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The Making of Karateka: Journals 1982-1985 Paperback – December 26, 2012
| Jordan Mechner (Author) Find all the books, read about the author, and more. See search results for this author |
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- Print length236 pages
- LanguageEnglish
- Publication dateDecember 26, 2012
- Dimensions5.25 x 0.54 x 8 inches
- ISBN-101480297232
- ISBN-13978-1480297234
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Product details
- Publisher : CreateSpace Independent Publishing Platform (December 26, 2012)
- Language : English
- Paperback : 236 pages
- ISBN-10 : 1480297232
- ISBN-13 : 978-1480297234
- Item Weight : 11.8 ounces
- Dimensions : 5.25 x 0.54 x 8 inches
- Best Sellers Rank: #415,773 in Books (See Top 100 in Books)
- #15,500 in Memoirs (Books)
- Customer Reviews:
About the author

Jordan Mechner is a game designer, screenwriter, graphic novelist, and author. Widely considered a pioneer of cinematic storytelling in the video game industry, he created Prince of Persia, one of the most successful and enduring video game franchises of all time, and became the first game creator to successfully adapt his own work into a feature film with Disney’s Prince of Persia: The Sands of Time. He also created the games Karateka and The Last Express. Jordan's books include the Eisner Award-nominated graphic novel Templar (a New York Times bestseller), his 1980s game development journals The Making of Karateka and The Making of Prince of Persia, and his recent sketchbook journal, Year 2 in France.
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Well, for me anyway, The Apple II was one of the most powerful elements of my childhood - I directly credit it with my interest in computers, and ultimately a successful career in computers. Games were a huge part of that. And, as I now understand, the zen-like minimalism and focus on artwork, music and story were a big part of why I loved this game as a kid. It is a great example of restraint and balance in art, even though it's on an underpowered Apple II computer. There were plenty of games at this time (hundreds, if not thousands) and very few showed the attention to detail, and sought a balance between art, gameplay, drama and mood the way Karateka did. The cinematic treatment of the story really does have a huge impact, and sets it apart from all the other games made at the time: the long pauses in some of the music, the slow motion running of the guards as they come to fight you, and actually, the lack of music for most of the game except during transitions are just some of the elements that help accomplish this.
The story of its creation is interesting because Mechner was only 19 at the time he wrote it, he was a "lazy" but intelligent young man bent on success and impressing the world. (I would argue that his self criticism regarding motivation is now better understood as the way a creative mind works - it must be balanced with inspiration and sufficient spaces between 'make' time) He was also a bit of an ego-maniac, balanced with a kind of endearing insecurity, both of which I can relate to. Ultimately, I relate to a lot of Mechner's tendencies, which is why I read til the end. I'm also terribly interested in the creative process he used, and was very curious about how much of what we know and love as Karateka was intentional vs. what ended up being a compromise between his vision, the feedback of others, and technical (and temporal) feasibility. Almost all artistic (and business) creations have this element of compromise, and these stories are always fascinating to me.
The story itself is interesting in how it's interwoven with his work on some other paid programming work, as well as the pop culture narrative of the mid-80's: Risky Business, Krull, Revenge of the Jedi, Dragon's Lair, Asteroids and Pac-man, Gremlins, Raiders, Splash, E.T., Top Secret, Neverending Story, The Last Starfighter (with Dune preview!), Karate Kid, Temple of Doom, and of course Chuck E. Cheese. Amazing how much of what I think of as quintessential 80's culture - culture which probably had more impact on me than anything else - happened precisely within this window while he was working on Karateka.
In the end, what's most interesting to me is the reality behind a success - the often uncertain, insecure, yet driven and focused effort to make a name for yourself and show the world what you can do. To me, this story is ultimately about reassurance - that even the most successful endeavors are rarely the product of 100% focused and confident actions, but instead the result of good creative judgment, intuition, and intense focus, in spite of a great degree of uncertainty about whether you're doing something worthwhile.
My only complaint is that there are lots of references to drawings and some to film, which are not shown, and which I think would have added immeasurably to the story here. There are a few drawings which act as chapter title pages, but otherwise, this is seemingly a straight transcription from his journals, and nothing more. A bit of context/commentary from Mechner or others could have made this much more interesting as well. All that said, however, I enjoyed it, and take it as inspiration and reassurance that you can accomplish great things if you have a strong vision, and move towards it with limited compromise.
I started writing games as a result of playing this one. I never achieved his level of success, but did have quite a few published while I was in high school. I even went on to work at a game company later after my military service.
This is a collection of his personal journal during the time he built Karateka. It is raw and unedited. I went through all those same ups and downs as a kid (sort of still do as an adult!). It was refreshing to me to see something that I took to be an utter perfection was actually a labor of love for someone who struggled with it's creation.
Refreshing read to see that others in the same field had a similar start and rough road. It is too easy to look back at your finished products and think it was obvious that is what was going to happen from the start. Every project I have ever worked on goes through a similar path of finding the right deliverable. You never start with a clean idea from the beginning and proceed to the end. This was a fun geeky read. Would have enjoyed hearing some of his coding travails as well, but this was very satisfying for a geek like me.







