The
Melding of Genres
Regarding what you said
about it being the classic example of the critical favorite that doesn't end up
-- you guys came out a year before the other big adventure game example of
that, which was Grim Fandango, Tim Schafer's last actual adventure game.
MM: And a great title. It was
an amazing game.
MN: Certain adventure game elements have now been absorbed
into other games. In essence, when you play a campaign version of a real-time
strategy game, there's adventure game and puzzle game elements that you're
dealing with in there. When you're playing some of the third-person adventure
or first-person shooter games now, you'll find there are adventure game
elements in there.
Then what Ken Levine did [in BioShock]
where you have basically two ways you can go -- you can play good or bad in his
game. I think what we lost when the adventure games went out of style with the
more twitch-oriented games was that you did lose that depth you were talking about
and the stuff that you love, in terms of plot, story, and character. But I
think it's just been a matter of time for technology to catch up to that.
I think we're at a point now
where it's being melded together again, and a lot of those qualities are being
brought in to those more twitch-oriented games. The struggle is, can you make a
game that's more of a twitch game with those elements? You want to appeal to
that audience, but can you make it so that the game maybe isn't too hard for
someone who isn't so fast with their reflexes or isn't accustomed to that? How
much are those audiences segmented? How much are they limited from each other?
MM: One genre that's emerged
from that, where they've really taken elements, is that concept of the
action-adventure game, which seems to be the successor of the adventure game.
The way the adventure game has survived is in games like Tomb Raider and
the new Prince of Persia, and Uncharted: Drake's Fortune.
MN: It's bringing arcade
elements, but they don't feel arcadey when you're playing it.
MM: Or taking a very smooth
action game and adding the same amount of story and character and sense of
adventure. Action-adventure has been a genre of movies for decades, going at
least back to the '40s. The Raiders of the Lost Ark-style movie is exactly the
experience of playing Drake's Fortune or Assassin's Creed.
They're more fun than the
traditional adventure game. There's more action, and there's more real-time
stuff, but they're very rooted. They have a sense of story and purpose and
movement that I think is very different from an old-fashioned arcade game.
MN: The other key, as far as
gameplay theory goes is that, while I know people love great cutscenes, and
they're part of so many games, really the key is not to have the game stop --
to be able to give story that you can do as you're still in character and
moving around. Not have it stop and be a passive experience, but really be
active, kind of like the way Half-Life was able to do it.
That has been happening, and that's
what we were trying to do, essentially, with the primitive tools -- like stone
hammers -- back in the day we were making The Last Express. I think it
pointed the way to some of what you're seeing now.
Interactivity
and Choice
MM: Chris Crawford was talking
about that exact same point, literally, in 1992 and 1993 -- the difference
between interactivity and narrativity, and how they're basically diametrically
opposed. The more narrative in your game, the less interactive it is, and the
more interactive it is, the less narrative it is and the less you can tell a
good story.
Obviously, adventure games lean
more toward narrative, and a classic arcade game or classic simulator leans
more toward interactive. But I actually think that The Last Express --
even though it's a real-time game, and the train is clearly going from Paris to
Istanbul -- in some ways is more interactive and more variable than a lot of
successor games. With Drake's Fortune, there's no branching narrative to
that.
It's basically on rails.
MM: Yeah. There are 18
chapters, and it's fun because you're shooting things, but you have to shoot 40
things to get to the next chapter, and then shoot 20 more things to get to the
chapter after that. But there's no choice.
In The Last Express,
before the train arrives in Vienna, there
are seven different ways that your character can get to Vienna. Three
of them will let you go on, and four of them result in you either getting off
the train, having won the game in the middle, or getting killed, because
there's a real running character logic, where they're actually making decisions
based on what the player has done, where he is, and what he does at that
moment. I would say that there's more AI and interactivity in The Last
Express than there is in many adventure games that have come later.
MN: It's essentially a very complex series of state
machines. That was how it was designed. What we're talking about here is the
exact same conversations we were having 14 or 15 years ago. We were talking
about this stuff every day. We were fascinated by it, and were trying to break
through and make something new and exciting within that space.
I think it's interesting that
these same questions exist and these same problems exist, although I do think
that the tools are better for getting over it. The only other question really
is, "Will there be a big enough gamer audience to buy enough games to
cover games that aren't in genres that are tried and true?" Or settings
that are tried and true. Will you be able to do your Lawrence of Arabia game?
Maybe that's Assassin's Creed. I don't know.
In that amount of time,
combat AI and rendering and so on have come huge ways, but it's still difficult
to find really dramatic examples of evolution of narrative. BioShock has
come up, and it's a great game, but systematically it's not hugely different to System
Shock 2 in 1998.
MN: Same team, right?
Yeah, Irrational.
MM: Because the way he's done
it, it's like Aristotle in the Poetics describe fundamental dichotomies --
"You can do either this or that."
Do you want to be told a great
story, or do you want to choose your own adventure and tell me a great story?
The truth is, we want a little bit of both. Sometimes we're in the mood for
more of one or more of the other, but the fact that we're still navel-gazing 15
or 20 or 2500 years later.
I think it's really true,
although you bring up a good point. Narrative to me is an area that's evolved
the least in games over the past 10 to 15 years. They're more beautiful than
they've ever been, they're more fun to play, the controls are better, and
they're more fluid, and yet they're not telling better stories. They're not
better at telling stories than they were 15 years ago, and I don't feel like
they're trying.
Games have gotten so expensive to
make, it's actually harder to try some fundamentally new game design, the way
that Doom was a new game design or Command & Conquer was a
new game design. Guitar Hero is probably the best example of a
fundamentally new game design, where someone is saying, "This is something
that's totally different."
Looking back, how do you
think about your experiences developing this game?
MN: I will tell you this about The
Last Express: The Last Express was a great experience. Sometimes
painful, but ultimately rewarding in terms of the quality of the product.
Terrible sales.
MM: The royalties have been
great.
MN: Yeah, right. [laughs]
But I will tell you that there
are still these moments. In the Comic-Con panel in that room with Jordan asking
who played The Last Express, and a guy shouted out, "Yeah!"
Or
when I was in Vancouver for
VIDFEST a year ago and I met some guys who had just started up their own video
game company, and I mentioned that I had been in video games and produced The
Last Express, and I got the jaw drop -- I got the worshipful moment.
The great thing is that the
folks who have actually played the game generally have loved it. On IMDb and
Amazon, you can read these reviews that, I swear to God, we didn't write.
MM: At least some of them.
MN: The fact that we've
inspired people like that -- there's always works of art that don't get their
due in their time, and we don't think any less of them for that.
Mendelssohn essentially
rediscovered Bach something like a century later.
MN: Yeah. [laughs] Well,
hopefully we won't have to wait that long.
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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.