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	<title>jordanmechner.com &#187; Featured</title>
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	<link>http://jordanmechner.com</link>
	<description>Video game design tips from the creator of Prince of Persia, plus news and information about his projects.</description>
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		<title>Announcing Karateka</title>
		<link>http://jordanmechner.com/blog/2012/02/announcing-karateka/</link>
		<comments>http://jordanmechner.com/blog/2012/02/announcing-karateka/#comments</comments>
		<pubDate>Wed, 15 Feb 2012 14:00:03 +0000</pubDate>
		<dc:creator>Maelstrom52</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Featured]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Karateka]]></category>
		<category><![CDATA[Making Games]]></category>
		<category><![CDATA[Old School]]></category>

		<guid isPermaLink="false">http://jordanmechner.com/?p=5918</guid>
		<description><![CDATA[Modern remake of the 1984 classic that started Jordan's career]]></description>
			<content:encoded><![CDATA[<p>One big difference between the movie and video game industries is the way they handle news about upcoming projects.</p>
<p>Movies are announced early, and often. When a writer sells a pitch, when a director is attached, when a role is cast &#8212; all of these stages leading up to making the movie are freely reported and commented on. Even though there&#8217;s no guarantee when, or if, an actual movie will ever get made. (See <a href="http://www.variety.com/article/VR1118000796" target="_blank"><em>Fathom</em></a>.) And studios are fine with it.</p>
<p>Video game studios, on the other hand, guard their game development plans like military secrets. It&#8217;s not just that they don&#8217;t want work-in-progress visuals getting out and giving a less-than-ideal impression of the game. Often, they won&#8217;t even confirm that a project EXISTS until it&#8217;s almost done, with tens of millions of dollars already spent and the end in sight.</p>
<p><img class="size-full wp-image-5932 alignright" title="Karateka (Apple II 1984)" src="http://jordanmechner.com/wp-content/uploads/2012/02/Karateka-Kick.gif" alt="" width="300" height="205" />A side effect of this is that, when game developers rub elbows at conferences like GDC, if A should ask B in a moment of drunken camaraderie &#8220;What are you working on?&#8221; the accepted answer is a big cagey grin and a tease: &#8220;Nothing I can talk about!&#8221; This is true even if B is the lead designer of Mass Metal Destruction 1 and 2 and remains employed by the same studio. It shouldn&#8217;t really surprise anyone that, MMD2 having made half a billion dollars the year before, someone has thought of doing a MMD3. But some things are not to be spoken out loud.</p>
<p>So it&#8217;s an exquisite frustration particular to game developers that we spend our time talking (and blogging, and being interviewed) about every aspect of our work EXCEPT what we&#8217;re actually working on and are most excited to talk about.</p>
<p>And for me, today, it&#8217;s an exquisite joy to finally be able to say this in print:</p>
<p>For the past year, I&#8217;ve been working with a small team to develop a new, updated remake of <em>Karateka</em> &#8212; the game that began my career 27 years ago.</p>
<p>(If you didn&#8217;t happen to encounter <em>Karateka</em> in the early 1980s, you can read its backstory <a href="http://jordanmechner.com/karateka/" target="_blank">here</a>.)</p>
<h2>A New <em>Karateka</em></h2>
<p><img class="size-medium wp-image-5936 alignright" title="Karateka (Apple II 1984)" src="http://jordanmechner.com/wp-content/uploads/2012/02/Karateka-Castle-300x205.gif" alt="" width="300" height="205" />Eight years is a long time between games, even for me. Since <em>Prince of Persia: The Sands of Time</em> shipped in 2003, I&#8217;ve been busy writing movies, TV, graphic novels, and other non-game projects. It feels great to be hands-on making a game again, and I can&#8217;t wait for you to be able to play it.</p>
<p>It&#8217;ll be a downloadable game for Xbox 360 and PlayStation 3, out this year. We&#8217;re looking at bringing it to other platforms too. I&#8217;ll update with more details in the coming months, as we get closer to release.</p>
<p><strong>How different is the new <em>Karateka</em> from the original?</strong> It&#8217;s closer than the 2003 <em>POP:SOT</em> was to the original, side-scrolling <em>Prince of Persia</em>. But it&#8217;s a more radical reinvention than, say, the 2007 XBLA <em><a href="http://xboxlive.ign.com/articles/795/795486p1.html" target="_blank">Prince of Persia Classic</a></em>. The new <em>Karateka</em> is much more than a port; it&#8217;s both a remake and a re-imagining of the original game for today&#8217;s consoles.</p>
<p>For me as creative director, it&#8217;s been an exciting chance to experiment with new gameplay mechanics and ideas that on previous console generations (and on the Apple II) I could only have dreamed about.</p>
<p><strong>Why downloadable and why indie?</strong> For a lot of reasons, downloadable just feels right for <em>Karateka</em>. The original was a simple, compact, pick-up-and-play game that didn&#8217;t require a lot of tutorial to understand what you had to do. Beating the game was hard, but even little kids could have fun playing it from the first moments. I wanted to honor that simplicity. Jumping from the Atari 400 to a huge triple-A retail console title felt like it would have been too big a leap.</p>
<p><img class="size-medium wp-image-5938 alignleft" title="Karateka (Apple II 1984)" src="http://jordanmechner.com/wp-content/uploads/2012/02/Karateka-Akuma-300x205.gif" alt="" width="300" height="205" />I want to show that a game can be simple fun while also telling a human story in a way that&#8217;s emotional, atmospheric, and beautiful. I&#8217;ve been encouraged to see gamers embrace downloadable titles like <em>Limbo</em> and <em>Braid</em> &#8212; games that stand out because of their design integrity and strong artistic choices, although they were made on modest budgets and don&#8217;t represent technological breakthroughs. The industry is changing fast. It&#8217;s an exciting time for indie.</p>
<p>And it doesn&#8217;t get much more indie than programming a game on a 48K Apple II in my college dorm room, mailing it to a publisher on a 5.25&#8243; floppy disk, and crossing my fingers &#8212; which is how <em>Karateka</em> began.</p>
<h2>Back to GDC</h2>
<p>In a couple of weeks at San Francisco GDC (Game Developers Conference), I&#8217;ll be <a href="http://www.gdconf.com/news/gdc/gdc_2012_debuts_sweeney_notch_.html" target="_blank">doing a panel</a> with Tim Sweeney (Epic), Adam Saltsman <em>(Canabalt)</em>, Notch Persson <em>(Minecraft)</em>, and John Romero <em>(Doom)</em> discussing &#8220;Back to the Garage: The Return of Indie.&#8221; I hope to see some of you there.</p>
<p>After that, it&#8217;ll be time to put my head down, get back to work, and get back to not answering questions for the next couple of months.</p>
<p>But now you know at least one of the things I&#8217;m working on.</p>
<p>Many thanks to everyone who&#8217;s taken the time to comment, or post on twitter or facebook, asking for a new <em>Karateka</em> or sharing your memories of playing the original game. Your encouragement means a lot to me and has helped to get this project off the ground. I truly hope you&#8217;ll like the result.</p>
<p>Watch this blog and <a href="http://jordanmechner.com/karateka">the Karateka page</a> for updates.</p>
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		<title>The Prince of Persia ebook</title>
		<link>http://jordanmechner.com/blog/2011/10/ebook/</link>
		<comments>http://jordanmechner.com/blog/2011/10/ebook/#comments</comments>
		<pubDate>Wed, 19 Oct 2011 14:08:42 +0000</pubDate>
		<dc:creator>jordan</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Featured]]></category>
		<category><![CDATA[Film]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Making Games]]></category>
		<category><![CDATA[Old School]]></category>
		<category><![CDATA[Prince of Persia]]></category>

		<guid isPermaLink="false">http://jordanmechner.com/?p=4456</guid>
		<description><![CDATA[Jordan's journal of the making of a classic game]]></description>
			<content:encoded><![CDATA[<p><a href="http://jordanmechner.com/ebook"><img class="alignleft size-medium wp-image-4459" title="POP_ebook_cover" src="http://jordanmechner.com/wp-content/uploads/2011/10/POP_ebook_cover-214x300.jpg" alt="" width="214" height="300" /></a>For readers who&#8217;ve gamely clicked their way through all seven years of my &#8220;Making of <em>Prince of Persia</em>&#8221; journals online &#8212; and those who haven&#8217;t &#8212; I&#8217;m happy to announce that the complete saga is now <a href="http://jordanmechner.com/ebook">available as a PDF and Amazon Kindle ebook</a>.</p>
<p>The book isn&#8217;t free &#8212; we&#8217;ve priced it at US$7.99 &#8212; but at 300-plus pages, I hope it&#8217;s good value. We&#8217;re publishing it without any copy protection or DRM, so pirates shouldn&#8217;t have much of a challenge. Book sales will help defray the costs of this project and of maintaining the website.</p>
<p>The ebook contains the original Old Journals, plus never-before-published entries leading up to the beginning of <em>The Last Express</em>. You can download a free sample PDF of the first 40 pages, or the full ebook, <a href="http://jordanmechner.com/ebook">here</a>.</p>
<p>Thanks to Danica Novgorodoff for designing the book (Danica is the multitalented author of the excellent graphic novel <em>Refresh, Refresh</em>, and designer of many First Second books, including <a href="http://jordanmechner.com/solomons-thieves/"><em>Solomon&#8217;s Thieves</em></a>), and to David Anaxagoras, Ryan Nelson, and Aaron Simonoff for their hard work putting it together. It&#8217;s safe to say it turned out to be a lot more work than any of us expected.</p>
<h2>How <em>Prince of Persia</em> got made &#8212; and almost didn&#8217;t</h2>
<p>In the ebook, you&#8217;ll read what I wrote in my journal on the day I videotaped my kid brother running and jumping to model the prince&#8217;s moves; the day I gave up on the project; and the day I decided to finish it after all.</p>
<p>In the seven years from May 1985 to January 1993, <em>Prince of Persia</em> went from a few scribbles on yellow-lined paper to a published, best-selling video game franchise, and I changed from a callow kid into (I thought) a seasoned software entrepreneur. If you&#8217;ve read the journals, you know that it was a bumpy ride, and that the game&#8217;s eventual success was anything but a foregone conclusion.</p>
<p>Whether you&#8217;re a game designer or in another creative field, whether you had an Apple II in the 1980s or weren&#8217;t born yet, I hope you&#8217;ll find inspiration (or something else of use to you) in this story of how one game got made.</p>
<p><iframe src="http://www.youtube.com/embed/gC3WEwSJoHs" frameborder="0" width="560" height="315"></iframe></p>
<p>Check out the ebook <a href="http://jordanmechner.com/ebook">here</a>.</p>
<h2>A request</h2>
<p>This ebook is an experiment in many ways. I have no idea how many people will be interested, or how well the non-DRM &#8220;honor system&#8221; will work. Either way, I&#8217;ll post once the dust has settled, and let you know how it went.</p>
<p>If you&#8217;ve enjoyed the Old Journals on the site, but don&#8217;t feel the urge to own the ebook, you can still support this project by helping us spread the word. Readers like you who take the time to post or tweet about the Old Journals ebook, <a href="http://amazon.com?tag=jordanmechner-20" target="_blank">review it on Amazon</a>, or just tell a friend, will make a big difference in the experiment.</p>
<p>Many thanks!</p>
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		<title>PoP Original Screenplay</title>
		<link>http://jordanmechner.com/blog/2010/10/pop-orig-screenplay/</link>
		<comments>http://jordanmechner.com/blog/2010/10/pop-orig-screenplay/#comments</comments>
		<pubDate>Mon, 11 Oct 2010 17:59:56 +0000</pubDate>
		<dc:creator>jordan</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Featured]]></category>
		<category><![CDATA[Film]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Prince of Persia]]></category>
		<category><![CDATA[adaptation]]></category>
		<category><![CDATA[film]]></category>
		<category><![CDATA[making of]]></category>
		<category><![CDATA[screenwriting]]></category>
		<category><![CDATA[transmedia]]></category>

		<guid isPermaLink="false">http://jordanmechner.com/?p=3344</guid>
		<description><![CDATA[Adapting a video game into a movie]]></description>
			<content:encoded><![CDATA[<p><a href="http://jordanmechner.com/wp-content/uploads/2010/10/POPSOT-Jun2005.pdf"><img class="alignleft size-medium wp-image-3354" style="border: 1px solid black;" title="Prince of Persia original screenplay" src="http://jordanmechner.com/wp-content/uploads/2010/10/POPSOT-title-231x300.jpg" alt="" width="185" height="240" /></a>Regarding <em>Prince of Persia&#8217;s</em> recent journey from video game to movie, I&#8217;m sometimes asked how closely the final film follows my original story.</p>
<p>Now that the movie is out on DVD/Blu-Ray, I figure the easy way to satisfy curiosity is to simply post <a href="http://jordanmechner.com/wp-content/uploads/2010/10/POPSOT-Jun2005.pdf" target="_blank">my screenplay</a> from June 2005.</p>
<p>Quick history: This was the last draft I wrote, starting from the story John August and I pitched to Disney/Bruckheimer in 2004. A series of other writers took it from there: Jeff Nachmanoff, Boaz Yakin, Doug Miro &amp; Carlo Bernard, in that order, resulting in the shooting script that went into production in summer 2008.</p>
<p>The making of the movie is well documented in Michael Singer&#8217;s <a href="http://www.amazon.com/Make-Our-Own-Destiny-Bruckheimer/dp/1423117549/?tag=jordanmechner-20" target="_blank" rel="nofollow">coffee-table-worthy book</a> and the <a href="http://www.amazon.com/Prince-Persia-Sands-Blu-ray-Digital/dp/B003UYUR10?tag=jordanmechner-20" target="_blank" rel="nofollow">movie DVD/Blu-Ray</a> extras. Now, you can see how it started.</p>
<blockquote><p>Update: If you&#8217;re curious about the game-into-movie adaptation process, I&#8217;ve also posted the <a href="http://jordanmechner.com/blog/2011/01/pop-original-game-screenplay/">original game script</a> of Ubisoft&#8217;s <em>Prince of Persia: The Sands of Time</em>, which I wrote in 2002-03, and an accompanying article about how that game story was developed. As these materials illustrate, writing for games and movies are two very different crafts.</p></blockquote>
<p><a href="http://jordanmechner.com/wp-content/uploads/2010/10/camel-panoramic.jpg"><img class="alignright size-large wp-image-4355" title="camel panoramic" src="http://jordanmechner.com/wp-content/uploads/2010/10/camel-panoramic-1024x283.jpg" alt="" width="614" height="170" /></a></p>
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		<title>Tips for game designers</title>
		<link>http://jordanmechner.com/blog/2009/12/tips-for-game-designers/</link>
		<comments>http://jordanmechner.com/blog/2009/12/tips-for-game-designers/#comments</comments>
		<pubDate>Wed, 16 Dec 2009 02:53:13 +0000</pubDate>
		<dc:creator>jordan</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Featured]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Making Games]]></category>
		<category><![CDATA[Prince of Persia]]></category>

		<guid isPermaLink="false">http://jordanmechner.com/?p=2877</guid>
		<description><![CDATA[Jordan's short list of game design tips]]></description>
			<content:encoded><![CDATA[<p>Thanks to <a href="http://diplome.pixylab.com/wordpress/2009/12/16/jordan-mechners-tips-for-game-designers/?wscr=1920x1200" target="_blank">Jeremie Biron</a> for finding and posting these &#8220;Tips for Game Designers&#8221; I gave in 2004, on the release of <em>Prince of Persia: The Sands of Time</em>.</p>
<blockquote><ol>
<li>Prototype and test key game elements as early as possible.</li>
<li>Build the game in incremental steps – Don’t make big design documents.</li>
<li>As you go, continue to strengthen what’s strong, and cut what’s weak.</li>
<li>Be open to the unexpected – Make the most of emergent properties.</li>
<li>Be prepared to sell your project at every stage along the way.</li>
<li>It’s harder to sell an original idea than a sequel.</li>
<li>Bigger teams and budgets mean bigger pressure to stay on schedule.</li>
<li>Don’t invest in an overly grandiose development system.</li>
<li>Make sure the player always has a goal (and knows what it is).</li>
<li>Give the player clear and constant feedback as to whether he is getting closer to his goal or further away from it.</li>
<li>The story should support the game play, not overwhelm it.</li>
<li>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.</li>
<li>Sometimes a cheap trick is better than an expensive one.</li>
<li>Listen to the voice of criticism – It’s always right (you just have to figure out in what way).</li>
<li>Your original vision is not sacred. It’s just a rough draft.</li>
<li>Don’t be afraid to consider BIG changes.</li>
<li>When you discover what the heart of the game is, protect it to the death.</li>
<li>However much you cut, it still won’t be enough.</li>
<li>Put your ego aside.</li>
<li>Nobody knows what will succeed.</li>
</ol>
</blockquote>
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