GDC: Making Prince of Persia
For those of you who missed GDC — or, inexplicably, went to GDC but missed my talk about the making of Prince of Persia on the Apple II in 1985 — that talk has now been posted online along with the other “Classic Game Post-Mortem” talks in the GDC Vault.
You can see higher-quality versions of the original “making of” videos I showed at GDC, including my brother running and jumping and lots more, here at jordanmechner.com.
GDC 2011: The wheel turns
Nearly everyone I spoke to at GDC 2011 in San Francisco agreed that it was one of the most energizing GDCs of recent years.
I loved the “Classic Game Post-Mortems,” a series of one-hour talks in which game designers spoke about the making of their early games: Eric Chahi on Another World (aka Out of This World), Peter Molyneux on Populous, John Romero and Tom Hall on Doom, Mark Cerny on Marble Madness, Toru Iwatani on Pac-Man were fascinating, inspiring, and touching to hear. (I gave a talk about making Prince of Persia, and really appreciated the generous response.)
But what really grabbed me was the energy and excitement surrounding indie games, especially on new platforms like mobile phones, iOS, Facebook, XBLA and PSN. More than in any previous year, I was reminded of the Apple II zeitgeist of the early eighties. It feels like we’ve come full circle, as an industry, to that time when a tiny team with few resources but talent, creativity and elbow grease has the potential to produce the next hugely influential mega-hit.
And I’m pretty sure I just met some of them in San Francisco.
Classic Game Postpartums
In a couple of weeks, I’ll be speaking at Game Developers Conference 2011 in San Francisco, about the making of Prince of Persia (the original, 1989 side-scroller) as part of their “Classic Game Postmortems” series.
I’m especially excited to hear from the other speakers — an awesome lineup including, among others, Eric Chahi, Will Wright, Ron Gilbert, Peter Molyneux, John Romero, and Toru “Pac-Man” Iwatani — about how their games, which sucked up so many hours of my youth, came to be.
(A non-game-industry friend asked me, in some confusion: “Why call it a post-mortem?” These are retrospectives of games that shipped, not ones that got killed. But even though we game designers and programmers are supposed to be a logical bunch, I don’t think the term “post-partum” is going to catch on any time soon.)
See you at GDC!
PoP original game screenplay
A few months ago, I posted my first-draft screenplay of last summer’s Prince of Persia movie. Now, here’s the script of the videogame that inspired it: 2003′s Prince of Persia: The Sands of Time.
Or rather, partial script. For writers interested in the differences between writing for movies and games, it’s worth noting that there is no game design document equivalent to a film screenplay (i.e. an established format for the writer to communicate the story to producers, director, cast and crew).
Typically, the larger part of my writing work on Sands of Time was conveyed through non-screenplay documents (dialog recording and tracking spreadsheets and the like) to the team of designers, artists and engineers. I’ve described that process in more detail in this article for MIT Press.
The “readable screenplay” posted here reads like a film screenplay, but that’s because it contains only the cinematic cutscenes – not the in-game scripted events, dialog, and voice-over narration that are just as essential to the player’s experience of the story. Those exist in no easily readable form.
The best way to experience a videogame story is to play the game. But for a quick read, this script offers at least a glimpse into Sands of Time’s beginnings.
PoP Original Screenplay
Regarding Prince of Persia’s recent journey from video game to movie, I’m sometimes asked how closely the final film follows my original story.
Now that the movie is out on DVD/Blu-Ray, I figure the easy way to satisfy curiosity is to simply post my screenplay from June 2005.
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 & Carlo Bernard, in that order, resulting in the shooting script that went into production in summer 2008.
The making of the movie is well documented in Michael Singer’s coffee-table-worthy book and the movie DVD/Blu-Ray extras. Now, you can see how it started.
Update: If you’re curious about the game-into-movie adaptation process, I’ve also posted the original game script of Ubisoft’s Prince of Persia: The Sands of Time, 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.
Toronto
Just got back from my first-ever visit to Toronto, a city I’ve long wished to visit for many reasons, yet somehow, amazingly and despite being from New York, never did until this weekend.
It was a whirlwind, too-short 36 hours including
- Ubisoft’s Toronto studio launch party Sunday night
- giving the keynote Monday morning for Interactive Ontario (talking about one of my favorite subjects, Prince of Persia)
- doing a TIFF “Film and Games” panel later that afternoon with Jade Raymond and Jon Landau (a really nice, down to earth guy who produced two small yet profitable indie films, Titanic and Avatar)
- standing ovation for Catherine Deneuve after the premiere of “Potiche” (her 109th movie according to IMDB)
The Toronto International Film Festival felt welcoming, spiffy and well organized, like Toronto itself. I left the city by an airport on an island in the middle of downtown that you take a ferry to get to. Now that’s cool.


