Today, I got word that a piece of my childhood died. Today, LucasArts Games is no more.
LucasArts
is - was - the game development arm of the George Lucas Film company.
The same people that made movies like Star Wars and Indiana Jones
started out nearly 30 years ago to try and make money.
What the
world got, however, was something else. The studio was a major innovator
in the 90's. They made brilliant games like Maniac Mansion, Full
Throttle, Grim Fandango, Monkey ISland, Loom, The Dig. These, at the
time called 'graphic adventure' games showed people how games could
startle, surprise, and make people laugh and think without resorting to
the cheap thrill violence people typified video games with (and still do
sometimes).
In the broader scheme of game development, LucasArts
invented two big things. The first was iMUSE, or the Interactive Music
Streaming Engine. It let people synchronize music to what was happening
in-game, much like a movie would. Except, of course, this "movie" is one
you control, so mood, themes, and tone of scenes were preserved. It
helped make awesome stories.
The second big thing came earlier:
their development of the SCUMM engine. The Script Creation Utility for
Maniac Mansion (SCUMM) meant that instead of scripting out event after
event on code in-game, events could be worked into the game more
quickly. It was a big deal with the adventure games, as they
could
include cool events taking place on-screen, and a developer could better
"direct" events playing out as opposed to breaking out scripted events
on code.
Add to the fact that they were one of the earliest to do
high quality in-game voice acting and to try make thoughtful
narratives, and you have the makings of a resonant legacy.
I
think the odd catchment the company had with the Star Wars world, people
recognized the brand instantly, and everything associated with them
resonated quickly. Behind a young Ron Gilbert and Tim Schafer, the
company made these daring, different games that were huge hits, even
halfway around the world here where I live.
I used to go to my
aunt's house every few weekends and I would park myself in front of her
PC screen whenever she was done with work. I would go on clicking and
clicking a mouse (then a new thing for the early 90's) and play these
games. Most days it was Indiana Jones: Fate of Atlantis. That one was a
favorite. I would also go to school and people would have something to
say about one of their games. We'd catch up and compare notes: how was
your game of X-Wing? Where are you now in Full Throttle? I'm stuck at a
puzzle in Loom, can you help?
As they also held the licenses to
the Star Wars world, LucasArts also played a role in games later on
after the 90's. They greenlit games like "Star Wars: Empire at War" by
Petroglyph games (which I have so many fond memories of), and Factor 5's
"Star Wars: Rouge Squadron" (which I also thought was incredible).
There's also a special something called "Star wars: Knights of the Old
Republic" by Bioware, which, to this day, is unsurpassed as Star Wars
stories go, that no Star Wars movie in the last decade has surpassed. I
tell you, whenever we say George Lucas "lost his touch" with the movies,
some games churned out were exceptional and deserve the time and
attention of millions.
And that's what hurts when I think about
LucasArts. There was always so much room to grow, to move to, to try.
Yet, they didn't, and as games got more expensive to develop, they dug a
trench around themselves with the Star Wars license, and never tried
anything else. They had, for the longest time, the Sam & Max titles,
of which nothing happened for a decade. They still are sitting on "Grim
Fandango" and "Full Throttle". They had "The Force Unleashed," a Star
Wars game set in the world of the movies - and it stank. They even made a
bad sequel to it, but no good Indiana Jones game has been made for
years.
They were making a new game, "1313", hailed by critics as,
well, "A New Hope". Well, that got canned too as the company closes.
And it's a punch to the gut for me. Now 150 skilled developers lost
their jobs, while the parent company, Disney, decided to close it and it
would "[minimize] the company's risk while achieving a broad portfolio
of quality Star Wars games". Which is insane, given how many
great opportunities still say at the back-burner. It's a business
decision, and there may be more behind it, but there seems to be a
narrowness of thought behind the decision. They could have at least let
the current team finish up their work!
It's just haunting. I'm
close to my 30's and I do daydream of what I may pass on to my children.
While I've come to accept some parts of my past being lost bit by bit, a
company that spans 30 years would've been something special to point to
my son and daughter and say "those guys did special things, and I can
share them with you.". Now I only have dust to point my finger to, and
that whisper in my head that whimpers and weeps.
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