It took a decade of persistent outreach, but Jordan Mechner, the creator of the seminal 1989 game Prince of Persia, finally sat down for an in-depth conversation about his career and the enduring legacy of his most famous creation. The interview, conducted by PC Gamer after a 2024 game developer roundtable, delves into the franchise's many iterations, Mechner's creative process, and his subsequent work in film and graphic novels.
The Evolving Prince
Mechner acknowledged the recent spate of 2D Prince of Persia titles, including The Lost Crown and The Rogue Prince of Persia, noting that the Montpellier team behind The Lost Crown made smart choices in adapting the franchise to the Metroidvania genre. He believes this 2D approach, with its emphasis on fantastic elements and anime-inspired visuals, harks back to the original 2D games and the Sands of Time trilogy, potentially appealing to a wide range of fans.
"Even fans of the 2008 Prince of Persia, I think, will find in the mythology and a lot of visual elements things that will make this feel like a Prince of Persia game to them in the best way," Mechner stated. He highlighted that the 2008 iteration, often criticized for its perceived hands-off gameplay, nonetheless boasts a devoted following, as do the Sands of Time trilogy and the original 2D game. Mechner observed that different generations of players have their own distinct "Prince of Persia," including those introduced to the franchise through the 2010 movie.
Mechner himself has only recently delved into the Metroidvania genre as a player, finding enjoyment in Prince of Persia: The Lost Crown. He also cited Inside, Limbo, and the Rayman games as titles that have stood out to him.
From 2D to 3D and Back Again
Reflecting on the transition to 3D, Mechner recalled being impressed by Tomb Raider in the mid-90s, which initially made him feel that a 3D Prince of Persia was no longer necessary. However, a few years later, his own experience as a gamer led him to miss the speed and fluidity of 2D gameplay. This sentiment shifted when he met the Ubisoft Montreal team in 2002 and saw their vision for a 3D Prince of Persia for the PlayStation 2. The prospect of chaining acrobatic movements and the innovative real-time rewind mechanic, which he helped to conceptualize and integrate into the narrative, convinced him to join the project.
"The story that we created with a dagger that can turn back time, and an hourglass, was constructed to take advantage of and to highlight these gameplay elements of the rewind and the parkour," Mechner explained. He noted that the voiceover narration, a stylistic choice inspired by classic film noirs, allowed for a deeper exploration of the Prince's character and his relationship with Farah, while also elegantly addressing player deaths and providing narrative context.
Mechner expressed regret over the marketing-driven decision to shift the tone of Warrior Within from Teen to Mature, feeling it was an unfortunate departure from the successful formula of Sands of Time. "That was what marketing wanted," he stated.
The Genesis of Assassin's Creed and Beyond
Mechner shared that Assassin's Creed evolved from Prince of Persia: Assassin, a sequel concept he was involved with. He feels honored that a franchise with such a massive legacy grew from his work, though he has since focused on his own narrative interests.
"In my own work in Prince of Persia, in The Last Express, and in my graphic novels... I've always been fascinated by history, by creating fictional adventures set against real historical events," Mechner said. He noted the irony of Assassin's Creed's focus on the Knights Templar, a subject he was exploring in his graphic novel Templar.
The Last Express and a Return to Comics
Mechner retains the rights to The Last Express and believes a remaster is feasible given the archival of original assets. However, his priority remains creating new works. "Personally, returning to a game that I've already spent years making in order to spend years remastering it, that's not my highest priority. It's not that I wouldn't enjoy it. But there are too many new things that I want to create that only I can do," he explained.
He revealed that a prequel graphic novel for The Last Express is a possibility within the next year or two. Mechner's current immersion in graphic novels represents a return to his childhood passion, a medium he has explored through works like Templar, Monte Cristo, and Replay. He expressed gratitude for the opportunity to work across video games, film, and comics.
Mechner recalled surreal moments where his games intersected with his life, such as meeting film legends who were fans or discovering William Hurt playing The Last Express in his trailer.
A Love Letter to San Francisco
Recounting his time developing Prince of Persia and The Last Express in San Francisco, Mechner praised the city's beauty and the unique energy of the 1990s game development scene. He described the synergy between the filmmaking and burgeoning video game industries, where technicians accustomed to film production found themselves working on interactive projects, often astonished by the quality and narrative depth.
"The idea that a computer game could be more than just blocky pixels and beeps and buzzes, the general public was just becoming aware of this," he observed.
Mechner's creative journey, from the groundbreaking animation of Prince of Persia to the cinematic storytelling of The Last Express and his current work in graphic novels, showcases a consistent passion for interactive narrative and a deep appreciation for historical settings. The enduring appeal of Prince of Persia across multiple generations of gamers stands as a testament to Mechner's foundational vision.