Featured

Thanks to Jeremie Biron for finding and posting (and translating!) these “Tips for Game Designers” I gave in 2004, after the release of Prince of Persia: The Sands of Time. I’d forgotten all about it until now.

Rereading the advice, I think it stands up well and is more relevant to today’s industry than the 1996 list of tips for designing story-based games I posted last month.

  1. Prototype and test key game elements as early as possible.
  2. Build the game in incremental steps – Don’t make big design documents.
  3. As you go, continue to strengthen what’s strong, and cut what’s weak.
  4. Be open to the unexpected – Make the most of emergent properties.
  5. Be prepared to sell your project at every stage along the way.
  6. It’s harder to sell an original idea than a sequel.
  7. Bigger teams and budgets mean bigger pressure to stay on schedule.
  8. Don’t invest in an overly grandiose development system.
  9. Make sure the player always has a goal (and knows what it is).
  10. Give the player clear and constant feedback as to whether he is getting closer to his goal or further away from it.
  11. The story should support the game play, not overwhelm it.
  12. The moment when the game first becomes playable is the moment of truth. Don’t be surprised if isn’t as much fun as you expected.
  13. Sometimes a cheap trick is better than an expensive one.
  14. Listen to the voice of criticism – It’s always right (you just have to figure out in what way).
  15. Your original vision is not sacred. It’s just a rough draft.
  16. Don’t be afraid to consider BIG changes.
  17. When you discover what the heart of the game is, protect it to the death.
  18. However much you cut, it still won’t be enough.
  19. Put your ego aside.
  20. Nobody knows what will succeed.
  • Digg
  • Twitter
  • StumbleUpon
  • Reddit
  • Yahoo! Buzz
  • del.icio.us
  • N4G
  • NewsVine
  • Facebook

Sketchbook pages from my first day on the Prince of Persia set in Morocco, last summer:

morocco03

Jake offered to hold the Dagger of Time so I could sketch it. The one drawing you’d figure I could do in my sleep. Naturally, under pressure (we were between takes), I rushed it, and messed up the proportions.

I asked him to hand me the dagger for a moment, thinking I might just turn back time and try that sketch again. Alas, it was empty. He must have used up the sand doing stunt work with 2nd unit.

It felt good to hold it, though. Much more solid and weighty than a PS2 controller.

  • Digg
  • Twitter
  • StumbleUpon
  • Reddit
  • Yahoo! Buzz
  • del.icio.us
  • N4G
  • NewsVine
  • Facebook


Prince of Persia: The Sands of Time in HD

Trailer Park | MySpace Video

The first official trailer for the Prince of Persia movie (opening in theaters May 28, 2010) is now online.

There are some bootleg low-res versions bouncing around the net, despite the best-laid plans of Mouse and men. Accept no substitutes. The hi-def version looks better.

I got to see the trailer in a movie theater for the first time last week in San Francisco and L.A., when producer Jerry Bruckheimer and I did Q&As with journalists. It was quite a thrill seeing it on a big screen with a theater full of people.

There’s actually one line of dialog in the movie trailer that’s also in the homemade game-footage trailer John August and I used to pitch the project to Jerry and Disney six years ago. Which is funny, because the line’s not actually in the movie (at least I don’t think it is). No prize for spotting it.

  • Digg
  • Twitter
  • StumbleUpon
  • Reddit
  • Yahoo! Buzz
  • del.icio.us
  • N4G
  • NewsVine
  • Facebook

Prince of Persia Apple II screenshot

For the past year, I’ve been posting daily entries from the old journals I kept while I was programming Prince of Persia on the Apple II, 20 years ago.

This “blog from the past” now has 48 pages of entries, covering roughly seven and a half years from May 1985 to January 1993 — from Prince of Persia’s conception through the development of its sequel, Prince of Persia 2: The Shadow and the Flame.

In a coincidence I couldn’t have planned, this month marks both the 20th anniversary of the original game’s release, and the release of the first trailer for Disney’s Prince of Persia movie. Time is an ocean in a storm.

If you’re curious to know how the Prince’s journey began, back in those halcyon days when computers looked like this, it’s all in the Old Journals. Some highlights include: the day my kid brother modeled the prince’s moves; the day Prince of Persia got its title; and the first rotoscoped animation test.

Or you can read the whole story from the beginning, starting here.

  • Digg
  • Twitter
  • StumbleUpon
  • Reddit
  • Yahoo! Buzz
  • del.icio.us
  • N4G
  • NewsVine
  • Facebook

In my GDC China keynote about Prince of Persia’s 20-year journey from game to film, I showed a 2-minute trailer I made six years ago to pitch the movie to Jerry Bruckheimer and Disney execs. I’m posting it here for those who are interested.

Why did I cut a new trailer, instead of using one of the existing game trailers Ubisoft had already produced to market the Sands of Time game? Because the game marketing trailers were very specific about certain story points that weren’t in the movie (freeze, fast-forward, sand monsters, visions). Co-producer John August and I didn’t want to confuse the execs by showing them a different story from the one we were pitching.

It took me a week to cut on Final Cut Express, in late 2003. Assembling a trailer from existing PS2 game footage was an editing challenge, because key scenes, locations and characters from the movie didn’t exist. So rather than attempt to explicitly tell the story of the movie in the trailer, I set out to convey the kind of movie it would be. (Don’t worry, there are no spoilers — the trailer reveals nothing about the plot of the movie beyond what’s in the game.)

The sound mix is rough — I didn’t have the proper elements or the time to do a professional-quality mix — but it served its purpose of selling the pitch. Hope you enjoy it.

Prince of Persia movie pitch trailer (2003) from jordan mechner on Vimeo.

  • Digg
  • Twitter
  • StumbleUpon
  • Reddit
  • Yahoo! Buzz
  • del.icio.us
  • N4G
  • NewsVine
  • Facebook

Though the Prince of Persia has managed to survive for 20 years as a videogame hero without any character ever mentioning his name, this wasn’t a realistic option when it came to writing the movie. He needed a name.

I found it in this passage from Ferdowsi’s Shahnameh (the Persian Book of Kings):

[The Simorgh] went to the youth and said, “O brave young man, until today I have brought you up as if I were your nurse, and I have taught you speech and the ways of virtue. Now it is time for you to return to your own birthplace. Your father has come searching for you. I have named you Dastan (The Trickster) and from now on you will be known by this name.”

Despite what the Simorgh says, the new name doesn’t stick; everyone goes back to calling him by his real name, Zal. But Dastan seemed like the perfect name for my prince (especially since Zal wasn’t using it). So I borrowed it.

The Trickster has been a popular heroic archetype for thousands of years (Joseph Campbell called him the “Hero with a Thousand Faces”). From his first incarnation as an Apple II sprite, the prince has run, jumped and scrambled firmly in the footsteps of other well-known Tricksters like Robin Hood, Zorro, Han Solo, Indiana Jones, and (of course) the Man with No Name

As it turns out, the word dastan has shadings I wasn’t aware of — shadings that make it an even more appropriate name for the prince than I realized.

First, several people (including Jake Gyllenhaal the first day we met) have pointed out to me that Dastan is also a Persian word meaning ”story.” And so it is, although the vowel is pronounced differently. According to wikipedia, a Dastan is a type of Central Asian oral history “centered on one individual who protects his tribe or his people from an outside invader/enemy.” Hey, just like every video game.

Then, I came across this fascinating article by Dick Davis (the translator of the English edition of the Shahnameh I quoted above). He’s discussing the qualities of the Trickster Hero as they pertain to Rostam, Persia’s greatest epic hero (think Hercules, Siegfried, etc), who is way more famous than Zal or Dastan. It’s a great example of the kind of nuances that get lost in translation:

There is also the curious nature of his name to be taken into account. He is often referred to as “Rostam-e Dastan,” which can have two different meanings. One, “Rostam the son of Dastan,” is the meaning the poem foregrounds, and his father, Zal, is seen as having somewhere along the line acquired a second name, Dastan. But the phrase can also mean “Rostam who possesses the quality of dastan”, and the word “dastan” means “trickery.” This, I believe, was the original meaning of the phrase “Rostam-e Dastan” (probably long before the Shahnameh was written, while the stories of Rostam still had a solely oral existence), i.e. “Rostam the trickster”, the equivalent of Homer’s “Odysseus of many wiles”, and only later did the word dastan come to be identified as the name of his father (after all, his father already had a name, Zal).

The prince in Sands of Time (the video game) at one point wishes aloud that he had the strength of Rostam so that he could smash through a certain wall. I figured a seventh-century Persian prince would have grown up hearing those tales and would use them as a point of reference.

Now he’s got a name of his own.

  • Digg
  • Twitter
  • StumbleUpon
  • Reddit
  • Yahoo! Buzz
  • del.icio.us
  • N4G
  • NewsVine
  • Facebook

This month’s Game Informer magazine has an opinion piece I wrote about the creative process of adapting a property across different media. You can also read it here.

  • Digg
  • Twitter
  • StumbleUpon
  • Reddit
  • Yahoo! Buzz
  • del.icio.us
  • N4G
  • NewsVine
  • Facebook

The Sands of Time: Crafting A Video Game Story, an essay I wrote a couple of years ago for MIT Press, is now available online. If you’re curious about the nuts and bolts of video game writing — and how it’s different from screenwriting — check it out.

  • Digg
  • Twitter
  • StumbleUpon
  • Reddit
  • Yahoo! Buzz
  • del.icio.us
  • N4G
  • NewsVine
  • Facebook