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.
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
Because one or a few workers can't affect the company like one VP can?
There are two types of people in the world: Those who crave closure
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.
It's upper management's job to weed out "laziness and incompetence". Don't blame the workers if you hired incompetent workers. Blame yourself! But of course the trend is cheaper... I want the cheapest. Well, you get the cheapest, someone not qualified or barely qualified for their role. My girlfriend just finished working for a Fortune 500. Her salary was over $100k/yr. The company was trying to hire people for similar positions for much, much less, and surprisingly no one qualified seemed to want the job. Lots of people were interviewed, and they were all rejected. My girlfriend obviously will hold out for a similar salary in her next job. If she doesn't get it from an employer, she can easily get it through consulting. People will pay for the skills, but apparently corporations don't want to keep skilled people on the full time payroll.
Seven puppies were harmed during the making of this post.
" 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.
This game looked amazing. I really wanted it. I hope that it is somehow saved from the scrapheap by Disney.
> RED TAILS.
Did they make a game out of that?
That could be a cool game if you did it right.
In general, they should have brought the flight sims back and released them on every platform available. Slap their brand on every kind of game out there.
A Pirate and a Puritan look the same on a balance sheet.
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.
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 I'm being trolled by an AC, but here I go anyway . . .
Even if a company's going down the tubes due to an incompetent and lazy workforce, it's still a management failure for poor hiring decisions in the first place and/or not firing poor employees when appropriate. A poor workman blames his tools.
I am not a crackpot.
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.
It is the job of the leadership to make the company succeed or fail and the responsibility of the leadership to take the blame when it fails. If their employees suck, it is their responsibility to get new ones. If they suck as management, it is their duty to step down and let someone better take over. This actually happens in the far east, but is pretty infrequent in the west. Here, they just throw the worker bees under the bus and try to make the workers take the responsibility that the managers are supposed to take.
If you are not allowed to question your government then the government has answered your question.
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?
Same for my GF..
She's been a hard worker for the same place for years, knows everything that goes on, and makes a decent amount. One day they lay her off and hire on someone at less than half her old salary. A month later they are calling her and asking that she comes back; new person is slower and does not know as much, they would have had to hire two more people to keep pace with her old workload.
Companies all over want loyalty and quality work for employees; they just dont want to pay for it.
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.
Management is the 'entity' that designs (to be generous) the bureaucracy of the company.
That is the tool and it most definitely should be blamed when poorly designed.
Lazy workers are the result of stupid bureaucratic rulz; they are not the cause
When you cannot load an OS onto a machine because it's missing a cd-rom, well you can't do much else with it. If I actually have to explain that to management, we're in trouble. And it is not due to my laziness
I design the management software we use. More than half of my answers to their requests are "No." Most of the time, you don't want stuff implemented, even if it sounds like a good idea. Let's talk it through a lot. If you're still not convinced, then I'll lay out all the questions you or some committee will _have_ to answer because if there is a process, then there is a flow chart and inputs and outputs and decisions.
The problem in most companies is that the developers aren't allowed to say No. And in companies that contract out everything, there is an incentive to say "Sure, we can do anything you ask for." Writing software is easy. Writing software that actually solves a problem is hard because defining the problem and deciding how to measure and address it is hard.
It is the job of the leadership at the company to think it through and only ask for useful things.
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".
Most places crush the employees. I've seen one place where they got "employee complaint forms" and the box was filled with job applications from McDonalds. Another had a complaint box with no bottom located over a trash can. The management cared so little for the employees that the apathy became a joke. Where I work now (10,000 employees) they just started a new feedback program. Just testing, I submitted feedback, and they didn't respond in the window given for response.
Upper management can kill a company. Rarely can the workers do so. So blame should go with the management unless proven otherwise.
Learn to love Alaska
... 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.
I hope she doesn't go back. Imagine working for the guy who fired you for no reason at all. Yeah right, he'd get a big "fuck off I'll take my chances" from me :)
Seven puppies were harmed during the making of this post.
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?)
This is the most important thought in this entire discussion! Lucas crapped all over SW, B&B shat all over ST, it's clear that a fan-owned universe is the way to go!
But while the legal and financial frameworks now exist for such an endeavor, I'm not sure how you'd find someone to run such a thing. Without a central artistic vision, it'll all end up fanfic quality, or worse erotic furry fanfic quality, or worse still Twighlight quality. All of the inevitable ego battles and forks and so on are nothing new to Open Source, and not even really troubling, but who has the skill to lead/create such a thing without needing ownership? Authors in general tend to have just the opposite mindset.
Heck, the only person I can think of who created a fictional universe and not only doesn't sue fans over fan creations, but actually helps them by proving clips and other elements is .. George Lucas. Sigh.
Socialism: a lie told by totalitarians and believed by fools.
How long ago is that in parsecs?
Confucius say, "Find worm in apple - bad. Find half a worm - worse."
I've gotten the old, "How did you ever manage to do _____, _____ and ______? No one else can figure it out!" They still refused to pay the $5,000 consulting fee I offered them.
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...