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The Last Express: Revisiting An Unsung Classic
 
 
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Features
  The Last Express: Revisiting An Unsung Classic
by Chris Remo
11 comments
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November 28, 2008 Article Start Previous Page 5 of 6 Next
 

The "I Did It!" Moment, and Exploring Times and Spaces

The thing that appeals to me about The Last Express is that though I may not have had much existing knowledge about that period, that period was so clearly defined and expressed in the game. The game knew its setting, and evoked it in such a way that it made me care about what was going on there. Usually, games deliver settings they know people will relate to -- fantasy, sci-fi, World War II, things that are very much ingrained.

MN: Well, adventure games give you more ability to be more flexible like that, although they do have their own kind of gameplay structures and motifs, and they repeat puzzles and things like that. The one thing you want to try to avoid with an adventure game is the game-stopping puzzle.

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But it's funny, because we talk in terms of genres like sci-fi or medieval, but in games, in fact, genres are "first-person shooter" or "real-time strategy," and then you put it together with another element.

The big difference between games and movies that Jordan talks about is that in games, there's no identification necessary. You don't have to go through the same sort of effort as in the movies, because it's all about your action. When you're designing a game, you want to make it seem like a person can do anything, even though it's a limited number of actions. They're making all the choices.

In a movie, you're watching somebody else make choices, but you start to feel for them, and live the movie through their eyes a little bit, even though you're watching them do all of the exciting things. But Jordan would often talk about how in a game, the big thing is the "I did it!" moment. You try something over and over and keep failing.

In Prince of Persia, obviously, it's things like jumping, running, and fighting. In The Last Express, it's things like having to do something that's very plot-oriented by a certain time.

If you don't, we have the rewind clock -- the Fabergé egg that rewinds -- that I thought was a brilliant, advanced interface, and in fact, it was the inspiration for doing that in The Sands of Time. So it did have some value in the long run.

MM: I think games are the perfect medium for an exploratory setting. Broderbund actually had a title called 3D Home Architect, where you could go in and see what it would be like to be in a museum. They're the perfect tool for exploring, in a way that I think a movie is not.

I've only worked in film for the last eight years, but a film can tell a great story, but you can't really explore a whole year. A movie doesn't move at your own pace. It moves at the director's and the editor's pace, and it goes quickly and washes over you.

Whereas, with a game, you can sit there for hours and hours and just explore every crevice. Jordan used to say that the perfect environment for a game is a closed space, be it in the seven cars in The Last Express, or a spaceship, for that matter, or any kind of environment where you can say, "We're going to take a small area and map it out perfectly."

I've always been interested in history, and if you do latch on to a historical period... Some of the things we talked about during The Last Express were doing a game about Jack the Ripper set in 1880s London, perfectly recreating the London Underground just as it's being built in the 1880s, or doing a Huckleberry Finn-type "What would it be like to be on a boat in the Mississippi in the 1840s?" game.

There are these spaces that you can recreate. In The Last Express, we chose the three days on the eve of World War I, real dates in history. We didn't have to make a decision about what the weather would be like. We just looked it up. It's raining on the second day of the game -- Saturday -- because it really was raining all across Europe. There were thunderstorms all across Europe, and so we put it in the game.

MN: Yeah, but then we just had to program it.

MM: Yeah, and that was tough. We wished it hadn't been raining. But once you make a decision to be authentic to the date that you're telling, it's made.

I think a game that does that now masterfully is Assassin's Creed. I adore that game. For Assassin's Creed, Ubisoft decided that this game takes place in 1193. Not the 12th century -- it takes place specifically in 1193, and there are nine people you have to kill, and they are all real historical figures, and all nine of them actually did die in 1193.

The one big liberty that they've taken is that there's no evidence that a single assassin killed these nine crusaders, but that's a game that I feel really captures the feel of The Last Express in a way that's fun and action-oriented, and in some ways, it's a lot more fun to play than The Last Express.

You play in Jerusalem, Damascus, and Acre -- three Middle Eastern cities they've recreated historically. They worked with all these old maps, so if you walked across a plank in Assassin's Creed, at least according to their literature and behind-the-scenes stuff, that's a plank that really did exist in these old maps. All the architecture and buildings -- they used real maps of Jerusalem in 1193. It's the exact same thinking we used for The Last Express -- just recreate a small section of the entire world, and let the player explore.

MN: Right. And we thought that that was a world that people would really enjoy. It was rich and very atmospheric.

 
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Comments

Tim Carter
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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
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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
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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
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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
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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
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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
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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
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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
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"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
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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
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I just found a copy on ebay. I'm looking forward to playing it!


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