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Marco Cappellari retweeted
Prince of Persia. Jordan Mechner, Mr. SID, 2011. Download csdb.dk/release/?id=102540 #C64 #Commodore
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Ex: Prince of Persia from 1989 was developed during literal 4 years old, because it's creator, Jordan Mechner, used rotoscopy to animating the sprites of the characters in the screen. So, the loli/little girl Game Sapiens version of the male MC is physically 4 years old
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EXCLUSIVE: Oni Press and Magnetic Press, alongside ScreenRant, proudly present the preview and Kickstarter campaign launch for historical graphic novel, LIBERTY, by Jordan Mechner, with art by Étienne Le Roux and Loïc Chevallier. 🇺🇸 Read More: bit.ly/4exOd7u
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Two related stories: 1. In the Stripe Press Prince of Persia book, Jordan Mechner spent more hours than ever on a game he had a conviction was going to be a success. He knew it and the team knew it. Only it wasn’t. A year of flat sales after launch. They switched platforms (sorry Apple, but PC had the sales in the 80s) and it worked but only because they knew in their hearts that they had a hit. 2. Recently ran a hackathon at work, 70 entries, and when I ran the tabs on how much time was spent, all of the winners also happened to line up exactly with who spent the most time. (Rule was had to use our conversational video ai bot, so I could track this). Again, internal conviction led to time spent. Both cases it was clear you need to put in the hours for creative output. Necessary but not sufficient. Conviction that your output is worthwhile is what leads to the hours. Also makes the hours easy if you’re rational about why.
Thinking about "creative time density": how many person-hours/years went into this specific artifact/place/experience? It's a reliable awe trigger for me. Performers spending hundreds of hours preparing a few minutes of material for a big show, a scholar spending a decade on a book, a Ghibli film, cathedrals. Not fully reliable ofc—doesn't capture the awe in jazz, plein-air painting, etc. But I think the absence of creative time density says something about what's missing in slop. At least in improv arts there's expertise density, which is a different kind of time density. Fun related concept is "auteurial time density"—how many hours/years of *one person's* idiosyncratic creative perspective is represented here? Gaudi, Welles, Klint, Caro, etc
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The innovators who I came to respect so much with the franchises I grew up with, i respect their original visions for these beautiful innovations throughout the ages. They set the gaming industry standard for some of the most popular franchises known to date And no matter what anyone says or changes, these men innovated whole entire franchises, ideas and creations. True creative minds are by definition the best kind, and i hope there will be many who learn from their creative visions and become inspired to do their own things much like them. 1. Hironobu Sakaguchi - The Absolute Legend, the Creator Of Final Fantasy 2. Jordan Mechner - the Legendary Creator Of Prince Of Persia, 3. Patrice Desilets - The Absolute Inspiration And Legend - Prince of Persia Sands Of Time creator, Assassins Creed Creator, And Amsterdam 1666/Ancestors: The Humankind odyssey 4.Shigeru Miyamoto and Takashi Tezuka - The Masterminds of the Legend of Zelda. Every single one of these innovators inspired my generation, and others before it, and those after, but they also innovated the best games I've ever played and had my hands on, they were true innovators in the gaming industry, and still are today. The Artists original vision is such a important thing, because it's paying respect to the people who truly innovated these franchises, without them we wouldn't have had these games today and every one of them matters - because we remember their work on every franchise they've ever worked and made. They are truly, legends to remember and respect, but to also respect their vision going forward.
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Jun 12
How we made Prince of Persia - Jordan Mechner recalls how Prince of Persia was inspired by Raiders of the Lost Ark, then built by filming his brother in a car park and digitising the footage by hand.
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I read two books, Masters of Doom about John Carmack & the creation of Doom and also The Making of Prince of Persia: Journals 1985-1993 by Jordan Mechner Both really good and a glimpse into development and especially game development before it was just spinning up a premade engine and popping in some assets and maps Really crazy and a good trip through the past
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Replying to @popuniversee
Just give the IP back to Jordan mechner or give it to desilets. He worked on the original sands of time to 3D. Jordan is the creator of the IP so both of them would do it justice.
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Totalmente 😆 Hay que puntualizar. El de DOS es el concepto original, el de animaciones limpias e increíblemente suaves (trabajo impresionante de Jordan Mechner y su hermano) un juego mítico. El de GameBoy es una proeza técnica, no lo discuto, impresiona mucho (mismo con los ordenadores de 8-bits - no he visto versión que desmerezca todavía, mención especial a CPC y la tardía versión de Spectrum) Pero la versión de SNES… es cine. La banda sonora es increíble, la variedad de escenarios, enemigos, los bosses… es un remake que sacrifica suavidad de animación pero potencia todo lo demás. Además, es el doble de largo 😎
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