as you could hope for and a
21:40 whole lot better than you would expect
21:42 from a video game normally. The only two
21:43 categories in which things got a little
21:46 unrealistic are when it comes to age and
21:47 health. And in fact, those are really
21:48 the only two big things that would need
21:50 to be corrected in order for this to be
21:51 like a really very accurate
21:54 representation of a frontier town on a
21:55 census [music] form. You have to put
21:57 kids in the town. Towns have kids.
21:59 People who live places have families.
22:01 It's just like part of what a lot of
22:02 people want to do. So they need to they
22:04 would need to add kids. And then the
22:05 other really big thing that I think they
22:07 should fix if they ever do a Red Dead
22:10 Redemption 3, our teeth. These things
22:12 were just in so much worse shape than
22:13 Red Dead Redemption 2 makes it seem like
22:15 they were. This cannot be overstated.
22:17 They need to go in there and just really
22:19 [ __ ] up people's teeth. But if they do
22:21 that, thumbs up for realism. I'm Annie
22:23 Austin. Thanks for watching. If [music]
22:27 you don't like the way you write my songs
22:29 songs [music]
22:30 [music]
22:34 something you can