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The
history of George Lucas' attempts to twin video game creation with film
making and CG effects construction are many, storied, and often
fascinating. But there hasn't really been an attempt to sum up history
of the many strands in book form up to now, something rectified by
former Lucasfilm Computer Division employee Michael Rubin, who has
written a new book called Droidmaker,
and described as: "The inside story of George Lucas, his intensely
private company, and their work to revolutionize filmmaking."
Thus, Droidmaker
deals with not only the histories of ILM and LucasFilm itself, but also
of LucasArts, the company's pioneering game division, and creator of
titles including The Secret Of Monkey Island and Maniac Mansion. Gamasutra sat down with Rubin to discuss both his own history (as the writer of fascinating early 'gaming lifestyle' book Defending The Galaxy), and his own impression of LucasArts' evolution, capped by a PDF extract from Droidmaker discussing the genesis of LucasArts.
GS: Tell me a little about the sequence of events that led you to write [1982 video game lifestyle book] Defending The Galaxy. How was it received at the time? Were video game books considered a little "out there" back then?
Michael Rubin:
I was a senior in high school when video game fever first hit, around
1980. When I got to college in 1981, it was everywhere -- Space Invaders, Asteroids... you know... I had known this woman -- a friend of my older brother -- who had written a bestseller called The Preppy Handbook (1979) and I thought that a comparable kind of handbook could be written about the evolving realm
of video game culture. I tried to write my book with friends while we
were all freshman at college (and I tried to convince the university to
give me course credit for the work -- which they declined!) but all my
friends were dubious I would ever really write a book like this.
I
ended up contacting my old friends from high school (and included my
8th grade English teacher), and we worked on it the summer of 1981,
before my sophomore year. This would explain why it's a little
sophomoric. But people loved the book. It was released in 1982 and
while there were one or two "how to win" books on video games at the
time, this was a comprehensive exploration of video game culture, the
games (which were almost exclusively arcade games), and the passion.
It
was well-received, excerpted in numerous gamer magazines and
newspapers, but by 1982 it was quickly buried among the hundreds of new
video game "winning at Pac-Man" books produced at the time.
While not a bestseller, it sold thousands of copies and made me a very
minor celebrity for a moment in college. Finding one today is pretty
rare (although there has been some discussion of re-releasing it for
classic games nostalgia buffs!)
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Classic LucasArts title Ballblazer
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GS: Did you keep up with games in the intervening years between Defending The Galaxy and the game-related content that's in Droidmaker?
MR: I played arcade games, of course, through college. I was particularly good at Galaga and QIX, but not
fanatical. When I graduated college I went to Lucasfilm. My team, The
Droid Works, was upstairs in Z Building from the Games Group. They were
more my age group and of similar interests than my fellow Droid folks
(making computerized editing and sound tools for movies), and I became
buddies with a few of them, in particular, Ron Gilbert.
Ron and I hung out for those years, as he was developing Maniac Mansion and SCUMM
-- and so I was pretty close to the efforts in the games group even
after they moved up to Skywalker Ranch in 1987. The game content in Droidmaker covers the creation of their division and details the years up to 1987.
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The guys at the games group of Lucasfilm huddled around Millipede.
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GS:
Why do you think George Lucas saw the importance of games so early, and
why was he able to capitalize on it so relatively well?
MR: I
think he actually didn't see the importance early. He had to be
convinced that a games effort wasn't going to be a distraction. Quickly
though, he was able to integrate his personal interest with education
and using technology to aid in education, with the research going on in
the games group. Making video games was only one aspect of that groups'
work.
When
Lucas began divesting himself of all the technology work at the company
(circa 1985), he did realize that games were more like movies and that
these were different from the other work they were doing. Consequently,
they kept nurturing those projects even as they were selling off the
EditDroid and Pixar work.
GS: What were the key elements that allowed the kind of atmosphere that led to the creation of original IP games such as The Secret Of Monkey Island in the '80s?
MR: I don't think I can answer that. I explore the entire atmosphere at Lucasfilm in the book, and it's rich and complicated. Monkey Island was developed after the period I explore deeply in the book, but I know that its genesis of course was from Ron Gilbert and SCUMM. Ron always was a particularly gifted game designer -- with deft expertise both on the code side -- efficient, clever, pragmatic -- and the creative side.
He
has an ironic, quirky, and often dark sense of humor (which is why we
got along so well), and Lucasfilm let him run amok because of how well Maniac came out. That's pretty much all I can say on this. I'm sure Ron would have a thing or two to add!
GS: Do you think having to make Star Wars titles is mostly a positive or mostly a negative for LucasArts?
MR: Personally, I think the best games to come from Lucasfilm were their original creations, like Maniac, Monkey Island, Zak,
and so on... and it took them some time before HQ trusted the games
guys enough even to let them create games based on the valuable assets
of movie characters (the first test was Labyrinth, then an Indiana Jones game); but soon enough it made sense to have the Star Wars
titles get generated internally. It sort of reminds me of an old adage
about restaurants -- restaurants with a great view generally have lousy food. But people go for the view.
People will buy a Star Wars game, or Indy
game, at some level simply because they like the characters, theme, and
environment, so that gameplay can suffer without killing the success. I
don't think the Star Wars titles are a millstone to the company
-- I think they are a cornerstone. It's possible Lucasfilm, in an
effort to minimize risk, has cut down on the riskier idiosyncratic
games, and instead has fallen back on the franchise titles -- but this
is not my field of expertise. I'm an archeologist of the old days, not
really an analyst of the current business there.
GS:
Many in the business have unfortunately pegged LucasArts as going
through somewhat of a decline over the past few years? Any insight on
what happened and why?
MR:
Well, Lucasfilm is one guy's company. It does what he wants and needs.
There is a lot of talent there, but those people have a job and that is
to deliver on the stuff George wants done. Some might see this as
restrictive, but I don't think it's unrealistic. When people burn out
there, or don't feel appreciated, or want to expand and hit a wall,
they leave. And then they do remarkable and wonderful work. I don't
think Lucasfilm works too hard to retain talent, but again, I don't
really know.
The
company, like most companies, has changed and evolved over the past
twenty odd years, and the answer to this question changes depending on
when you are looking. Lucasfilm holds a very important position in the
history of technology and games. But are they still important? Probably
not in the way they once were, but i suppose we'll have to look back on
today from the vantage point of the future to know for sure.
Anyway, Droidmaker
really digs into the personalities and culture of Lucasfilm, and I
think it will answer this question better than I can in a sentence or
two.
GS: The Lucasfolk are now talking a great deal
about digital convergence - what do you think their future strategy
toward games will be? Who are the key players? Does George even care
about games? (In his ESA acceptance speech earlier this year for a
lifetime achievement gaming award, he stressed his educational work
ahead of his pure gaming work.)
MR:
I've heard this too.They have long talked about the overlapping tools
and talent in creating modern movies and video games (story lines, 3D
characters, backgrounds, objects, modeling and rendering...) The
Letterman Digital Center at the Presidio is this idea in physical form.
I can't tell you who the key players are, but I do believe I
can
answer the next question: Does Lucas care about games? Yes and no. Yes,
he cares as a business owner and entrepreneur; but no, not personally.
He's never been a game player or game fan. He's a filmmaker.
Unlike
Spielberg, say, Lucas really doesn't make games so he can enjoy them.
If there was no financial aspect to it, I believe he'd only develop
game technology to change the way education takes place. He doesn't
disguise this (and thus the ESA speech). Now, many pro game developers
have pointed out to me that in spite of the similarities, there are
deep and fundamental differences between game design and movie design
(structurally and visually) such that you'd rarely find expertise in
both fields, or much overlap in materials.
Still,
from a workforce standpoint, I think there are some efficiencies in
their convergence, and maybe something interesting, that no one -- not
at Lucasfilm or elsewhere -- has yet imagined when these worlds
collide.
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Lucas' Xmas card for 2005, showing the company's
move to the Presidio from Marin County.
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In addition to speaking to Gamasutra, Rubin has kindly allowed us to host a PDF excerpt comprising Chapter 18 of Droidmaker,
'A Hole In The Desert', chronicling the fascinating rise and supremacy
of Atari, and the deal with Lucasfilm that created the Games Group.
"'A Hole In The Desert'" chapter extract by Michael Rubin from Droidmaker,
520 pages, 200 illustrations, Triad Publishing Company, 2005.
[Further information on Droidmaker, including an extract from its first chapter and links to purchase the full book, is available on the official Droidmaker website.]
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