Has
Lucasarts lost the plot?
By TO-DEAN/HA
Astatine/CS-6/SSSD Sovereign
In
recent years, LucasArts, once considered one of the most highly
regarded game companies for the PC platform. LucasArts brought film
licensing to its zenith with the early Star Wars-based games, such
as X-Wing, TIE Fighter and Dark Forces. LucasArts also established
an industry-wide legacy in the adventure and flight simulator sectors
of the market with games such as Secret Weapons of the Luftwaffe,
Sam and Max Hit the Road, Day of the Tentacle and Monkey Island
series. Yet with all this pedigree, the games LucasArts has turned
out lately have been, well, crap. To really understand this, we
need to look at the entire history of LucasArts.
The
beginning
In
1982, LucasArts Entertainment Company was created, as a subsidiary
of LucasFilm. At the time, it was called LucasFilm Games, but changed
to LucasArts Entertainment Company in 1991. George Lucas saw the
potential for cross licensing from movie to computer game, as well
as the adoption of technology from ILM to computer games. Early
successes under the LucasArts banner included Battle for Britain
(written by some guys who went on to make X-Wing). Following this
came Secret Weapons of the Luftwaffe, by the Lawrence Holland and
Edward Kilham team, as well as the first Secret of Monkey Island
game.
Technology
kicks in
LucasArts
has always had a strange relationship with technology. In the early
90s, LucasArts released Rebel Assault, a game which was low on game-play
but which exploited the massive capacity of the CD-ROM with video
and voice. At the same time, LucasArts had created iMUSE, the Interactive
Music and Sound Effects engine which was used in Monkey Island 2,
X-Wing and TIE Fighter to dynamically change the sound and music
according to the events on screen. This resulted in the Rebel fanfares
when a Rebel ship entered the arena or the Imperial March playing
when a Star Destroyer entered the battle. This was still before
the appearance of Windows, DirectX and 3D cards.
Look
at the size of that thing!
In
1993, LucasArts answered the dreams of gamers and Star Wars fans
with the release of X-Wing. The game combined iMUSE to stunning
effect along with fast (although primitive) graphics. The game was
an instant classic, crafted under the hands of Larry Holland and
Ed Kilham, having honed their skills on Secret Weapons of the Luftwaffe.
At the same time, things were not all peachy in PC land. 1993 also
saw Intel release the Pentium processor, foreshadowing the power
in PCs that was to come. Origin, well known for pushing the PC,
also released Wing Commander 3 that year, setting up a showdown
between the Wing Commander series and the Star Wars franchise. WC3
did have superior graphics but many preferred the fluid frame rates
of X-Wing, along with its Star Wars experience. In 1995, the technology
stakes increased. Windows 95, TIE Fighter, Wing Commander 4 and
the 3DFX Voodoo 1 3D card were all released. TIE Fighter featured
only minimal visual upgrading, relying instead upon the storytelling,
a consistent methodology in LucasArts games in the past.
The
cracks appear
Whether
from laziness from the success of TIE, an inability to grasp new
technology or other factors, LucasArts began to lose its way. Rebel
Assault 2 (1995), The Dig (1995) and Afterlife (1996) were disappointments.
Rebel Assault 2 attempted to cash in on the original success of
Rebel Assault 1. The Dig was hyped up after being based upon an
idea by Steven Spielberg. Afterlife was a trip outside LucasArts’
traditional territory (flight sims and adventure games) into the
management genre. The game was not very good. 1996 wasn’t a total
loss with Dark Forces making an early and well-received entry into
the "Doom clone" market. Their second attempt, Outlaws
(1997), didn’t do so well, using a rather dated engine. By this
time, the Voodoo 2 3D card was on the market and Quake had given
the world a taste of 3D graphics.
New
avenues
1997
saw LucasArts try, and in some cases, fail to capture new areas.
The multiplayer arena had beckoned since Doom first was released
and in 1997, LucasArts released X-Wing vs TIE Fighter. This was
the first game from Totally Games, the Holland/Kilham development
house that had left LucasArts. The game featured a 3D engine running
under Windows 95. Direct3D was still slow, so the game used the
3DFX Glide library. The game’s graphics were on par with Wing Commander
4 and the game featured Internet and LAN multiplayer features. Unfortunately,
the game lacked the hallmark of all LucasArts games – a plot-driven
single-player experience. This oversight was partially fixed with
the Balance of Power add-on in late 1997. Late 1997 also saw LucasArts
release Jedi Knight and Curse of Monkey Island. Jedi Knight featured
a 3D engine, in an attempt to compete with the new 3D shooter craze
created by Quake 1 (and later Quake 2). The game used Direct3D for
its acceleration and featured a pretty good single-player experience
and a multiplayer experience as well. Curse of Monkey Island was
the first "talkie" Monkey Island and could be seen as
removing the magic of the adventure series. Origin once again upstaged
LucasArts in the space sim department with the release of Wing Commander
Prophecy in late 1997, a game with a 3D engine vastly superior to
X-Wing vs TIE Fighter, which supported Glide and Direct3D. This
could be considered the turning point for LucasArts, as the following
years would result in desperation subsequent releases. Perhaps startled
by their dated Jedi Knight engine, LucasArts released the Mysteries
of the Sith add-on, which added coloured lighting. Early 1998 saw
LucasArts once again stray into the management genre and get burned
with Rebellion. In late 1998, Grim Fandango attempted to revive
the near-dead adventure genre.
In
the land of 3D, eye candy is king
By
the time X-Wing Alliance arrived, Direct3D was an established API
and 3D accelerators had matured into heat-sink carrying monsters
with more RAM that PCs had 5 years before. X-Wing Alliance finally
saw a marriage between the traditional story-telling of X-Wing and
TIE Fighter, the graphical experience of other recent space sims,
while also providing a good single and multiplayer experience. However,
XWA also continued a dark trend in the X-Wing series. In the first
two games, it was very easy to edit pilot files, add custom missions
and edit craft. It is the second point that the entire TIE Corps
is built upon. Yet, with X-Wing vs TIE Fighter and then XWA, LucasArts
made it gradually harder and harder to do this. While games like
Quake encouraged editing, add-ons and mods, LucasArts closed the
editing door, put on a big padlock and attached a motion sensor
and alarm system. Games like Quake 2, Half-life and Starcraft have
enjoyed longevity because of the ability to edit and extend the
games. Starcraft has numerous maps and Half-life has spawned highly
popular mods like Counter-Strike. 1999 was also the year that LucasArts
obviously decided to do an all-out sell-out for The Phantom Menace.
Episode 1: The Phantom Menace and Racer were merely console fluff.
Force Commander was another attempt in unfamiliar waters for LucasArts
and failed horribly, while Indiana Jones and the Infernal Machine
was merely Tomb Raider without Lara Crofts shapely ass bouncing
on screen.
The
future
At
the moment, LucasArts is producing more and more console games.
Without having to worry about various machine specifications like
the PC, LucasArts can turn out games quicker and get more money.
This was proven with the dumping of the PC as a platform for Obi-Wan.
Talk of RPGs based in the Star Wars universe ignited interest, especially
when Bioware, fresh from saving the RPG genre with a string of hit
games, including Baldur’s Gate 2, is developing one of the games.
However, restrictions (you can’t play an Imperial) have resulted
in a cooling in interest, especially from a lot of Emperor’s Hammer
members. LucasArts is also trying the strategy genre again, after
failing with Afterlife, Rebellion and Force Commander.
How
to fix this?
I
think there’s a few key points LucasArts could do to fix these problems.
Here’s a few:
- Plot
– have a good, plot-driven experience. Not all gamers are 10-year
old sugar junkies.
- Extending
– make it easier to extend, modify and add to the games. This
is how games like Quake 1/2/3, Unreal/Unreal Tournament and Half-life
have developed massive communities and resulting in innovative
and exciting new developments like Capture the Flag, Counter-strike
and Day of Defeat.
- Use
External Engines – LucasArts have proven that they’re, well, crap
at 3D engines for 3D shooters. They’d be better off licensing
an engine, like Quake 3 or the upcoming Unreal 2 engine. This
cuts down their development time and leaves more time for plot,
storyline and game-play to be crammed in the game.
- 3D
doesn’t always work – It seems that the whole 3D thing has gone
crazy and we see games have 3D support merely to look cool and
look up-to-date. The simple fact is 3D isn’t needed for strategy
games or RPGs. Sure, they add nice eye-candy, but 3D in a 2D game
result in performance hits too.
- Make
TIE Fighter using the XWA Engine – Because it’d be cool. :P
Written by
TO-DEAN/HA Astatine/CS-6/SSSD Sovereign
MoH/IC/OoR/GOE/GSx2/SS/BSx2/PC/ISM/MoI-DC/CoS/CoE/CoL/OV-3E {IWATS-IIC/1/2}
"Command Attache free since January 2000"
|