Art,
Class Warfare, and Titanic
The look of the game --
rotoscoped and ornate look -- to me, echoes that transition from the old world
to the modern era. It is very much a crystallized moment in time of a world on
the brink. That's helped by the fact that the game is in real time, echoing the
theme of the narrative. It doesn't seem like most games have that strong a
sense of themselves.
MN: I think there are games now
that are doing things like that -- there's BioShock, and...
MM: I have friends still in the
game industry who think that was one of our biggest mistakes. I personally
disagree with them.
A mistake in what sense?
MM: That the period of the game
is just unappealing to a modern audience -- the end of the gilded age, the end
of World War I, and even the artwork of Toulouse Lautrec. There were a few
reviewers who, even when the game came out, said, "The look is very
ugly." They thought, "Oh, there's these heavy black lines, and it
looks like a comic book."
But that truly was the style
that was popular in 1914 and that you would have seen on the Orient Express.
Our characters look exactly like the artwork that would've been on the walls in
the train, but there are definitely some people who feel that that's a period
that's just too hard to get into and to wrap your head around.
MN: It's too far removed.
MM: It's very distant, whereas
people get more into World War II.
MN: Or medieval times, or
Middle-earth.
MM: I think the movie that is
closest to our time period is Titanic, the James Cameron film. It came out six
or nine months after we finished our game and it was released, but that's two
years earlier, in 1912.
Titanic was supposed to come
out that summer, but it was still after our game. We both fell in love with
this movie. We used to joke about how similar it was to The Last Express.
In fact, John Landeau, who is James Cameron's producing partner, was very
interested in an early version of the script, and then said, "Oh, this is
too similar to Titanic, this movie we're working on."
They both take place in the
same era -- 1912 and 1914. They're really about class. After World War I, you
don't have class in the same way. You don't think about aristocrats and
steerage class, and no one in 1925 or 1935 thinks about, "Is it
appropriate for me to go talk to that girl? She was born in a different place
than I am." But in 1915, that was very much still relevant. Like with
Leonardo DiCaprio's character -- you don't talk to these people. They're from a
different world than you are, and they have a different education and different
mannerisms.
Titanic has never been
repeated, either. That was a one-off, huge success, but nobody raced out and
said, "Let's make a whole bunch of movies about the 19-teens and that
class warfare that's going on and the emergence of the middle class."
MN: And they both have an
American character who kind of breaks the rules. [The Last Express'
protagonist Robert] Cath breaks the rules, and DiCaprio's character breaks the
rules.
There was a point where people
were saying, "Hey, games are going to start to be made more like
movies," where you bring together specific people for a project and do the
financing and stuff like The Last Express. But in fact that's very hard
to do, because you don't get any of the economics of scale -- people who know
how to work together and keep working together, being able to keep and use a
consistent staff, and being able to use technology over and over again.
But toward the end of The
Last Express production and development, we started talking about,
"Can we take Robert Cath into the 1920s? Maybe the next game was the
Roaring '20s, prohibition, Chicago. Could
we do something where, in the same way you're walking around The Last
Express and overhearing conversations, you might walk into the big
speakeasy, and there would be a singer on stage, and we could have this
phenomenal, rich music."
But with The Last Express
not making it, obviously we didn't go there, and there is that question of,
"Will someone make a game that, without being in a fantasy world or one of
the war worlds that we're used to, can give you a great and popular game
experience, but maybe start hitting other genres and settings like the way that
Hollywood movies do?"
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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.