Contents
The Last Express: Revisiting An Unsung Classic
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Gargantuan Studios
Lead World Designer
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [6]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
 
Designing Games Is About Matching Personalities [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  The Last Express: Revisiting An Unsung Classic
by Chris Remo
11 comments
Share RSS
 
 
November 28, 2008 Article Start Previous Page 2 of 6 Next
 

A Film-Like Production Model

The concept for The Last Express is amazingly strong and coherent for what an unusual game it is, and even the development studio's name ties into that vision -- that sounds a lot more like film production than typical game development, where you have the concept, set up the production studio, and build the appropriate team for the project.

MM: That's very much true. I've spent the last eight years working as a film producer, and every time we produce a movie, we start a production company just for that purpose. People always ask, for tax forms, "Are you a board member or executive of any companies?" I think there are maybe nine for me, because of all the film companies.

Advertisement

There's a lot of research that Jordan did in Europe with a friend of his -- Patrick Ladislav, from France -- whom he had met during some time he spent in Paris.

They actually went and found the last two remaining cars in existence from the 1914 Orient Express. Over the course of history, those cars were used in the wars and kind of destroyed there. They were used for firewood. One of them was in a junkyard in Italy. It was a passenger car. It was a little beat up, but they went in and took a lot of video and a lot of pictures -- stuff that was used later by the 3D modeler to recreate the Orient Express.

They could've bought it, but I think shipping charges would've been too much to get it back to the States. And then, also, I think it was in Yugoslavia.

MN: I think one was in Budapest, actually.

MM: One was in Italy, and the Budapest one was the dining car, which had kind of been converted into a dining attraction, or some ridiculous thing.

MN: "Ride the Orient Express! Dine in style!" It was a really big deal.

Jordan had a friend who had been at NYU Film School when I was there. Jordan would come and work on his friend's movies, and we became friends. We had done a little writing together -- the first early Prince of Persia script attempts for a feature film, which never came of anything.

He knew I knew how to do production, so I did a test shoot where I brought a cameraman from LA and we did a test for a day to see if the rotoscope process would work. There are a lot of tools now that didn't exist in 1993 to 1994, but we did that, and then Jordan asked me to do the main shoot, which was an 18-day shoot.

Mark and I bonded over that, because of all the people who were all programmers and technical people working at Smoking Car Productions, Mark who had no film experience prior to that and was very young -- he was 18 years old -- he actually understood from my end what I was trying to do.

Mark functioned as a second [assistant director]. We hired a first AD who knew how to film and move the actors and do the traditional call shoots and everything, but Mark really was there at all times making sure that things would be right. Technically, we probably had a lot fewer problems than we should have had later on with the integration.

Jordan asked me to stay on after that to be the producer on the game. He had never run on budget before. At that point, we didn't know we were going to spend five million dollars, but we did over the next year and a half to two years. And we kept hiring people, and we had to bring on people from various things, because we were reinventing the wheel.

It was a very complicated process. We were, for example, writing our own sound system, something that you don't really do these days. Now you'd be more likely to write to an API. And we had to write a whole system to deal with frames and the comic book style. We did a whole video transfer, where everything we shot in 16 went to a video transfer house to get non-interleaved format frames, and we would take single frames on little cartridges.

This is all probably stuff that you could do over the internet now. We took those and imported them into our own custom system, which had a custom paint system that originally was supposed to be automated, and then we found out that you really couldn't automate it. So we actually trained a number of artists who at that point were basically low paid but eager young artists, one of whom I'm still very close friends with [and] is now a high-end 3D artist working in Hollywood.

There's also no licensed technology. A lot of the things we did in The Last Express you could never do today. It was pre-digital video, so at the time, the only way you could film images was either to literally shoot on film or on some analog format that was way too low-quality to get the resolution that we needed.

 
Article Start Previous Page 2 of 6 Next
 
Comments

Tim Carter
profile image
Good article. I think with more established middleware and outsourcing, the film production model is now more doable.

PS: 1193 was in the 12th century.

Meredith Katz
profile image
Excellent article, and I desperately want to play this game now.

Tim: I think they meant, it wasn't a hazy date "sometime in the 12th century", it was specifically 1193 (in the 12th century) and all that entailed.

jaime kuroiwa
profile image
Thank you so much for posting this interview, Mr. Remo. I recently referenced The Last Express in a comment to Jonathan Blow’s criticism of narrative in games at the Montreal Games Summit, to which his response was dismissive. The Last Express was just one shining example of how games could provide both a story and a challenge without sacrificing either. I hope that this article reaches Mr. Blow so he can revisit (rethink?) the argument.

I can only hope that game studios will use this interview as inspiration for future projects, and the game industry uses this as a path to pursue. I certainly hope GameTap gets a spike in sales.

Jordan Mechner
profile image
Mark and Mark, I'm amazed at your powers of recall. Reading this interview really brought back memories. Just one correction: We tracked down that derelict 1914 sleeping car in a trainyard in Athens, Greece. Also, there's a little graphics glitch on CD3 I've been meaning to talk to you about. I think now might be the time to fix it.

Tim Carter
profile image
I would agree with jaime kuroiwa. If you strip all narrative dimensions out of a game you're typically left with things purely abstract, like primitive objects and vectors. That's interesting if you're confining yourself to the abstract considerations of scientific observation, I suppose. But I'm pretty sure this is, after all, an entertainment industry - and as such the things ordinary people treasure, such as stories, count. I think those who dismiss narrative are those who have little understanding of or ability to create narrative.

Arthur Protasio
profile image
Narrative plays a very important role in all sorts of media. While a good story isn't exactly necessary in order to make a great game, it does add to the experience. If adequately applied, narrative can in fact play a larger role than gameplay and reveal that there still is much room for it to grow in games.

Nevertheless, examples of great and well applied narratives aren't new, but it definitely is an area that would benefit from more attention.

If it is possible to combine both excellent gameplay and narrative. It is even better to intertwine them and make the experience dissociable. In this sense, Mechner's background of film and game stands out.

Kudos to the article and the game. I wish to play is asap.

Warren Thompson
profile image
Great article, guys.

Jordan Mechner, you're my all-time favorite game designer.

This isn't the place to argue narrative vs gameplay, but I have never agree with the paradigm that "great games don't need a good story".

There isn't a single game in my top 20 list that doesn't have a decent story. Narrative is the reason a lot of people play, even space invaders relies on the fiction of fighting off an alien invasion. The difference is backstory vs emmergent story.

I specifically say this because I've always loved Mechner's games for their writing. The character development in Prince of Persia was a great leap forward in video games, if you ask me, so I don't understand why Americans reject these accomplishments and try to strip games down to their 1981 counterparts. Let's evolve, guys.

But back to the Last Express. The real-time made the game magic, kudos. I wonder if someone could shed some light on something. At the end of the game, if you "lose", the guy tells you a secret... something about the "12th tribe". It's never fully explained what he means by that.

I know there is a book called the 12th tribe, about a theory that Europeon Jews are not descended from Jerusalem. Any thoughts on the "bad" ending?

Jonathan Coster
profile image
A great interview about a game with a great concept. This era has always interested me. I have yet to play this but was intrigued by another great review of it in Edge Magazine a while back.

Stephen McDonough
profile image
"There isn't a single game in my top 20 list that doesn't have a decent story. Narrative is the reason a lot of people play, even space invaders relies on the fiction of fighting off an alien invasion. The difference is backstory vs emmergent story."

I struggle to imagine how a game could exist that doesn't have a story by your definition. And emergent story could be the critical plays and close matches that directed the course of a season in a sports title.

It is not so much 'narrative vs. gameplay' as it is 'emergent vs. scripted story'; the challenge of marrying the two in gameplay. Emergent stories come from the player's interactions with the game whilst the scripted sections are pre-designed narratives from the developers. In most cases games will go one way or another, providing minimum backstory and letting the player roam within its confines, or providing scripting to account for as many choices as possible within the game's confines.

Warren Thompson
profile image
Right, Stephen, that's my point. There isn't a game out there that doesn't have a story.

Or, as Jesper Juul puts it, a game is in-and-of-itself an act of fiction. You're following rules, you're choosing to live within that alternate universe.

The real question, however, is narrative in games and why we shy away from it.

But like I said, this isn't the time or place to discuss that, and there are plenty of articles on this site for the debate. But here is a great game that wouldn't have been the same without the narrative.

John Vincent Andres
profile image
I just found a copy on ebay. I'm looking forward to playing it!


none
 
Comment:
 


Submit Comment