Filmmaker and graphic novel artist Jordan Mechner talks about his successful video games Karateka and Prince of Persia. He discusses using rotoscoping for realism, the Last Express, his graphic novel Replay, and echoes of the past.
Rotoscoping technique brought realism to Prince of Persia by making character movements fluid and lifelike.
Unique technical solutions and attention to detail were vital in handcrafting the development process of Prince of Persia.
Global success of Prince of Persia stemmed from tailored adaptations across diverse platforms and regions, overcoming initial setbacks.
Deep dives
Inspiration and Creation of Prince of Persia
The inspiration for Prince of Persia came from watching movies like Raiders of the Lost Ark and playing games like Castles of Dr. Creep and Load Runner. The idea was to create a platform game with fluid animation using rotoscoping to make the character feel real and hurt when failing in the game. This vision required a unique pipeline which involved complex processes to translate footage from a VHS camcorder to the Apple II for rotoscoping.
Unique Development Process
The development process for Prince of Persia was unique and handcrafted, requiring intricate technical solutions like using photo references, building a custom toolset, and even setting up a 35mm film camera to capture frames from a VHS tape in the absence of digital tools like Photoshop. The attention to detail extended to reconstructing past images and settings from memory and archival sources, emphasizing the essence of crafting a game from the ground up.
Evolution and Global Reach of Prince of Persia
While the initial releases of Prince of Persia on platforms like Apple II and PC didn't garner significant attention, the game gained momentum with subsequent versions released on different consoles and systems worldwide. Each iteration of the game had unique features and adaptations tailored to specific markets, leading to surprise successes and widespread acclaim across different regions.
Reception and Impact of Prince of Persia
The initial underwhelming sales and reception of Prince of Persia gradually transformed into a global success story as diverse versions of the game were embraced in various countries. The continued evolution and adaptations of the game across different platforms and regions highlighted its lasting appeal and versatility, showcasing how a meticulously crafted game can transcend initial setbacks to achieve widespread recognition and acclaim.
Evolution of Game Packaging and Marketing Strategies
The podcast discusses how changing the packaging of the game 'Prince of Persia' from a traditional small red box to a larger, uniquely shaped candy box designed by a San Francisco firm led to a significant shift in consumer interest. The re-release in a more appealing box garnered attention from journalists and magazine editors who primarily used Mac computers, making the game stand out due to its advanced graphics and sound for Mac games at the time.
Innovative Game Development and Personal Growth
The podcast delves into the development of 'Prince of Persia 2: Shadow in the Flame' and 'The Last Express,' showcasing the creator's transition into a directorial role and focus on storytelling. The host details the challenges and risks taken in creating 'The Last Express,' a narrative-driven game set on the Orient Express in 1914, requiring new technology and significant personal investment to bring the ambitious project to life.
Filmmaker and graphic novel artist Jordan Mechner got his start with the smash hit videogames, Karateka and Prince of Persia. His technique of using rotoscoping brought unique fluidity and realism to his titles. We talk The Last Express, his graphic novel Replay and echoes of the past this week!
You can visit Jordan's website at http://www.jordanmechner.com