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.
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.
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PS: 1193 was in the 12th century.
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.
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.
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.
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?
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.
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.