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Friday, March 21, 2014
News::ArmA 3 Third Free Single-Player Campaign DLC Now Available
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News::DX12 is a game changer and heres how it will be sucessful in the Xbox One, PC and Mobile phones
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News::First Official Details Unveiled For Unreal Engine 4-powered Couch Knights, New GDC 2014 Trailer
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News::European Limited Edition for Murdered: Soul Suspect Revealed
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News::Final Fantasy XIV Letter From the Producer Live XIII: All the Info and Relevant Screenshots/Video
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News::GameEnthus Podcast ep176: Time Management or Operation Fishburne
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News::Far Cry 4 set in the Himalayas, has ridable elephants
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News::Broken Age Act 1 Review | Bucket Hat Aficionado
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News::Bear Simulator now in Kickstarter
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News::Thief Test Results With Radeon R9-290X After - Patch Mantle
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News::Dragons and Titans Review | GIZORAMA
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News::VGU - Plants vs. Zombies: Garden Warfare Review
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News::The fan made Sonic trilogy you have to play
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News::Massive Guild Wars 2 April Feature Update Revealed
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News::The birdcage rock album or video game
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News::Gaming is Facing a Paradigm Shift
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News::Pokétouch revealed as an educational tool for Japanese schools
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News::Kingdom Under Fire II Gameplay Movie of City and Field Released at GDC 2014
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News::Does Sonys Project Morpheus mean mainstream VR gaming is inevitable?
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News::Escape Goat 2 Review: Brilliance Strikes Twice [Greenlit Gaming]
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News::MMO-Play reviews Guild Wars 2 Battle for Lion's Arch: Aftermath
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News::Latest Greenlight Batch Includes Actual Sunlight, Burrito Galaxy, Pier Solar and More
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News::Diablo 3: Blizzard Rolling Back Accounts Over Hardcore Character Deaths
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News::Good Game Movie Review - GamesReviews
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News::Luftrausers Review: Sweet, Glorious Death from Above | eXophase
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News::Castlevania: Lords of Shadow 2's "Revelations" DLC gets an official price
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News::Fresh Dota 2 update removes the duplication of treasures
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News::Make it indie! Review - Avant-garde in the extreme, for better or worse
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News::Are you addicted to video games? (Quiz)
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News::Electronic Arts CEO Andrew Wilson Talks Titanfall
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News::Pantheon: Rise of the Fallen introduces crowd-developing
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News::New dating simulators heroine is a doll.literally
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News::South Park: The Stick of Truth Review | Progress Bar
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News::DayZ: Boys Will Be Boys
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News::Interviewing the Co-Founder of Brushfire Games
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News::Legendary studio LucasFilm Games’ brief: ‘stay small, be the best and don’t lose any money’
GDC 2014’s LucasFilm Games postmortem had the air of a legendary rock group reforming as key creatives who worked at the studio between 1982 and 1990 assembled to assess their achievements.
To start, designer and programmer Noah Falstein revealed that the studio got two or three hours with George Lucas every year, Monkey Island designer Dave Gilbert noting that LucasFilm Games’ creative freedom “was actually a source of jealousy for the other LucasFilm companies, who were forced to march to George’s tune.”
The team also discussed their famous rivalry with Sierra, designer and programmer David Fox joking that he didn’t think Sierra “even knew they were in a competition” with LucasFilm Games. “They sold so much better than us,” said fellow LucasFilm Games veteran Ron Gilbert. “I think King’s Quest sold ten times what Maniac Mansion did. We actually played softball with them once – Skywalker Ranch had a baseball diamond and we had a friendly game with them. They won. I’m not bitter or anything,” he joked. “Their success, not just at softball, really drove us to do better.”
Lucasfilm Games was largely set up by Lucas as a business venture to funnel movie profits into business growth rather than lose them to tax; former studio head Peter Langston joked: “most people just invest in land.” At the time of the studio’s formation few people considered game development to be a longterm prospect.
“My goals were to use modern technology in the games business,” Langston said. He hired computer professionals and leveraged the existing pool of experts in storytelling, computer graphics and editing at LucasFilm seeking to “create an atmosphere that encouraged creativity rather than hitting deadlines; to create a group of peers.” The first year of LucasFilm Games was spent creating tools, with “two throwaway games” made as a test, said Langston. “That approach got us off to a good start,” he said, “they became BallBlazer and Rescue on Fractalus.”
Describing the development of the latter, David Fox was inspired by the fractal effects that LucasFilm had created for Star Trek II, and asked Loren Carpenter if he thought it would be possible on an Atari 800. “At first he said ‘no way’ but I guess it sparked some interest in him, and he said, ‘you know, I think it’s possible.”
“I wanted it to be a Star Wars game, but I was told right up front we were not allowed to use Star Wars,” Fox continued. “I was really upset — I joined the company because I wanted to be in Star Wars! But we did go on to show the game to George. We had about 20 minutes to show him the game and the first thing he noticed was that you didn’t have a fire button. You were supposed to kill people by having them follow you, and make short turns to get them to crash. He said, ‘no, give me a fire button.’”
Fox also revealed that Lucas was the seed for Fractalus’ most famous feature, the Jaggi pilots. “He suggested adding some tension by making some of the people you are trying to save turn out to be aliens. We were very lucky that Atari listened to our marketing request and did not put that into any of our art on the back of the box or any of the marketing — it was a secret you didn’t learn until level 8!”
“You were playing the game, completely unaware for seven levels until this shock would hit you,” continued Fox. “It terrified people. Kids running out the house screaming, ‘there’s a monster in my computer!’ The first game that actually really scared people, not just make them jump.” Falstein quipped: “now it scares people more to see a paywall in their game.”
The fact that LucasFilm Games wasn’t working with Star Wars allowed the studio the freedom to innovate, said Langston. “We had the brand and respect of LucasFilm, but we got to do our own creations. We were literally the only group outside of George that got to make up new stories and call them LucasFilm. George had only one rule for LucasFilm Games when I first met him: stay small, be the best, and don’t lose any money. The good news was that was an incredibly liberating mandate.”
“We were sort of the equivalent of an indie film company,” concluded Langston. “A little more artsy, not necessarily driven by commercial success. So we developed a culture that was extraordinarily collaborative. We never sacrificed ‘funitivity’—our jokey way of judging how fun something was — to meet a ship date.”
The post Legendary studio LucasFilm Games’ brief: ‘stay small, be the best and don’t lose any money’ appeared first on Edge Online.
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News::Arkham Knight's Rogue's Gallery
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News::5 Ways Titanfall is Not Like Call of Duty
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News::Battlefield 4 PC Security Exploit Kicks Targeted Players From Servers, Crashes Game
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News::Thief [2014] Review [GameLuster]
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News::Trials Fusion Beta available tomorrow
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News::GDC 14: Is Bound By Flame Bound For Greatness? | Hardcore Gamer
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News::Game Review: Titanfall [PC/Xbox One] - PushStartPlay
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News::Shadowrun Returns: Dragonfall Review (Strategy Informer)
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News::Interview with Hegemony Rome: Rise of Caesar's Rob McConnell I PCGMedia
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News::Direct3D 12 Tech Details: Full Mantle Features, Multicore Scalibliity, Memory Management and More
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News::No New Toki Tori Due to Toki Tori 2+ Sales
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News::Silence: The Whispered World II Look Absolutely Beautiful
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