Q: A question many people are asking are why did you decide to go with C64 style graphics, and was this intentional?

P: Yes, The graphics were intentional I wanted to make the game look as dirty and ugly as possible, the reason behind this was to make a point about the industry in general and it's over-reliance on graphics.

Q: So why did you decide to leave Rockstar?

P: I had reached a point in my life, where I was sick of the rat race, my life had become meaningless, I think that's the whole message and point of LOTP, the games very close to what I was going through during and after leaving Rockstar. Zeke finds meaning in hell, which is what making LOTP felt like at times :)

Q: Where did you get the idea for the game?

A: As you might know the game was originally a porno game. Abit like when Zeke decides to rejoin the corps, was very much like me making a porno game for money. I'm glad I scrapped it to create LOTP in the end. My motivation was to make a game that is all about meaning, I think if I hadn't I'd still be there, drinking myself to death.

Q: So the intention of the game was to portray a meaning or message?

A: Very much so, I wanted to see if I could make a 'game' without graphics, gameplay, music or lifespan. But instead solely use narrative and meaning. I'm definitely out on a limb on this, but I think it's worth it, even if only a few people 'get it'.

Q: So after LOTP what are your future plans?

A: I still intend to make games that push new concepts, both development-wise and story-wise. I've been toying with the idea of a non time-sequential game something similar to Tarrantino's Pulp Fiction. I don't see why games have to be in linear time, there's so much more we can do with this medium.

Q: What is your current take on the industry then?

A: The current direction of the industry is to keep pushing graphics and gameplay, the only problem is games are already at a high point gameplay and graphic-wise. I'd like to see a re-direction or movement involving games that have a message and meaning, games that can teach you more about yourself. A merging of cinematic techniques and essential story-telling, I think we've only reached the tip of the iceberg with games, and I think we have alot further to go.

Q: Anything you'd like to say to the readers?

A: I hope you enjoy the game, whether you love it or hate it, thanks for playing, it means alot to me! Happy gaming.
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Last of the Patriots was developed by Level Designer Paul Davis. The game took one year to develop and was designed directly from a movie-script.
Interview with the developer...
You can read Pauls exclusive interview with Yetanotherreviewsite      Where he discusses violence in videogames, rockstar, and the reason for LOTP.

About Paul Davis

Paul Davis has been working in the industry for eight years, and has worked on titles such as GTA San-Andreas, GTA4, and the Manhunt series. He has set out to create free prototype story-based solutions to promote games with deeper meaning.