He didn't want a whole bunch of people sitting around listening to him.

It by no means was related to his enthusiasm for the performance. He gave it everything he had.

That was an intense situation; you're trying to direct Marlon Brando. Imagine that. It was a little intimidating for him at first, but Brando would give him a jab and say 'Hey, if it's not coming out the way you want it, let me know' and they just got into it.

We spent an afternoon with him and showed him what we had done with some other gaming properties and told him it would have been an honor and a pleasure to work with him. At the time he declined and said he wasn't interested in working with us.

It was hard to curb our immediate enthusiasm, but we had to do the research. Would 'The Godfather' resonate with our game consumers, and what approach would we have to take that would make it compelling as a game?

He was open from the get-go. At the time he had certain health issues that he was dealing with and I think the interactive medium was kind of an opportunity for him to continue to act.

Duval and Caan were not easy things to make happen, but they were very open-minded to it. They both lent very great performances to the game. You could see how they reached back and grabbed that character from . . . 30 years earlier and kind of pulled that character forward.

The Godfather is one of the most exciting, dramatic and memorable works of fiction in the world and we worked very hard to create the Godfather Interactive experience.