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The Making of Prince of Persia: Journals 1985-1993--Illustrated Edition

Jordan Mechner · 4 HN comments
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Amazon Summary
A deep dive into the origins of the epic, best-selling video game, featuring previously unreleased content, in the game creator's own words "Mechner's journey is a universal one for anyone creating something brand new... I'm excited to revisit these journals in newly illustrated form."-- Mike Krieger, co-founder of Instagram The creator of one of the most innovative and best-selling video games of all time gives an unvarnished look into the process in this one-of-a-kind compilation. Before Prince of Persia was a best-selling video game franchise and a Disney movie, it was an Apple II computer game created and programmed by one person, Jordan Mechner. Mechner's candid and revealing journals from the time capture the journey from his parents’ basement to the forefront of the fast-growing 1980s video game industry... and the creative, technical, and personal struggles that brought the prince into being and ultimately into the homes of millions of people worldwide. Now, on the 30th anniversary of Prince of Persia’s release, Mechner looks back at the journals he kept from 1985 to 1993, offering new insights into the game that established him as a pioneer of cinematic storytelling in the industry. This beautifully illustrated and annotated collector’s edition includes: -- 300 pages of Jordan’s original journals -- Present-day margin notations by Jordan adding explanation, context, and affectionate cartoons of real-life characters -- Archival visuals illustrating the stages of the game’s creation -- Work-in-progress sketches, rotoscoped animation, screen shots, interface design, memos, and more -- A full-color 32-page "Legacy" section in which Jordan and fans share Prince of Persia memories from the past 30 years, including the Ubisoft games and Disney movie The Making of Prince of Persia is both a tribute to a timeless classic, and an indelible look at the creative process that will resonate with retro-gaming fans, game developers, and writers, artists, and creators of all stripes.
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Has anyone read Jordan Mechner's Prince of Persia journal? Was thinking of checking it out: https://www.amazon.com/gp/product/0578627310?pf_rd_r=HMREHVA...
otachack
Highly suggest it! I read the older version back in 2011 but I believe this newer one at the least contains all the material, maybe more. It's a entertaining and insightful ride of innovation.

Mechner has superb talent, especially back in his 20's, and I'm grateful he put out his notes for us to read.

mtlynch
I read it and enjoyed it. As a kid who grew up playing computer games in the late 80s and 90s, it was interesting to hear what was happening on the production side. Here are my notes from the book:

https://mtlynch.io/book-reports/making-of-prince-of-persia/

criddell
It's really good. I bought it after reading about Stripe Press (yes, the payments company publishes books). I also picked up The Dream Machine by M. Mitchell Waldrop. I really enjoyed both books.

The quality of the Stripe Press books is outstanding, although the type size is a little small in the Dream Machine book.

emehex
I would read Karateka first. But both are amazing!
fraencko
I read and enjoyed it. Definitely recommended.
cableshaft
I've read his Karateka journal, but not that one yet. It wasn't super technical for the most part, at least not that I can remember, but it did give across the vibe of 'regular guy getting to do some cool things and find some success' and I found it extremely conversational, relatable, and inspiring. I do intend to read the Prince of Persia one at some point.

It probably also got me to start recording my own game design journal. I'm still kicking myself for not doing one earlier like I initially intended to while I got a pretty cool job working for a video game publisher as a producer (instead I wrote like, 5 or 6 journals total... that was 11 years ago now, so a lot of it has gotten fuzzy...maybe if I sit down and try my best to remember at some point).

But my game design journal (plus some personal stuff) journal, despite me still not having anything published during that time yet, is sitting at over 300,000 words over four years. I generated a ton of ideas and prototypes and consumed lots of lectures and playtested a bunch of other designer's games and had several 'almost' opportunities during that time, so there was plenty to talk about anyway.

Pandemic really stunted that habit, though, and I'm struggling to get back into the habit of it (taking a break from writing an entry right now, actually, only the third one this year so far :/).

https://www.amazon.com/Making-Prince-Persia-Journals-1985-19... don't forget to mention the book that details how he did it too! It's an amazing book even if you've never played the game.
Sep 01, 2020 · Jugurtha on Game Design Curriculum
Nice! You probably know of this link "Get started making music"[0] and I found it pretty cool.

What do you think of "The Sims Game Design Documents"[1]? Could you recommend other similar resources?

I guess what really strikes a chord with me is the arc, not only "in" the game, but of the journey to make the game. One book I enjoyed on an emotional level was "The Making of Prince of Persia"[2] by Jordan Mechner. I also enjoyed "Masters of Doom"[3] by David Kushner, but more on the merit of good research, which I really respect. I don't want a montage, I want the story with the suffering and tribulations.

Do you know of similar content?

[0]: https://learningmusic.ableton.com/

[1]: https://donhopkins.com/home/TheSimsDesignDocuments/

[2]: https://www.amazon.com/Making-Prince-Persia-Journals-1985-19...

[3]: https://www.amazon.com/Masters-Doom-Created-Transformed-Cult...

Aug 28, 2020 · trynewideas on Game Design Curriculum
The three books I've read and then gone back to over the years are:

- Brenda Romero (credited on the book as Brenda Braithwaite) and Ian Schreiber's Challenges for Game Designers[1], which uses a series of design exercises to illustrate concepts like balancing and mechanical loops, and at least from a cursory glance at the Riot curriculum is very similar in structure to it. The exercises still help me bootstrap my understanding of mechanics that I don't always employ in designs, and still occasionally inspire new ideas just by going through one almost like a karate kata.

- Raph Koster's Theory of Fun for Game Design[2], which is more introspective about the nature of games rather than a pragmatic how-to guide. Koster's views are often contentious, particularly on defining what a game is or can be, but I usually go back to this book when I want to step back and remind myself what kinds of audiences might be in my blind spot for a mechanic or concept — I might think something is fun because I think it's fun, without interrogating why, and even if I don't agree with Koster on how he goes about defining it the book does a good job of demonstrating how one builds a definition in the first place.

- Jesse Schell's Art of Game Design: A Book of Lenses[3], which just got a 3rd edition last year that I haven't had a chance to read yet. It's a framework for interrogating a design — and I say "interrogating" literally, as the lenses are a set of questions to ask of your design — that touches on mechanics but also how viable an idea is to make into a game in the first place. Walking an idea through the lenses serves like a second pair of "eyes" when I don't have another person handy to bounce that idea off of in depth. There's a card deck version[3] of just the lenses that are handier to have on the desk.

It's likely that there are newer books out there covering similar ground;[4] these are the ones that were around when I came up through my first game design experiences around 2010-2012.[5] These are all high level enough to be pretty general works on the nature and purpose of all types of games, even if all of them have digital games at or near front-of-mind, without being so focused on theory and philosophy that they don't give you actionable things to apply in a design.

(Also, I've found that all three of those names are polarizing, often for very different reasons. I find the works valuable regardless; books don't tend to yell at me in a Discord chat or on social media when I read them, which is a nice change of pace.)

[1] https://www.amazon.com/Challenges-Game-Designers-Brenda-Brat...

[2] https://www.powells.com/book/theory-of-fun-for-game-design-2...

[3] https://www.schellgames.com/art-of-game-design/ — and of course there's a booster pack available, because game designers are insatiable post-publication tinkerers

[4] Procedural Storytelling in Game Design, co-edited by Tarn Adams of Dwarf Fortress and Tanya X. Short of a bunch of procedural indie games and formerly Funcom, is exciting in concept, and Darius Kazemi is always fun to read on the subject: https://www.amazon.com/Procedural-Storytelling-Design-Tanya-...

Building Blocks of Tabletop Game Design, by Geoffrey Engelstein and Issac Shalev, looks like it ports the cookbook concept from software development to tabletop games, which feels right up my alley: https://www.amazon.com/Building-Blocks-Tabletop-Game-Design/...

(It seems notable that both of those are by CRC Press, which I associate more with academic textbooks, but neither really fits the usual bill for them.)

Calling it "newer" might be a misnomer, but I'm desperate to get around to the illustrated The Making Prince of Persia: Journals and wish there were more books with the perspective of a journal during development — watching along as opportunities open and close, instead of as a post-mortem that's colored by the end product and invariably focused on what went wrong/how to avoid it. Also it just looks gorgeous: https://www.amazon.com/Making-Prince-Persia-Journals-1985-19...

[5] Steve Swink's Game Feel has been on my list of to-reads on the subject forever, but I've never gotten around to it: https://www.powells.com/book/game-feel-9780123743282

I bounced off Katie Salen/Eric Zimmerman's Rules of Play, but it's lauded enough that it's hard to omit it. If you like Koster's ideas around orthography in game design and want to see a predecessor that takes it further and issues prescriptive rules, or if you have more of an interest in design criticism than creation and want an intro to a critical vocabulary, it might appeal more: https://www.powells.com/book/rules-of-play-game-design-funda...

Tracy Fullerton's Game Design Workshop is a great read, and even more well suited to a classroom environment than Challenges for Game Designers, but it's _too_ classroom-y for my tastes, focused more on getting from point A to a very specific and more directed point B, instead of laying out a more open-ended task where the boundaries can be a creative aid. I've never felt compelled to return to it as a result, but there are folks who swear by it, so it's still worth mentioning: https://www.amazon.com/Game-Design-Workshop-Playcentric-Inno...

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