Game Design: Theory & Practice Second Edition: 'Interview with Jordan Mechner'
In a second exclusive excerpt from Richard Rouse's revised, expanded "Game Design: Theory & Practice" book, the author talks with Prince Of Persia designer Jordan Mechner, discussing both his work on that series and on the underappreciated The Last Express adventure game.
by Richard Rouse III
December 24, 2004
The following excerpt comes from Richard Rouse III's
book Game Design: Theory & Practice, which has just been
released in a thoroughly revised and expanded second edition. The
book covers all aspects of game design, from coming up with a solid
idea to creating the design document to implementing the gameplay
to playtesting the final game. The book also explores the craft
of game design through in-depth interviews with some of the field's
most experienced and successful game designers. The interview subjects
include Sid Meier, Ed Logg, Steve Meretzky, Chris Crawford, Jordan
Mechner, Will Wright, and Doug Church. Below is an excerpt from
Mechner's particularly thorough interview, covering his superb but
overlooked The Last Express, as well as his most recent triumph,
Prince of Persia: The Sands of Time.
---
The
only complaint one could have about Jordan Mechner's work in computer
games is that he has not made more of them. Each of the games he
has designed and spearheaded - Karateka, Prince of Persia,
and The Last Express - has had a unique elegance and sophistication
that one seldom finds in the world of computer games. But the game
industry has had to do without Mechner for several periods of time
while he pursued his other great love, filmmaking. Indeed, it is
Mechner's knowledge of film that has helped to contribute to the
quality of his games. But this quality does not come through the
epic cut-scenes and barely interactive game mechanics that so often
come about when developers attempt to merge film and gaming. Instead,
Mechner has blended film and game techniques in unique and innovative
ways, helping his titles to tell stories visually while still retaining
the qualities that make them great games. This is the most apparent
in his most recent work, the amazing Prince of Persia: The Sands
of Time.
As
far as game design, it seems that Prince of Persia was a
logical extension of what you did in Karateka, and Prince
of Persia 2 was in turn an extension of that. But The Last Express
seems to be off in a completely new direction. What provoked you
to do something as different as Last Express?
I
guess I don't think of Last Express as being off in a new
direction. I was still trying to tackle the same problem of how
to tell a story and create a sense of drama and involvement for
the player. There are a number of proven action game formulas that
have evolved since the days of Prince of Persia. Part of
what interested me about doing an adventure game was that it seemed
to be a wide open field, in that there hadn't been many games that
had found a workable paradigm for how to do an adventure game.
So
it wasn't the inspiration of other adventure games?
No,
on the contrary in fact. If you look at the old Scott Adams text
adventures from the '80s, it's surprising how little adventure games
have progressed in terms of the experience that the player has:
the feeling of immersion, and the feeling of life that you get from
the characters and the story. So I guess it was the challenge of
trying to revitalize or reinvent a moribund genre that attracted
me.
What
inspired you to set the game on the Orient Express in 1914?
The
Last Express
In
computer game design you're always looking for a setting that will
give you the thrills and adventure that you seek, while at the same
time it needs to be a constrained space in order to design a good
game around it. For example, things like cities are very difficult
to do. A train struck me as the perfect setting for a game. You've
got a confined space and a limited cast of characters, and yet you
don't have that static feeling that you would get in, say, a haunted
house, because the train itself is actually moving. From the moment
the game starts, you're in an enclosed capsule that is moving, not
only toward its destination - Paris to Constantinople - but it's
also moving in time, from July 24th to July 27th, from a world at
peace to a world at war. The ticking clock gives a forward movement
and drive to the narrative, which I think works very well for a
computer game.
The
Orient Express, of course, is the perfect train for a story that
deals with the onset of World War I. The Orient Express in 1914
was the "new thing"; it was an innovation like the European
Economic Community is today, a symbol of the unity of Europe. At
the time it was possible to travel from one end of Europe to the
other, a journey that used to take weeks, in just a few days, without
trouble at the borders and so on. On that train you had a cross-section
of people from different countries, different social classes, different
occupations - a microcosm of Europe in one confined environment.
All these people who had been traveling together and doing business
together, found themselves suddenly separated along nationalist
lines for a war that would last four years and which would destroy
not only the social fabric but also the very train tracks that made
the Orient Express possible. To me the Orient Express is a very
dramatic and poignant symbol of what that war was all about. And
a great setting for a story.
So
would you say your starting point for Last Express was: "I
want to make an adventure game; what sort of story can I tell in
that form?" Or was it: "Here's a story I want to tell;
what type of game will allow me to effectively tell it?"
Definitely
the latter. Tomi Pierce [co-writer of The Last Express] and
I wanted to tell a story on the Orient Express in 1914 right before
war breaks out: how do we do that? I didn't really focus on the
fact that it was a switch of genre from Prince of Persia
or what that would mean for the marketing. It just became apparent
as we worked out the story that given the number of characters,
the emphasis on their motivations and personalities, the importance
of dialog and different languages, that what we were designing was
an adventure game. I consciously wanted to get away from the adventure
game feel. I don't personally like most adventure games. I wanted
to have a sense of immediacy as you're moving through the train,
and have people and life surging around you, as opposed to the usual
adventure game feeling where you walk into an empty space which
is just waiting there for you to do something.
Was
this your reason for adding the "real-time" aspect to
Last Express, something we're not used to seeing in adventure
games?
Of
course, it's not technically real-time, any more than a film is.
The clock is always ticking, but we play quite a bit with the rate
at which time elapses. We slow it down at certain points for dramatic
emphasis, we speed it up at certain points to keep things moving.
And we've got ellipses where you cut away from the train, then you
cut back and it's an hour later.
But
still, it's more real-time than people are used to in traditional
adventure games.
Or
even in action games. I'm amazed at the number of so-called action
games where, if you put the joystick down and sit back and watch,
you're just staring at a blank screen. Once you clear out that room
of enemies, you can sit there for hours.
You
mentioned filmmaking back there, and I know in 1993 you made your
own documentary film, Waiting for Dark. Did your experience
with filmmaking help you in the making of Last Express?
It's
been extremely helpful, but I think it can also be a pitfall. Film
has an incredibly rich vocabulary of tricks, conventions, and styles
which have evolved over the last hundred years of filmmaking. Some
have been used in computer games and really work well, others are
still waiting for someone to figure out how to use them, and others
don't work very well at all and tend to kill the games they get
imported into. The classic example is the so-called "interactive
movie," which is a series of cut-scenes strung together by
choice trees: do this and get cut-scene A and continue, do that
and get cut-scene B and lose. For Last Express, I wanted
the player to feel that they were moving freely on board a train,
with life swirling all around them and the other characters all
doing their own thing. If someone passes you in the corridor, you
should be able to turn around, see them walk down the corridor the
other way, and follow them and see where they go. If you're not
interested, you can just keep walking. I think of it as a non-linear
experience in the most linear possible setting, that is, an express
train.
All
of your games have featured cut-scenes in one way or another, and
in Karateka, Prince of Persia, and Last Express
they've all been integrated into the game so as to be visually indistinguishable
from the gameplay. Was this a conscious decision on your part?
The
Last Express
Absolutely.
Part of the aesthetic of all three of those games is that if you
sit back and watch it, you should have a smooth visual experience
as if you were watching a film. Whereas if you're playing it, you
should have a smooth experience controlling it. It should work both
for the player and for someone who's standing over the player's
shoulder watching. Cut-scenes and the gameplay should look as much
as possible as if they belong to the same world. Karateka
used cross-cutting in real-time to generate suspense: when you're
running toward the guard, and then cut to the guard running toward
you, then cut back to you, then back to the shot where the guard
enters the frame. That's a primitive example, but one that worked
quite well.
Same
idea in Last Express: you're in first-person point-of-view,
you see August Schmidt walking toward you down the corridor, then
you cut to a reaction shot of Cath, the player's character, seeing
him coming. Then you hear August's voice, and you cut back to August,
and almost without realizing it you've shifted into a third-person
dialog cut-scene. The scene ends with a shot of August walking away
down the corridor, and now you're back in point-of-view and you're
controlling it again. We understand the meaning of that sequence
of shots intuitively because we've seen it so much in film. A classic
example is Alfred Hitchcock's Rear Window. The whole film
is built around the triptych of shot, point-of-view shot, reaction
shot, where about half the movie is seen through James Stewart's
eyes. That's the basic unit of construction of Last Express
in terms of montage.
I
thought one of the most innovative design elements in the game is
the save-game system you used. Players never actually save their
game, but Last Express automatically remembers everything
they do, and they can "rewind" to any point in their game
they want, if they want to try something a different way. How did
you come up with this system?
I'm
glad you asked. I'm very proud of the save-game system. The funny
thing is that some people, including some reviewers, just didn't
get it. We still occasionally get a review where they say, "It's
too bad you can't save your game." Our goal, of course, was
an extension of the design philosophy that went into the point-and-click
system; we wanted it to be very simple, very transparent, and intuitive.
To have to think about the fact that you're on a computer, and you
have to save a file, and what are you going to name the file, and
how does this compare to your previous saved game file - to me that
breaks the experience. The idea was that you'd just sit down and
play, and when you stopped playing, you could just quit and go to
dinner, or use the computer for something else, or whatever. And
when you go back to playing, it should automatically put you back
to where you left off. And if you make a mistake, you should be
able to rewind, like rewinding a videotape, go back to the point
where you think you went wrong, and begin playing from there. And
I think it works. The six different colored eggs were inspired by,
I guess, Monopoly where you can choose which piece you want:
the hat, or the car... The idea was that if you have a family of
six, everybody will have their own egg, and when someone wants to
play they can just switch to their own egg and pick it up where
they left it off. People who complain that you can only have six
saved games, or that you have to use colors instead of filenames,
are fixated on the conventional save-game file system; they've missed
the point. An egg file isn't a saved game; it's essentially a videotape
containing not just your latest save point, but also all the points
along the way that you didn't stop and save. You can usually rewind
to within three to five real-time minutes of the desired point.
Again
differing from many other adventure games, Last Express offers
a fairly non-linear experience for the player, where there seem
to be multiple ways to get through to the end. Do you think non-linearity
in adventure games is important?
The
Last Express
It's
crucial; otherwise it's not a game. There are a couple of game models
which I wanted to steer away from, one of which is where you have
to do a certain thing to get to the next cut-scene or the story
doesn't progress. Another is the kind of branching-tree, "Choose
Your Own Adventure" style, where there's ten ways the story
can end, and if you try all ten options you get to all ten of them.
One of the puzzle sequences that I think worked best in Last
Express is one of the first ones, where you encounter Tyler's
body and you have to figure out what to do to get rid of it. There
are several equally valid solutions, and each one has its own drawbacks,
ripple effects down the line. For example, if you hide the body
in the bed, you risk that when the conductor comes to make the bed
he will discover the body there, so you have to deal with that somehow.
You can avoid that problem by throwing the body out the window,
but if you do that, then the body is discovered by the police. And
they board the train at the next stop and you have to figure out
how to hide from the police when they're going compartment to compartment
checking passports. Either way, your actions have consequences on
the people around you. As another example, if you throw the body
out the window, you may overhear François, the little boy,
saying to his mom, "Hey, I saw a man being thrown out the window."
And she'll say to him, "Shut up, you little brat, don't tell
lies!"
So
is that why you don't tend to like other adventure games, because
they're too set in "primrose path" style?
Some
adventure games have great moments, but in terms of the overall
experience it's rare that a game consistently keeps that high a
level. In Last Express too, there are parts of the game that
don't quite live up to the expectations set up by that first disposing-of-the-body
puzzle. Defusing the bomb is one I wasn't so happy with. You just
have to grit your teeth and follow the steps; there's no way around
it. It's not a particularly clever puzzle. But again, the main concern
was that the story would work overall, and that the overall experience
would be satisfying.
I've
heard many adventure game designers say that to effectively tell
a story, you really need to limit the player's options and force
them on a specific path. Do you agree with this notion?
It's
true, of course; it's just a matter of how you limit what the player
does. The too-obvious-to-mention limit in Last Express is
that you can't get off the train. Any time you get off the train,
the game ends. The only way to win is to stay on the train all the
way to Constantinople. So in that sense, yeah, it's the ultimate
linear story. You're on a train, you can't get off. But given that,
within the train you should be able to move around as freely as
possible. There are some doors that we just had to close because
they would have changed the story too much and they wouldn't have
let us get to the ending we wanted to get to. What if you take the
gun and go through the train and kill everyone? We decided you just
can't do that. So there's definitely a trade-off. The more wacky,
off-the-wall options you give the player, the more that limits the
complexity and the power of the story you've set out to tell. Whereas
if you want to keep a very ambitious, central narrative that's itself
large in scope, then you have to start closing doors around that,
to make sure the player stays in the game.
Every
game approaches this challenge in a different way. With Last
Express, the train motif gave us the metaphor that we needed
to keep it on track. I think once people get the idea that they're
on the train, time is ticking, and they have to do certain things
before certain stops, and they have to get to Constantinople or
else they haven't really made it to the end of the line; once they
get that, the story works. It's a matter of finding a balance for
what works for each particular story. What's right for one game
might not be right for another. I wouldn't even begin to know how
to use the Last Express engine to do a game that wasn't set
on a train.
How
did Prince of Persia: The Sands of Time come about and how
did you get involved with the project?
In
2001 Ubisoft approached me with the idea of bringing back Prince
of Persia and doing a new game for consoles. I went up to Montreal
to meet Yannis Mallat who was the producer of the project and the
small team that he'd assembled.
Had
they already started development?
Prince
of Persia: The Sands of Time
It
was actually kind of interesting the way they started. They showed
me some AVIs that they had done in the couple of weeks before. These
were really quick AVIs. They didn't focus on the look of the world
or any graphic kind of bells and whistles. They were very crude,
and had an animated character running up a wall, jumping onto a
ladder. Just very quick little demos of the kind of gameplay they
had in mind. The great innovation that was already apparent was
here was a guy who could run on walls. So they'd really taken the
dynamic of Prince of Persia 1, which was a 2D side-scroller,
and brought it vertically into a third dimension. Which was something
I hadn't seen done in any Tomb Raider style action-adventure
game. It was just a brilliant idea that opened up a whole world
of possibilities as to how this game could capture the excitement
of the old-time side-scrollers in a modern real-time 3D game. So
based on that we made the deal for Ubisoft to go ahead and start
this project. My involvement increased. I had originally thought
I would just be a consultant on the project, but I came on board
to write the story and the screenplay, and once I'd done that I
ended up directing the actors in the voice recording, and finally
joined the project full time as a game designer. I was commuting
between L.A. and Montreal and my trips kept getting longer and more
frequent until for the final stage of the project I moved up to
Montreal with my wife and kids. That was the last four months, the
summer of 2003.
So
you were sucked back into game development against your will?
That's
a good choice of words. [laughter] The other word I would use is
seduced. It was just such a fun project and the team was so talented
and working so hard and the potential was so clearly there from
the beginning. They wanted to do something really extraordinary.
Ubisoft Montreal was not yet on the map then the way they are now,
following Splinter Cell and Sands of Time. At the
time this team had not yet done those types of high-profile games
but they were certainly capable of it. They just had to prove it
to the world. It was a very refreshing atmosphere; working with
them was a real pleasure.
It's
interesting that Sands of Time is so radically different
from the prior 3D incarnation of the game, Prince of Persia 3D.
Prince
of Persia: The Sands of Time
That
was one of the first things that I talked about with Ubisoft when
they proposed doing a new Prince of Persia game. Neither
of us wanted to do another Prince of Persia 3D. So we kind
of mutually reassured each other that that wasn't what we had in
mind. The problem with Prince of Persia 3D from the moment
it was proposed and on through the early stages, the obvious question
to ask was, "Isn't this just Tomb Raider with baggy
pants and a turban?" And ultimately I think in the end it really
was Tomb Raider with baggy pants and a turban. That wasn't
enough. So for Sands of Time, Ubisoft and I basically said
let's not even look at Prince of Persia 3D. Let's look at
the original titles - why were they fun, what aspects of that make
us think that a remake now is worth doing? What are the aspects
that we want to try to capture from the original? In what ways is
this going to be a totally new and different game? Sands of Time,
in many ways, was like doing an original title. It had been so long
since Prince 1 and 2, ten years, the expectations
of what a video game should be are so different now. There was no
possibility of literally sticking to the rules of gameplay or the
character or the story or anything like that. We needed a new character,
new story, new gameplay, new rules.
Prince
of Persia ultimately represented a style of game, a kind of
feeling that you get playing it. One of the main inspirations for
Prince 1, back in 1986 when I started to program it on the
Apple II, had been the first ten minutes of Raiders of the Lost
Ark. The idea of doing a game that would have that kind of running,
jumping, seat-of-your-pants improvising these acrobatic responses
to a dangerous environment. And then of course the story being a
swashbuckling adventure movie in the spirit of Raiders, and
before that the films of Errol Flynn and Douglas Fairbanks in the
'30s. So all of that was also an inspiration for Sands of Time.
But when you get down to the details of what can the game character
do and how do you control it, we didn't feel compelled to follow
the rules that had been set up in the ten-year-old 2D side-scroller.
And I think that was all to the good.
To
take one example, potions: you find a potion, you drink it, it restores
your strength. That was fine in Prince 1, but wouldn't work
in the new game. Because why would you have useful magic elixirs
sitting around in a dungeon, waiting for someone to find them and
drink them? Why wouldn't they have been drunk already by a thirsty
guard or prisoner? In a 1989 2D side-scroller, you can assume a
certain suspension of disbelief. But when you have a realistic environment
that's lavishly rendered with all the painterly beauty and lighting
effects and so on that the PS2 or Xbox are capable of, it just doesn't
make sense. Ultimately we went with the concept that water itself
is the substance that revives you. Water is a natural feature of
Islamic and Persian palaces and gardens. You've got fountains and
waterfalls. That was a way to take a feature of the environment
and make it useful and important for the gameplay. So any place
you find water in the game, even if you're standing in a pool, if
you drink, it restores your strength. That's one example. If you've
played Prince 1 and Sands of Time, you can see that
when you get right down to it, nearly every game feature is different.
It's just the overall feeling, the spirit, that has been preserved.
The
dagger is a really nice element in the game, because it is really
important both to the gameplay and the story. Did that start out
as a gameplay mechanic or a story device?
Rewinding
actually started out as a gameplay wish from creative director Patrice
Desilets. When you die and have to restart, you kind of break the
spell of the player's involvement in the game. Patrice thought rewinding
would be a nice, organic way to allow the player to continue to
play uninterrupted, without dying so often. That then gave rise
to an engineering challenge, which was "Can this be done on
the PS2, on a console system that doesn't have a hard drive?"
The engineers worked on that for a while and ended up proving that
it could be done. So it was a gameplay idea that gave rise to an
engineering innovation that then led to the story question of "How
do we justify the player having this ability?" and to the concept
of the dagger and the Sands of Time.
The
Sands of Time serve a number of functions in the story. First of
all, they're the substance that enables you to turn back time. As
the player, you have to find ways to collect the sand, and then
as you turn back time you use it up. Second, the way that you collect
the sand is by killing these sand creatures that are possessed by
the sand. They're like undead monsters in the sense that you can
hit them as many times as you want with your sword, but the only
way to get rid of them for good is to use the dagger to retrieve
the sands that possess them, then they disintegrate. So the sand
gives you an incentive and a reason to want to fight these enemies.
All the other powers of time - being able to freeze your enemies,
move at hyper-speed, the sand vortex that when you enter it gives
you a glimpse of what's to come - came out of trying to take the
central idea and weave it through as many aspects of the game as
possible, while keeping the story as clean and simple as possible.
The
storytelling in Sands of Time is very elegant, but the plot
is actually quite simple. Do you think that more games should strive
for streamlined plots? Or was that just something that Prince
of Persia specifically called for?
It's
a good thing for a game to be as simple as it can be. But depending
on the type of game, it calls for a different kind of simplicity.
The complexity in Sands of Time should come out of the acrobatics,
the nuts and bolts of how do you get through this room. Do you grab
on to the pillar and then jump on to the platform, or do you run
on the wall and swing on the bar? Those are the kinds of issues
that should absorb the player. So the story shouldn't be distracting
them with things that have nothing to do with the gameplay. The
cut-scenes in Sands of Time are relatively brief and tend
to contain the same kind of action that's in the game. In the game
you're doing acrobatic action and fighting monsters. So that's mostly
what you're doing in the cut-scenes as well, with the occasional
brief shouted line of dialog. The conversations that you have with
the female sidekick character, Farah, are very much in the midst
of this action, this relationship that's being developed very quickly
under fire and under pressure. We're not cutting away to another
place to have big dialog scenes between characters that we've never
met before. The two biggest cut-scenes in the game are the one that
launches the story, when the prince actually uses the dagger to
open the hourglass to release the Sands of Time, effectively opening
Pandora's box, and then one at the end that resolves it. The premise
of the story has a dark element, in that the hero himself causes
the catastrophe that makes it necessary to play the game. So all
of that dovetails very nicely.
Though
you kept the story in Sands of Time fairly simple for a modern
action-adventure, in terms of the previous Prince of Persias
or Karateka it is quite a bit more complex. For example,
the prince never spoke before, and the cut-scenes were much shorter
and more infrequent.
Prince
1 and Karateka were like silent movies. Silent movies
didn't have dialog; they had title cards. Nowadays, with the level
of sound and graphics that we're accustomed to, we expect that characters
will talk, unless there's a story reason why they can't talk, as
in a game like Ico where they don't share a common language.
But here you've got a king, a prince, and a princess; you're not
going to get away without defining their characters and their personalities
to a certain extent. So it's really more a matter of creating a
story and dialog, both in the cut-scenes and in the game action
itself, that will develop the relationships among the characters
and advance the story while entertaining the player.
Also
in contrast to the previous Prince of Persia games, which
as you mentioned earlier prided themselves on having fairly simple
controls, this new one is really quite complex, with all of the
different moves the prince can pull off with his multiple weapons,
and so forth. Was this done to bring the gameplay up to modern expectations?
Prince
of Persia: The Sands of Time
That's
de rigueur for the genre. It's not a handheld game that you play
on your cell phone, it's not a point-and-click game like Last
Express; this is a console action game, and your audience is
going to be people who like to pick up a controller and play. However,
within that, I think we did a pretty good job of keeping the controls
simple and consistent. We didn't have the kind of semi-arbitrary
memorized combinations where you have to hit X-X-Triangle-Circle.
Each of the four action buttons does a fairly simple, understandable
thing, and from that is generated quite a lot of richness as to
what the player can actually do. And that comes from having the
controls be context-sensitive. So that, for example, pressing X
if you're clinging to a pillar will cause you to eject from that
pillar, whereas if you press X when you're standing on the ground,
it will make you roll or it will make you jump, depending on the
situation. In Sands of Time, it's the same principle as in
Prince 1: our goal was to get the player to the point where
he doesn't have to think about what button is he going to press,
but just develop that instinct of reaching for a certain button
in certain types of situations and have the richness flow out of
that.
Prince
of Persia: The Sands of Time seems to be pushing forward
and innovating the storytelling/gameplay blend that's very popular
these days. How do you see that evolving in the coming years?
Certainly
story is becoming more appreciated as an element of games. But games
are not about story. A movie is about the story, a game is about
the gameplay. A good story can enrich a game, it can add to the
pleasure, in much the same way that a good musical score can add
to the enjoyment of a movie. But game designers can sometimes fall
into the trap of developing a really complex story and thinking
that somehow makes the game more complex or more interesting. Most
action/adventure games with complex stories suffer from a clunky
alternation between gameplay and cut-scenes. My personal preference
to enhance the story aspect of action games is to bring the story
into the gameplay. If an interaction can happen while you're playing
rather than while you're sitting back and watching a cut-scene,
then that's the best place for it. Sands of Time does that
to a degree in the relationship between the prince and Farah. As
they're fighting off monsters they shout to each other, they call
warnings to each other, and occasionally if the prince is hurt after
a fight, Farah will express concern. There's a lot of natural opportunities
for humor, whereas humor in a cut-scene can seem kind of forced.
The times that we do stop the game for a cut-scene between the prince
and Farah are actually pretty few and brief, and those scenes focus
on significant plot twists that flow out of the gameplay and then
right back into it with changed stakes.
Do
you hope to one day get rid of the cut-scenes entirely?
Prince
of Persia: The Sands of Time
Oh
absolutely. The more we can create a seamless experience where the
story unfolds through the gameplay, the more convincing that world
becomes. When you bring the story out of the cut-scenes and into
the gameplay, the gameplay then becomes more cinematic. In Sands
of Time, the camera is not just glued behind the prince's head,
following him around. Sometimes you enter a room and the camera
takes a cinematic approach, showing you the environment, emphasizing
certain features, directing your attention to certain clues. During
gameplay, the camera will cut from one angle to another for a dramatic
introduction of enemies, to show the prince unsheathe his sword
to fight, to show what Farah's doing. As the game camera becomes
smarter and freer, that allows you to do things in the game that
previously you could only have done in cut-scenes.
I've
heard a lot of people say that film was the dominant art form of
the 20th century, and now games are going to dominate the 21st century.
As someone who's worked in both games and film, I wondered if you
wanted to comment on what you think of the future of the two mediums.
I
don't know. I sort of scratch my head about that type of statement.
Is film more dominant an art form than music? What does that really
mean? I think film and video games are very different art forms.
We're going through an interesting period right now where video
games are more like movies, and movies, or at least a certain type
of summer blockbuster movie, are more like video games than they
have been at any time in the past. There's a great interest in Hollywood
and the video game industry of creating these kind of cross-marketed
properties so that you can have the hit movie and the hit video
game and the hit theme park ride all come out at the same time.
But that doesn't mean that every single film that's made has to
be a summer popcorn movie. It also doesn't mean that every video
game that's made has to be this sort of spectacular, story-driven,
film-friendly thing. The extreme example of a game that has no movie
potential is something like Tetris. It succeeds purely as
a game. The gap between Tetris and Krzysztof Kieslowski's
Blue is pretty huge. [laughter] So there's plenty of healthy
room for innovation in both fields, and that's not going to change
any time soon.
Jordan
Mechner Gameography Karateka, 1984 Prince of Persia, 1989 Prince of Persia 2, 1993 The Last Express, 1997 Prince of Persia 3D, 1999 (Consultant) Prince of Persia: The Sands of Time, 2003
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This
article is excerpted from Game Design: Theory & Practice
Second Edition (ISBN # 1-55622-912-7). For more information
about the book, please visit http://www.paranoidproductions.com/gamedesign.