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.
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.
|
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.