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What were those film
shoots and recording sessions like?
MM: Well, when Mark says that
the days and the weeks were long, nobody worked harder than Jordan.
There'd be some times we'd come in in the morning and Jordan would have done a
four-page list of bullet points of things that had to be done to improve the
game and to tweak it or put it in systems.
We had all the research that we
did at the start, and we were really tight about that, and when we got to
things like the voice recording for the game, it was really crucial to us that
we had native speakers of Serbian and different versions of German.
Anna Wolf speaks in a high
Austrian accent; Karl-Heinz Teuber, [who played] August Schmidt, is a regular
German and a businessman. We got an English man to do the English character,
and real Russians to do the Russian voices.
In a number of cases, we were
able to use the same person on-screen as well as in the voiceover -- Alexey,
for example, and Chris the Englishman and a few others.
The attention to detail was
really important, and we had to spend a lot of time working on the subtitling
system -- which stuff would be subtitled and which wouldn't, because so much of
the game is about overhearing conversations and being in the right place at the
right time. If you play the game a second time, you might hear a different
conversation.
And we had the pleasure of
actually recording the voices in Francis Ford Coppola's Zoetrope Studios.
MN: It was just a block away
from us.
MM: It was on Columbus [in San
Francisco]. We just contacted the studio
manager and they said, "Yeah, we rent this out downstairs." So we're
being surrounded by pictures of Apocalypse Now and The Godfather I and II, and
at one point, Coppola actually called in and spoke to our production manager
Frannie, and she just went into a normal conversation with him. She just
accidentally picked up the phone.
MN: They were funny about it.
They kept asking us if we needed any helicopter sounds. They were like,
"We've got lots of helicopter sounds. We've got Hueys..." [laughter]
MM: Yeah, "Anything you
need like that!" It was such a cool space, too -- Coppola has such style,
so it was kind of an Art Deco space, not that far off from Art Nouveau.
Jordan always
had this saying -- the look of games emulates where the designers lived. If you
looked at Myst and you actually visited where Rand and Robin Miller were
working out of up in Spokane, Washington, it's
actually not that different. It's a misty world with lots of wood and green and
those deep colors, and we were working upstairs from an antique store on a
block of antique stores at Jackson
Square in San
Francisco.
So in kind of a great sense, we
emulated the look of where we were working out of.
Critical
(But Not Commercial) Success
How was the game
received?
MM: The project took a long
time -- more time than we expected and more money than we expected. We got a
release from Broderbund, and there were some problems with the marketing at the
time -- the whole marketing staff had quit just before we'd came out.
We came out in May [1997], and
at the end of the year, we were named adventure game of the year -- by USA
Today and in game magazines -- but we weren't in any of the stores. It was also
a time when technology had changed in games, and Doom had gone out and
become this viral success, so people were looking for something a little bit
different.
But I think the bottom line was
that everybody I know who worked on it was extremely proud of the work we did.
We're proud that we created this game that could be seen as a new model for
adventure games, and had what we thought was more depth and an ending that
might break your heart a little bit, and was more moving than games at the
time.
Since then, there have been
games that have done some amazing things that way, and I think The Last
Express will be back. I think it'll be back in some other form. I don't
know what it'll be. I think Jordan's
success with Prince of Persia over the next 12 to 18 months is going to
be phenomenal, with the Bruckheimer and Mike Newell picture coming out, which
is [Jordan's]
original script.
I think the lesson from that is
that the first version of Prince of Persia came out 23 years ago. When
the movie comes out, it'll be 24 years. So waiting 10 or 15 years for The Last
Express to come out on some other form...because the idea is so interesting.
MN: The Last Express is
the stereotypical example of the critical darling that has a cult following --
and has had one since almost the beginning -- but is a total commercial
failure. If you look at the statistics, the game would have had to be one of
the top-selling games of all time in order to break even.
It's not one of the excessive
games where it's like, "Oh, they obviously were paying themselves a
lot," because the truth is that we had a team of 30 to 40 core people, all
making salaries that were much lower than anyone could've gotten working
anywhere else in this industry, working 16 hours a day, seven days a week.
And it was fun. There would be
marshmallow fights at 4 in the morning on a Sunday night. But it was all these
people in their 20s, 30s, and 40s working around the clock to make this game,
and the praise for it paid off. If you look, it was in Newsweek twice -- in
1997 it was a big deal for a video game to be featured as a four-page article
in Newsweek. And PC Gamer said it was the best adventure game of the year, and
it won all these awards. "Best Adventure Game of All-Time" was given
later.
It was reviewed in all these
magazines and always got 90 percent and five stars, but it was in stores for,
like Mark said, for two months. By the summer of 1997, two months after it had
been released, you could no longer buy it.
MM: You can now play it on
GameTap, though, so you can still play the game.
MN: I learned how to juggle
while I was working on The Last Express.
MM: He means literally juggle.
Like, juggle balls?
MN: Literally juggle. As a
producer, the programmers didn't really want to talk to me. They all wore
shorts and came in late, and they didn't get me or thought I was going to get
them. But they were all juggling. They had ordered these special juggling balls
from some woman who sews them, and one guy who was a really good juggler -- he
could juggle six balls at a time.
So in order to be able to talk
to the engineers and find out if we were on schedule and see what I could do to
make a difference, I actually went in there and learned how to juggle. I
learned how to pass. Mark and I can pass back and forth, and I can pass in
groups of three. It's crazy. We actually had a lot of fun, and had phenomenal
parties when we would get together.
MM: And though it did cost five
million dollars to make, that really is a function of the fact that it took
four years -- and a million-dollar photo shoot is part of that budget.
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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.