October 9, 1988

Tomi and Doug got to be present at the historic unveiling of Steve Jobs’ new computer, the “Next,” at the San Francisco Symphony.

Posted on Oct 9, 1988 in Old Journals | 1 comment

1 Add a Comment
Share this post:

October 13, 1988

Larry Turman informed my agents that he’s throwing in the towel on Birthstone.

Posted on Oct 13, 1988 in Old Journals | 0 comments

0 Add a Comment
Share this post:

October 20, 1988

Deep in programming mode. Nine hours today trying to integrate the new game code with the old builder code I haven’t touched in six months. It’s like going in with a wrecking ball and bashing the building to the ground, then saying “Now, can we use any of these timbers? Oh, here’s a nice chair we can save! Let’s put it over here!” A nightmare.

Posted on Oct 20, 1988 in Old Journals | 0 comments

0 Add a Comment
Share this post:

October 23, 1988

Drove to Broderbund early in the morning, let myself into the building and worked for ten hours straight. Like in the old days. I’m starting to see code patterns floating in my brain as I drift off to sleep at night… and, disturbingly, when I wake up in the morning. 

The game and the editor are now integrated on a single disk. Very slick.

Five months of this and I really will be done by March.

Posted on Oct 23, 1988 in Old Journals | 1 comment

1 Add a Comment
Share this post:

November 11, 1988

“I like games where you can shoot things. Your game has no rewards except getting to the next level.  It’s all survival and no triumph.” –Tomi

She’s right about POP. It’s empty and lifeless. I don’t know if even the shadow man and swordfighting will change that.

On the other hand, I put in a new door which looks pretty good.

Oh, God. I want this game to be a hit. Like Karateka.

Maybe this whole modular-design approach is wrong. Maybe the thing to do is put in a whole bunch of hard-wired enemies, one after another, and forget the whole free-floating, random-access, 24-screens-per-level idea.

24 screens, if they’re linked sequentially, could give a playing experience as satisfying as a whole level of Karateka. But they should be in the form of obstacles to be overcome one after another. For example:

- A chasm that has to be jumped

- A gate that has to be raised

- A guard that has to be killed

The way it is now, you’re plunged into a huge arena with no overall idea of what you’re trying to accomplish except “get out.” It’s too perplexing, especially at first.

Maybe after the first 10 or 15 levels, I could start introducing some real Lode Runner/Dr. Creep “puzzle” type game play. But in the beginning, it should be pretty much left-to-right (like Karateka) with a little bit of up-and-down. So the player can get his bearings.

YEAH!

Posted on Nov 11, 1988 in Old Journals | 0 comments

0 Add a Comment
Share this post:

November 12, 1988

Still not enough.

What’s the point in running, running to get to the exit, if all it gets you is more of the same?

The princess waiting at the end is a reward only in the story. We need rewards in the game – like beating a guard in Karateka. What makes a game fun? Tension/release, tension/release. Prince of Persia has neither.  It’s like going on a 25-mile hike. Every now and then, you get to step over a log or cross a stream. Big deal.

Running, jumping, and climbing, no matter how beautifully animated, hold your attention for maybe the first three screens. Then you start to wonder: when is something going to happen? Like: a guard to fight. An airplane to shoot down. Something.

There need to be sub-goals. Places where you can say: “Whew! Did it! That was a tough one!…What’s next?”

Like:

- clearing a screen in Asteroids or Pac-Man

- beating a guard in Karateka

- solving a level in Lode Runner

Right now, solving a level in Prince of Persia has none of the feeling of accomplishment of any of these. It’s more like “Oh… so that’s the end. Oh.”

What elements do All of the Above share?

1. You can tell at any moment, by glancing at the screen, how close you are to finishing, how much is left.

2. There are setbacks and successes on the road to ultimate success. You get a smaller version of the “Whew! Did it!” when, say, you clear a difficult area (Pac-Man), or drive a guard back with a series of blows (Karateka), or retrieve a hard-to-get sack (Lode Runner). Conversely, you get the “Oh, shit…” reaction when you accidentally split up a bunch of bigger asteroids into more smaller, faster ones; or when you finish a pattern and see that you’ve missed one dot; etc. Some setbacks are fatal, some are just irritating. But when they happen, you feel they’re your own fault.

3. You can hold off on the next task, waiting for the right moment, before saying “OK… Now” and going for it… plunging into a period of higher tension, higher chance of either a setback or success.

Persia has none of these features at present.

If the sub-goal is “solving the level,” you need a consistent visual indicator of how close you are. You don’t just stumble onto the exit and say “Oh—guess I’m done.” Or stumble onto a sack of gold and say “Oh—here’s another one.” That’s why collect-the-dots games like Lode Runner and Pac-Man always show the entire screen at once. That’s key.

But POP doesn’t show the entire screen at once. That’s a problem.

Posted on Nov 12, 1988 in Old Journals | 0 comments

0 Add a Comment
Share this post: