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Features

Game Design:
Theory & Practice Second Edition:
"Interview with Jordan Mechner"
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.
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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?
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?
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?
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!"
I
hadn't even noticed that.
The
game is full of little things like that.
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