How LucasArts Fell Apart
An anonymous reader sends this story from Kotaku's Jason Schreier about the downfall of LucasArts:
"Over the last five months, I've talked to a dozen people connected to LucasArts, including ex-employees at the company's highest levels, in an attempt to figure out just how the studio collapsed. Some spoke off the record; others spoke under condition of anonymity. They told me about the failed deals, the drastic shifts in direction, the cancelled projects with codenames like Smuggler and Outpost. They told me the stories behind the fantastic-looking Star Wars 1313 and the multi-tiered plans for a new Battlefront starting with the multiplayer game known as Star Wars: First Assault. All of these people helped paint a single picture: Even before Disney purchased LucasFilm, the parent company of LucasArts, in November of 2012, the studio faced serious issues. LucasArts was a company paralyzed by dysfunction, apathy, and indecision from executives at the highest levels."
As a non-journalist, what is the difference?
-Malakai
A Dragon Lives in my Garage
So essentially the same thing that happens at every large company over time with roots in creating stuff?
It seems like corporations more or less get to a point where they collapse under their own weight and cease to be able to actually do things.
In my experience, that happens right around the time accountants start micro-managing everything, and when winning "buzzword bingo" happens in every company call.
At some point, companies change from being places that create stuff and can get things done, and morph into an entity where you need huge reams of paperwork to get a new pen. At that point, everything you do starts to feel like a futile gesture.
The accountants won't let anything happen, and management is more focused on covering their own asses than building anything new.
Lost at C:>. Found at C.
Worker bees blame queen bee for hive failure.
News at 11.
Not to say that it's not true but how many workers have ever come out and admitted that they dug their own companies grave through laziness and incompetence? I know that this is the kind of story that generates hits because it gives a bunch of pizza delivery boys a chance to chime in and cry how foul corporate overlords are but at least admit that it's beating a dead horse for the umpteenth time.
DON'T PANIC!
Upper management still got paid, so everything worked out.
LucasArts was a company paralyzed by dysfunction, apathy, and indecision from executives at the highest levels."
LucasArts was a company paralyzed by greed, overconfidence, and incompetence from executives at the highest levels. The fans consistently told them what they wanted, and they were consistently ignored. This isn't apathy or indecision -- that's flat out incompetence. They mismanaged SS LucasArts into a iceberg, then locked the workers below-decks and abandoned ship while the band played the Imperial March.
#fuckbeta #iamslashdot #dicemustdie
lilke most of us in the 90's, I loved the X-wing/Tie Fighter assault games - you're IN the tie fighter, man - awesome!
After the multiplayer - (X-wing vs. Tie Fighter) - I was always disappointed they didn't keep upgrading and updating that universe - the Dark Forces/Jedi Academy games were good - but Battlefront didn't do much for me - neither did Rebellion - (a Masters of Orion ripoff) - it seemed like they were always a few months behind whatever the big thing was and came out with less interesting products sometimes...
really miss the old X-wing and Tie Fighter games though....dang - wish I had them set up on a 486 somewhere
RB
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ah honey, we're all resplendent - Bill Mallonee
Amazing they would kill completed games.
It sounds like George Lucas was never able to fully delegate responsibility for the worlds he created, so he had to be involved with everything. The executives would try to manage him by limiting what they told him in order to get a desired result. That kind of gaming killed their gaming.
The prequels just didn't capture the hearts and minds of the younger generation the way the originals did for mine. Not a complete flop, commercially, but right now the highest selling toy line is that Spyro the Dragon Skylanders stuff, IIRC.
They didn't sell merch the way I'm sure the executives had hoped, and with the movies themselves disappearing in the rear view mirror, I can see how the executives would get apathetic and frazzled.
It doesn't help that a lot (most?) of the video games from the prequel era sucked. I liked the Battlefront games, though it really felt short of what they could have been.
Star Wars fandom is an older group, who one by one get too old to play video games or watch cartoons. I'm too old to wear a Darth Vader t-shirt.
The franchise needs new, and much younger fans. That's what Disney is good at. Business-wise it makes a lot of sense. It worked for the muppets, and for Marvel's tired line-up of cookie cutter superheroes.
After they went from making games in house to being just another publisher and then just an agency that licensed the star wars names for games.
This happened in the late 1990's when the X-wing series went from being produced in house and moved to Totally Games. (I don't remember if that was Xwing vs. Tie Fighter or Xwing Alliance). Later on I noticed that they weren't even publishing games. Games were being released by Activision or EA.
I know the space combat sim died 10 and going on 15 years ago. That's why I've spent as much as I have looking forward to Star Citizen.
"The problem with socialism is eventually you run out of other people's money" - Thatcher.
And yet those same executives will be the ones with the easiest time getting new jobs...
They grew and decided they needed to hire some newly minted MBAs, accountants and an HR department.
Almost immediately, anyone who did *productive* work was either passively ignored or actively punished for doing anything innovative or productive, while the aforementioned business school parasites determined how best to extract any remaining value in the company and place it into their personal bank accounts before moving on the the next victim.
But of course, that's just a guess. I mean, how often have any of us seen *that* happen?
Please do not read this sig. Thank you.
The fans consistently told them what they wanted, and they were consistently ignored. This isn't apathy or indecision -- that's flat out incompetence.
Doing what the fans say is not necessarily good, at least for new product design. Fans often tell you to be a derivative of some other game and/or an incremental improvement of your previous game. This sort of thing is a *classic* problem, not specific to the game industry at all, for an established company with a successful product by the way.
;-)
Now for improving a game once it has been released things change dramatically. Fans may not be a good source with respect to potential innovation but they are the ultimate judge of whether a game delivers the fun or not. Your innovation still has to pass the fun test. Developers have to put aside their ego at this point and deliver the fun as fans define it.
That said. Lucas Arts should have done a modernized version of X-Wing vs Tie Fighter. Screw innovation.
RED TAILS.
Nuff said.
" a company paralyzed by dysfunction, apathy, and indecision from executives at the highest levels."
Can really describe any decent-sized company.
I want to delete my account but Slashdot doesn't allow it.
The thing about Lucasarts that's ironic is that they were always at their best when they were *not* making Star Wars games. The ones that many current 27-35 year olds remember are the Monkey Island games, Day of the Tentacle, Sam and Max, Grim Fandango, and Full Throttle. Monkey Island 1 and 2 have been remastered and are likely making gobs of money compared to production cost, and Sam and Max was a hit for Telltale. But Lucasarts decided around the turn of the century to stop making original IP, cancelled the Full Throttle sequel, and Ron Gilbert, Tim Schafer, and others jumped ship. At that point, Lucasarts *was* the Star Wars company. They lost their creative talent and just became a company with an IP asset but no vision.
The bit in this article that's surprising is that George Lucas himself, ever the twit, was coming in to meddle in the game production of Star Wars 1313. Changing the main character part way into production isn't like rewriting script pages and making a new costume; tons of assets had already been created around that one character. Maybe this unfortunate micromanaging was the reason Lucasarts contracted out their Knights of the Old Republic franchise.
I blame those fucking Midichlorians
This game looked amazing. I really wanted it. I hope that it is somehow saved from the scrapheap by Disney.
One ex-LucasArts employee told me they think the franchise is in more competent hands under EA than it ever was with LucasFilm.
Then LucasArts was truly fscked.
Well, there's spam egg sausage and spam, that's not got much spam in it.
However they crippled the multiplayer capabilities in it to such a degree that all the features which made the SP campaign new and amazing didn't translate into the MP version, and the MP version lacked TONS of features from the base XvT nevermind the expansion pack Balance of Power.
In fact the *ONLY* feature that redeemed the multiplayer of XwA for me was the ability to enable the 'shared ship' feature that never made it in officially and have a friend play turret gunner on your freighter (YT2000, 2400, 1300, and Millenium Falcon). However even that was more an amusing trick than useful feature since it both had synchronization issues and didn't allow you to have both turrets populated at the same time (As I remember it you lost AI on the second turret and if the pilot tried to switch to a turret the game would crash.)
Regardless SWG's JTL expansion managed to do a great job of merging in multi-player ship gameplay, but ruined the X-wing series feel by making it too 'arcadey' by eliminating the energy supply management features (balacing shields vs weapons vs speed), making equipment more about level and crafting quality than skill, and splitting the energy management features across all three pilot classes such that you couldn't emulate the XvT power management behavior in even a coarse manner with only the one pilot class you could take (You could be Rebel, Imperial, or Independent, but all /command skills were unique to the particular skilltree).
Regardless it's time for us as a community to put Star Wars and Star Trek into the past and start focusing on making a creative universe for the future we will collectively control and share, and stop clinging to other people's universes and visions that will simply be handed to whoever can squeeze the most money out of it ad infinium (Because who here believes copyrights will ever expire in our lifetime?)
George Lucas got too big for his britches, making constant, massively idiotic changes the developers couldn't keep up with, and hired a bunch of ultra-conservative excutives, who wouldn't let the development teams do anything that wasn't a patent clone of a more successful franchise. Rather then genre-creating games, they ended up with cheap knockoffs that ignored the core demographic, like so many other video games have.
We're probably never going to see another good star wars product, again.
Games based on movies tend to have a "plot". With George Lucas interfering, that got completely out of hand. (Especially since Lucas sucks at plotting. What makes the Star Wars franchise go is production value, not plot or character development.)
A game is a place that you go and do things, not a story. Movie directors have a hard time with this. They want to lock the player into a track ride, like an amusement park.
We're all familiar with the works of George Lucas. How could any of us be even a tiny bit surprised to hear that game development under his direction turned out to be an endless re-write?
Doing what the fans say is not necessarily good, at least for new product design.
You're using qualifying statements here to avoid being backed into a corner you rightly deserve to be.
I'm using qualifiers because the world is not black and white, there is no correct answer 100% of the time. Yet history shows that time and time again companies get into trouble and are displaced because they merely deliver what customers ask for. Similar-too products and incremental products. Game developers are *not* immune from this problem. This problem is so common it has a well known name, "The Innovator's Dilemma".
"successful companies can put too much emphasis on customers' current needs, and fail to adopt new technology or business models that will meet customers' unstated or future needs"
http://en.wikipedia.org/wiki/The_Innovator's_Dilemma
Note the word "unstated". The role of a good designer is to discover these unstated needs.
The notion that fans are a poor resource ...
Sometimes a poor resource. Being a game designer takes a *lot* more than being a fan of a particular game or genre.
Wrong. If Linus Torvalds had listened to fans of operating systems back in the day he would have used a monolithic kernel in Linux.
Wrong again. For example Linux development is largely corporate sponsored. With such sponsorship comes direction. Linus is not even in the top 100 source code contributors for the Linux kernel.
You've spent your entire post here largely asserting that the fans are wrong ...
Sometimes wrong.
Fans rarely state, or are even aware of, all the things they will be fun for them to do. Or more generally customers often fail to state, or are aware of, all their needs or wants.
Wrong. If Linus Torvalds had listened to fans of operating systems back in the day he would have used a monolithic kernel in Linux.
Oops, typo. Left out the word "not". "... he would **not** have used a monolithic kernel in Linux".
... Gamedevs need market research. Doesn't matter where it comes from ...
And good market research is not simply asking fans what they want. Consumers often have **unstated** needs or wants, often things they are not even aware of. A good game designer figures out these unstated things.
Ever wonder why some online surveys are a series of comparison, one item differing from the other by one and only one specific feature, and that some of these comparisons seem similar or redundant? The reason is because such a series of specific comparisons often generates a more accurate list of ranked preferences than simply asking a person to rank of list of items.
but I'm doing my part by sending George Lucas
a little check each month anway.
- Bizarro comic, June 21, 1999
Again, you're relating to your personal experience here, at the expense of objectivity. You are extrapolating from your own experiences and concluding that the entire world must run this way. And yet, if it did, civilization as we know it wouldn't exist; Economies would invariably self-destruct, having reached their use-by date, if everything tended to "morph into an entity where you need huge reams of paperwork to get a new pen".
You are indeed witnessing the demise of the Western Empire. It's not just countries. All civilisations have a used by date. The Roman Empire Fell. The British Empire fell. What you're failing to take into account is that a new civilisation will pop up, move forward, and advance us as a species. Only problem is even that has it's limits because that requires that the new civilisation have somewhere to mature outside of the influence of the old. Modern civilisations are too large and too global to allow that.
How long ago is that in parsecs?
Confucius say, "Find worm in apple - bad. Find half a worm - worse."
The single player campaign had an obvious hook for a follow-on game, which unfortunately was never produced.
1) Make a game that is basically X-Wing VS Tie Fighter, except updated. Better graphics, perhaps MMO down the road. Don't screw it up.
2) ???
3) Profit.
Now come out with a new improved version say every 3 years.
Use your office petty cash to buy the software rights to Firefly.
Build a game that lets you play a smuggler having adventures. Have actual original cast do voice acting.
Watch nerds throw buckets of cash at you between fainting spells.
Buy the software rights to Star Trek...
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