Last week, the IGDA Montreal chapter hosted an inspirational discussion with five leading members of the Prince of Persia team. In front of a joyful and lively crowed, they generously talked about their inspiration, production process and numerous challenges.
It was always about giving a new life to an IP already considered by many as a video game classic. So they started from a blank slate to re-imagine the Prince in a way he was never seen before. Not exactly a walk in the park!
Lead by Ben Mattes, Producer, the discussion focused on how the team managed to stay true to the Prince while creating a totally new experience for the player thanks to an innovative game design, narrative structure and killer moves. As presented by Francois Emery, Level Design Director, in this adventure, the Prince travels in an open world built as a network. Through this network-like map, the player can choose his path and build his own experience, all the while being guided through specific challenges and predetermined goals.
This open inter-connected world set out to be quite the challenge for Andrew Walsh, Narrative Director, who had to figure out a way to build a story that had a beginning and an end, but also non-linear elements in the way it would be plotted out. So as the player progresses, each challenge he chooses to undertake is like a narrative bubble that allows the characters and the story to evolve. So each player will live the same story, but in completely different ways.
Storytelling and level design are crucial in the game experience, but let’s not forget that the Prince is also about breathtaking acrobatics and swordsmanship. Part of these princely abilities were presented by Thomas Delbuguet, Game Designer, who was in charge of the combat system. The one on one combats developed in the next Prince of Persia were created with reactivity and strategy in mind. Outstanding sound, camera and special effects make for cinema like fighting scenes.
For David Wilkinson, Animation Director, the challenge was the same: how to respect the franchise while making something totally new that is adapted to next gen animation expectations? The answer to this question laid in the ability to make the Prince’s moves feel the same, yet work differently. This adds up in a strong, heroic and confident, yet cool and airy character.
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List of comments (23)
nice info
Posted by joesope, 2008-09-22 18:04:50
GREAT !!! @POP TEAM: will the end be the same, no matter what path we'll choose ???
Posted by Kakolookiyam, 2008-09-24 18:11:05
So, when does the second part of the development diary come out???