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The Making of Prince of Persia
 
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The Making of Prince of Persia [Format Kindle]

Jordan Mechner
5.0 étoiles sur 5  Voir tous les commentaires (1 commentaire client)

Prix éditeur - format imprimé : EUR 13,23
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Descriptions du produit

Présentation de l'éditeur

Before Prince of Persia was a best-selling video game franchise and a Jerry Bruckheimer 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 his 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.

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Commentaires client les plus utiles
5.0 étoiles sur 5 A tale of struggles, wits and choices in life 27 mars 2012
Par mtarzaim
Format:Broché|Achat vérifié
This is not a "making of" in the marketed sense of it.
You won't find pretty pictures, nice drawings and joyful explainations of a perfect game in a perfect world.
It's a diary, of Jordan Mechner own hand, compiling his state of mind during all the process of Prince of Persia. From its early pre-production to its final delivery ... years after its initial release.

This is an excellent read for game designers and POP fans. Because it's a testimony to a whole game creation, with an heavy emphasis on two points usually minimized in standard game-design litteracy :
- the team, and how it can work with you (sometimes) and against you (as told through most of the pages). Especially when they're not game freaks
- the self, and its way-underestimated capability to make you procrastinate, go in circles, and send you after dreams you should know they will disappoint you in the end

We really feel the anguish, despair, frustration, angst, revolt and joy of the author, giving an exclusive insight of what happens in a creative mind.
An excellent read, and probably a excellent therapy for everyone trying to fulfill his/her project against all odds, his/her own laziness included.

The kindle edition is fine. No bugged layout, fullpage drawings, no mispelling.
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Amazon.com: 4.6 étoiles sur 5  44 commentaires
9 internautes sur 9 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 Fantastic Memoir 18 octobre 2011
Par Jason Nutt - Publié sur Amazon.com
Format:Format Kindle
When I was 11 years old and wasting hours playing KARATEKA on my friend's Apple IIe, I had no idea that a video game could have an author. Movies? Sure. Books? Of course. George Lucas made movies, Stephen King wrote novels, and, well... video games just sort of happened, right? How wrong I was. Jordan Mechner's new book, drawn from his personal journals from the late '80s/early '90s, chronicles the development of his classic PRINCE OF PERSIA, a landmark in the world of video games. Starting with his initial spark of an idea in the wake of KARATEKA's success, Mechner depicts POP's slow birthing process as well as his clashes with the corporate culture of software development and his dalliances with Hollywood as he attempted to simultaneously jumpstart his career as a screenwriter. The book is a fascinating look back at the realm of personal computing and gaming in the Reagan era; anybody who grew up in that time will probably get a warm fuzzy feeling at the mere mention of the original Mac, the Commodore Amiga, the Atari, the NES. But this isn't a nostalgia piece: along the way, we also get Mechner's intriguing theories on story as they apply to video games, and the journal entries provide an illuminating look at his solutions to problems that popped up as he crafted the narrative and game mechanics of PRINCE OF PERSIA. All in all, this is a must-read for old school video game aficionados, current game developers and anybody in a creative profession who's looking for a little inspiration.
6 internautes sur 7 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 Inspiring 5 novembre 2011
Par Sharad Cornejo Altuzar - Publié sur Amazon.com
Format:Format Kindle|Achat vérifié
This is a great book. If you are in the least interested in how video games are made you should buy this. This book relates the journey of the creator from the initial conception of Prince of Persia all the way to the sequel (PoP 2). You can see the self-doubts that the author has and the frustration when things don't go right. You can also share his joy when the game is a success.

Something that really amazed me was realizing that Prince of Persia was the work of one person! Just one person with a vision and a lot of work. Very motivating for indy game developers.
2 internautes sur 2 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 A story, a struggle, a fight, a personal behind The Greatest Game of All Time. 11 novembre 2011
Par Rawitat Pulam - Publié sur Amazon.com
Format:Format Kindle|Achat vérifié
This book is great enough for me to write a review, after not reviewing anything in Amazon in years.

It tells a story. A real story behind A Greatest Game of All Time. This is not a 'success story' as we can easily find in a lot of creation/innovation myth. It's not a story of Prince of Persia creation, but a story of Jordan's life as he was creating Prince of Persia. It reveals everything, struggles, supports, wresting, workarounds, conflicts, dilemmas.

I had long for a book like this, a "real" story behind a mega-successful project. Read it cover-to-cover in practically one sit. Can't put it down. A good reading day spent and it brought back a will to work on my next software project.

Highly recommended, without any reservation.
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5.0 étoiles sur 5 Loved it 23 juin 2013
Par ez - Publié sur Amazon.com
Format:Format Kindle|Achat vérifié
Very interesting to read about the internal struggles and uncertainty. Really liked it and read it in a day. Buy it.
1 internautes sur 1 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 An Insider's Look at the Game Industry 25 Years Ago 27 octobre 2011
Par Mark Moran - Publié sur Amazon.com
Format:Format Kindle|Achat vérifié
A fun and fast read that is both an exciting look at the fragile creation of a video game classic as well as a voyeuristic glimpse at a young man trying to figure out where he wants to make his mark in the world.

This book begins a month before Jordan's 21st birthday and graduation from college. It ends when he is 28 years old, three months before I met him and would spend the next four years working round-the-clock on The Last Express. So for me, these journals feel like a prologue to my adult life. But I think they will be equally fascinating to anyone interested in games, movies, writing, programming, or just the fun and anxiety that goes into any creative endeavor.
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