Design Better Podcast: Jordan Mechner — Pioneering Game Designer on Creativity, Storytelling, and Innovation
Episode Overview
Theme/Purpose:
In this episode, hosts Eli Woolery and Aarron Walter sit down with Jordan Mechner—legendary creator of Prince of Persia and Karateka, and author of the new graphic novel memoir Replay. Their conversation dives deep into Mechner’s creative process, his unique blend of storytelling and technology, lessons from journaling his work, and how cross-disciplinary influences—from classical music to Japanese art—fueled his innovations in the early video game industry.
Date: November 14, 2025
1. Early Inspirations and Learning Through Imitation
Jordan Mechner’s Beginnings as a Game Designer
- Mechner recalls starting out by copying existing video games to learn programming fundamentals, a practice he likens to how artists copy works to understand their craft.
- Quote:
"It's really natural starting out in any medium, especially when you're a kid, to just start by copying the things that you like. When I was 6 years old and starting to draw my first comics, I drew Batman and Robin and I drew Walt Disney characters." — Jordan Mechner [05:01]
- Quote:
- He learned programming by typing programs from books and magazines and experimenting through modification and trial.
From Cloning to Originality
- His first big project was an Asteroids clone, but legal threats from Atari shifted the industry away from direct arcade adaptations.
- Attempted to create 'Death Bounce' (inspired by Asteroids), which was technically solid but, according to Broderbund’s Doug Carlston, lacked an engaging story—a pivotal moment directing Mechner towards narrative-driven design.
2. The Power of Story in Game Design
Choplifter’s Influence and the Move to Storytelling
- Doug Carlston gifted Mechner a copy of Choplifter, which was notable for its emotional engagement and cinematic feel—unusual for its time.
- Quote:
"It opened my eyes to the fact that you could have a game that would also tell a story at the same time and that would have a cinematic feel and that would engage players emotionally the way that an animated movie did." — Jordan Mechner [09:05]
- Quote:
The Evolution of Karateka
- Karateka began as a simple two-opponent fighting game but evolved into a tightly focused narrative (“your true love has been kidnapped by the evil warlord”).
- Mechner cut extraneous elements (no score, no extra lives) to keep the experience cinematic and story-driven.
- Quote:
"By the time it was finished, I had kept doubling down on that cinematic aspect...using rotoscoping to create the animation. My dad composed music for the game." — Jordan Mechner [11:16]
- Quote:
3. The Role of Cross-Disciplinary Influences
Art, Music, and Family Collaboration
- Mechner’s creative foundation is rooted in storytelling across media (comics, short stories, movies), not just games.
- Visual influence: Japanese woodblock prints informed the aesthetic of Karateka, with a pixel-art homage to Hokusai’s “Mount Fuji.”
- Quote:
"The visual look of Karateka was informed by Japanese woodblock prints. Like, I knew about Hokusai and the Mount Fuji print. I literally stole his Mount Fuji and...that's the background of Karateka." — Jordan Mechner [15:28]
- Quote:
- His father, a classical pianist and psychologist, composed Karateka’s music, introducing motifs inspired by Wagner and enriching the emotional experience.
4. The ‘80s Context: Innovation Without a Roadmap
Navigating a Pre-Internet Creative Landscape
- There was little to no documentation or formal education for game design/programming; Mechner was largely self-taught, combining curiosity, college influences (art, history, film), and experimental trial-and-error.
Personal Reflection on Early Success
- Mechner was an ambitious, art-focused college student, caught between dreams of directing films and the practicality of programming. The newness of home computers provided a unique opportunity:
- Quote:
"I felt like my games were approaching the quality of what I saw at computer stores at that time. This feeling of being on the forefront of something new was exciting to me." — Jordan Mechner [13:37]
- Quote:
5. Journaling as a Creative Tool
Documenting the Process
- Mechner kept detailed personal journals during the creation of Karateka and Prince of Persia, later published as The Making of Prince of Persia—a rare, unfiltered peek into the day-to-day realities of creative work.
- Quote:
"I never thought I was going to show it to anybody. I certainly never thought I was going to publish it. This was just something I was doing for myself." — Jordan Mechner [18:35]
- Quote:
- Influenced by seeing a college roommate journal daily, and inspired by other creators' journals (e.g., Steven Soderbergh, Brian Eno, Michael Palin), Mechner recognized their value for reflection and future generations.
The Value of Raw, Unfiltered Creative Records
- Journals provide valuable insight into the messy, nonlinear process of creation, rather than the tidy ‘lessons learned’ format of biographies.
- Mechner’s journals—first written for himself—became valuable historical documents for the creative community, especially aspiring game designers and storytellers.
6. Notable Quotes & Memorable Moments
| Quote | Speaker | Timestamp | |-------------------------------------------------------------------------------------------------------------------------------|----------------|-----------| | "Whatever I'm making, I'm always making it for one person. I don't know who, but this kind of imaginary audience is out there and that's what I'm making all of these things for." | Jordan Mechner | 00:36 | | "Choplifter...impressed me that even though there were just pixels on a screen, I was feeling, you know, emotionally engaged...as if I were playing a movie." | Jordan Mechner | 09:05 | | "So, while I was ripping off Asteroids and [my dad] was ripping off Wagner, all of these influences combined and...they were such weird and diverse sources of inspiration." | Jordan Mechner | 17:14 | | "The journal is just like what they wrote while it was happening at the end of the day. And it's unfiltered." | Jordan Mechner | 20:30 |
7. Key Timestamps for Important Segments
- 00:36 — Mechner on designing for an "imaginary audience," motivation as an artist
- 05:01 — Learning by copying, from comics to video games
- 07:29–12:10 — Choplifter, narrative design, and the creative pivot from arcade clones to story-driven games
- 13:37–15:28 — Influence of college, breadth of inspiration, visual/artistic influences
- 15:41–17:14 — Collaboration with his father, musical innovation in early games
- 18:35–20:30 — Journaling the creative journey, inspiration from other creators’ journals
8. Conclusion: Lessons for Creatives
- The intersection of design, technology, and storytelling opens space for new kinds of emotional engagement.
- Drawing from diverse disciplines—and documenting the journey along the way—fuels innovation and creates lasting value for future creators.
- Even in uncharted territory (early game development, pre-Internet), curiosity and self-reflection are powerful tools.
For further inspiration:
- Check out The Making of Prince of Persia (Mechner’s published development journal).
- Explore Mechner's new graphic novel memoir, Replay, which explores his family's story.
[End of Content Summary]
(Ad, intro, and outro sections omitted for clarity and focus.)
