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Transcript
00:02It all started with a man named George.
00:05One of the creative visionaries of our time.
00:08Someone who really has this passion for storytelling
00:11and has been able to tell stories in completely new ways.
00:15Who created one of the great game companies of all time.
00:22Those games were fun. Those games had attitude.
00:25Don't mess around with me.
00:27Those games were something different in the crowd back then.
00:30But the road isn't always paved with success.
00:33We lost a bit of the focus that had made us the kind of company
00:37that people really rallied around and were excited about.
00:42And yet they turned some old favorites into amazing adventures.
00:46Indiana Jones and the Fate of Atlantis.
00:48It really took adventure gaming into yet another dimension.
00:54What we initially really set out to do,
00:57which was take the famous battles from the movies,
00:59really recreate them 100%.
01:02This is the story behind the one and only LucasArts.
01:29In 1977, George Lucas unleashes Star Wars upon the masses.
01:33In 1977, George Lucas unleashes Star Wars upon the masses.
01:35The film is a blockbuster and changes the face of entertainment.
01:39Five years later, George looks to expand into something beyond movie making.
01:44He wanted something that would allow for an interactivity to be brought to
01:48either Star Wars properties or original game properties.
01:53He had a clear vision about wanting to bring an interactive element into entertainment.
01:57That something turns out to be the business of making games.
02:03The company was founded when George wanted to get into games.
02:07And we had a venture with Atari at the time to produce some games on the Atari VCS console.
02:12The Lucasfilm Games Group is created in 1982, next door to special effects powerhouse,
02:18Industrial Light and Magic.
02:20We started out developing games in the early days for the Commodore 64,
02:24the Amiga, the Atari ST, and then eventually the IBM PC.
02:28We diversified from there to the early console games, the 8-bit games 16 and 32.
02:36When Lucas Games was first founded, actually two games were produced.
02:39The first being Ballblazer.
02:47And the second, Rescue on Fractalus.
02:51There's some contention as to which came first, but we'll just leave it
02:55that those were sort of the first two games.
02:57By 1987, LucasArts establishes itself as a premiere adventure game developer.
03:02Thanks to hits such as Maniac Mansion.
03:10And The Secret of Monkey Island.
03:12Two games designed by Ron Gilbert.
03:14Ron was sort of in charge of the design and the story as a whole,
03:17and we were helping him sort of flesh it out and brainstorm things,
03:20and everybody was contributing puzzle ideas here and there.
03:22People like Tim Schafer and myself were responsible for the detail work,
03:26where we would take a particular location, write all the scenes that happened there,
03:29invent lines for the characters to say when you touch the different objects in the room.
03:33There was some programming involved, some blocking of the characters where they're going to walk.
03:38Many hats, many hats.
03:40It's such a strange look on the whole concept of pirate characters.
03:44I mean, frankly, they were all originally sort of...
03:48I'm not speaking out of school here to say, you know, frankly,
03:51they were originally inspired by Pirates of the Caribbean, you know.
03:54What if we just kind of took the Pirates of the Caribbean world
03:57and sort of made it a real environment?
04:02The Secret of Monkey Island puts you in the role of the unstoppable and unlikely hero named Guybrush Threepwood.
04:09Guybrush Threepwood is like you, only less so.
04:14He's the ultimate kind of loser with a good heart.
04:18He has one goal in life and just seems like whenever he has a success,
04:23it always somehow gets turned into a defeat.
04:27The nebbish pirate character of Guybrush Threepwood sort of taking this pirate wannabe guy
04:33and sort of putting him through his comic paces.
04:37He's a foil for you in that you can guide him and be smarter than him
04:42and still revel in his moderate success.
04:45The results are comedy gold.
04:47The Secret of Monkey Island wins rave reviews.
04:51One of the hardest things to do in a game is get humor across
04:53because as the game creator, you can't control the pace of the game.
04:57So much humor depends on pacing.
04:59And so the fact that the Monkey Island series is just hilarious,
05:02like it's just a testament to the skill of designers.
05:04The fact that they actually made this interactive game funny,
05:07it was just a stunning achievement. It's awesome.
05:22One year later, Monkey Island 2, LeChuck's Revenge, is released.
05:27Well, trying to recreate the magic was not all that hard.
05:29I mean, it was easier, if anything.
05:30Okay, do that again. Do it better for less money.
05:43It was nice and it was more comfortable working on the sequel, I think, in a way,
05:46because we had already done it once and we knew that we could
05:48and we knew that the humor felt good, the style that we had gone in was good,
05:51and people had responded to it.
05:58And Lucasfilm Games becomes LucasArts.
06:03Lucasfilm Games was a division of Lucasfilm Limited, but we outgrew ourselves.
06:07We grew from a band of about 25 individuals to about 100, 150.
06:12And at that point in time, we moved off the ranch and established ourselves as a separate company.
06:16We were then part of LucasArts Entertainment Company.
06:19And we sort of carried that name, a logo was developed, and that's how the entity was born.
06:27LucasArts' adventure games make their mark,
06:29but the real adventure begins when they revive an old archaeologist.
06:48By the late 1980s, LucasArts is off to a terrific start, thanks to original games, such as Ball Blazer and
06:56The Secret of Monkey Island.
06:57But their next adventure features the one and only...
07:03Indiana Jones and the Fate of Atlantis, and that was a PC adventure game created by Hal Barwood,
07:08who was a film student with Mr. Lucas back at USC.
07:12When I started, we were doing an Indiana Jones game, and it was one of those things which was new.
07:17It was the first game LucasArts did that had dialogue, really.
07:21You fool! You come back to show me this, this, this prehistoric knick-knock?
07:27Some of the challenges we faced with Indy was how to tell a graphic adventure story
07:32around something we'd only seen on film screen, really, at that point.
07:34We must test!
07:36So it was how to project Indiana Jones and his character across a tiny little monitor
07:40and make the audience, the player who was manipulating him and moving him around the world,
07:44actually feel like they were being Indiana Jones.
07:48Practically no one on the team at the time had ever built a commercial game and brought it to completion.
07:55Can be happier!
07:57It was also the first game we did that you could do 256 colors instead of 16.
08:01My god!
08:02And it was all wonderful, but Indy was about 50 pixels tall.
08:06We've done it!
08:06Play of Atlantis is this great, huge game that's got the whole three paths thing going on
08:12where the story could go down three separate paths for long stretches at a time.
08:18Unheard of in an adventure game at the time.
08:21It really took adventure gaming into yet another dimension
08:24because for the first time it really evolved the characters that were involved in the graphic adventure
08:29and it evolved the type of story that was as very sophisticated as a graphic adventure.
08:35The 1992 release of Indiana Jones and the Fate of Atlantis is a huge success.
08:40But while people like Hal Barwood and Tim Schafer are making graphic adventure games,
08:44just down the hall they're working on something totally different.
08:50Well, for many years we really built our reputation as a developer of adventure games.
08:55And then we diversified beyond that to a line of flight simulators.
09:02Specifically games that were historical flight simulators based upon different arenas of World War II.
09:13LucasArts launches an entire line of flight simulators helmed by Larry Holland.
09:18Battlehawks 1942 is released in 1988, Their Finest Hour in 1989, and Secret Weapons of the Luftwaffe in 1991.
09:29The games are a success, but none compare to what comes next.
09:37People started looking at the flight simulator engine and thinking,
09:40hmm, we could really use this in the Star Wars environment.
09:44You're under attack by Imperial Star Destroyer.
09:47Launch the X-Wing flight.
09:50X-Wing, based on the Star Wars films, debuts in 1993 and becomes an instant classic.
09:55I can't shake you. I'm on it.
09:58The X-Wing came from Larry Holland.
10:00And X-Wing was one of those games which on the PC back in the early 90s
10:04really opened up intellectual property gaming to the wide market.
10:12I think the technology had to catch up a little bit so that there was a sense of realism
10:16when you climbed into the cockpit and flew around in an X-Wing.
10:24X-Wing, the series, really accomplished this and really put us on the map in PC games
10:29on a level that we had never experienced.
10:32It was a leading game, top ten for over nine months on the charts.
10:35The success of X-Wing leads to even more Star Wars tie-ins.
10:40And then we followed that up with Rebel Assault, which was our second Star Wars game
10:44and our first PC CD-ROM game.
10:46X-Wing gets a sequel called Tie Fighter and Rebel Assault is followed up with Rebel Assault 2 The Hidden
10:51Empire.
10:56They were very different games. One was an action arcade game, one was a flight simulator game.
11:00But they did two things for us.
11:02I'm going down!
11:03They put us on the map with PC games that were innovative, things we had never done before.
11:07And then they established Star Wars in the gaming space that had never been established before.
11:16We began to move in different directions by offering different games and different genres for the PC.
11:28So when we started with early adventure games, we continued to create a line of adventure games and a line
11:33of flight simulators.
11:39But we moved also to first-person shooters that were emerging as a very popular segment.
11:44So we introduced Dark Forces, which was one of the leading first-person shooters of its day.
11:53Meanwhile, LucasArts continues to create great adventure games such as Sam and Max Hit the Road.
12:01And Day of the Tentacle, both released in 1993.
12:07Sam and Max Hit the absurdity of those characters. They're not wacky like Ren Stimpy herself.
12:14They have a sort of slightly more biting sensibility to them.
12:20They make snide comments about the world around them as opposed to just being like other characters.
12:34Day of the Tentacle is a game where you walk onto the set of an old Bugs Bunny cartoon from
12:42the 30s directed by Chuck Jones.
12:44He's got the tentacles tied up in his secret lab. Question is, where's his secret lab?
12:49You take on the role of bugs, essentially. You're sort of the foil for all the goofy stuff that's gonna
12:55happen in a cartoon like that.
12:57Probably the best thing I've ever done.
12:59Nonsense.
13:00Those games were fun. Those games had attitude.
13:06Something different in the crowd back then.
13:08Tim Schafer and his crew was brilliant and wacky and funny.
13:13There weren't that many funny games around, and even today there's not that many funny games around.
13:20We have detonation.
13:22In 1995, the dig.
13:24You see anything unusual?
13:27And Tim Schafer's full throttle are launched.
13:30What really drew me into it was just the idea of playing this big biker guy.
13:35This was really cool, you know.
13:36Come on, kiddie!
13:38Let's get down!
13:42Don't think I'll ever get the chance in my life to really run a biker gang.
13:44And be the leader of a biker gang.
13:47And to do some of the things that you get to do in that game.
13:51But being able to vicariously do it in that environment was a really neat thing.
13:55I, uh, fixed your door.
13:58I thought it had a great art style.
14:00And that's amazing when you get it running in a modern Windows machine, which can be tricky in and of
14:04itself.
14:05You know what might look better on your nose?
14:07What?
14:09The bar.
14:10But you look at it today and go, wow, that really looks great.
14:14I'm not putting my lips on that.
14:16And they had Tim Schafer puzzles, which were, you know, insanely nasty.
14:22But that's Tim for you.
14:24Who's that down there in the yard?
14:26It's Sam.
14:28Graphic adventures were a big part of the foundation of modern gaming.
14:32They've attracted a lot of people into gaming that were previously alienated.
14:36Humor appealed to a wide audience.
14:38But isn't that illegal?
14:39Not back then it wasn't.
14:41Sales reach millions of dollars, thanks to the success of more Star Wars titles, such as Star Wars Jedi Knight
14:47Dark Forces 2.
14:49And Rebel Assault 2.
14:51But soon, sales drop and the gaming giant begins to sweat.
15:06After the 1995 release of Full Throttle, LucasArts is riding high.
15:11But the next few years see a decline in sales.
15:19Tim Schafer works his magic again with The Curse of Monkey Island in 1997.
15:25And Grim Fandango in 1998.
15:27Ta-da!
15:29But while the reviews are ecstatic, the sales are disappointing.
15:34Ah, popped another one.
15:37Lousy bony fingers.
15:39And the adventure game market has always been this niche market where you can depend on n number of people,
15:44but getting that to five times n is, you know, really difficult.
15:48The quality of our games had fallen off a bit.
15:56And I think we'd lost a bit of the focus that had made us the kind of company that people
16:01really rally around and were excited about.
16:05Fuck out!
16:05Darth Vader.
16:06You know, just like everybody else that's around my age, you know, we grew up loving Star Wars and Star
16:11Wars is what kind of defined our childhood and there were so many games that just weren't very good.
16:17I have a bad feeling about this.
16:20You kind of got to experience it, but there was nothing that really kind of captured it.
16:24You know, maybe it's technology's fault. Maybe Star Wars was so ahead of the curve that, you know, video games
16:27could never really capture the essence of Star Wars.
16:30Find a way to open this door and hurry!
16:32Star Wars fans absolutely want to see games that feel real to them, that really feel part of the Star
16:38Wars universe. And if there's any disconnect, then we've found that they don't buy them.
16:49After Star Wars Episode 1 is released in 1999, a slew of games based on the new prequel are released,
16:55including Episode 1 Racer and Obi-Wan.
17:03But very few are as successful as LucasArts' previous games. To get their games back on track, LucasArts makes some
17:10key changes.
17:13One of the strategic directions that we went in was to re-inject that quality back into our games to
17:21meet the kinds of expectations that people had built up in the previous years.
17:25And one of the ways to do that was to partner with some of the premier third-party developers that
17:30had great technology and had a proven track record of developing top-notch games in specific genres.
17:38Like Factor V, the team behind the hugely successful Star Wars Rogue Squadron.
17:44We always had pitched for a number of years that we wanted to create our own Star Wars title, and
17:50we always said, let's do it more based on the old movies. Please, please, please.
17:56And let's find a way to do the flight combat, which Larry Holland did so well in his X-Wing
18:02PC games, a completely different take on a console, and that became Rogue Squadron.
18:07And I think everybody was a little bit surprised how successful it was.
18:11The plan pays off.
18:13And games such as Rogue Squadron 2, Rogue Leader, released in 2001, and Jedi Knight 2, Jedi Outcast, released in
18:202002 from Raven Software, bring the company back up to pace.
18:24Rogue Leader for the GameCube was the second one in the series, and that was what we initially really set
18:30out to do.
18:31Which was take the famous battles from the movies, really recreate them 100%.
18:36In late 2003, more releases are well received by fans.
18:41Star Wars Galaxies is set against the backdrop of this Galactic Civil War.
18:46We have hundreds of little subplots running through the game, everything from the really silly and almost sublime, all the
18:52way up to things that are very closely tied to the serious conflict of the Galactic Civil War.
19:01So now Rogue Squadron 3, Rebel Strike, is along the same lines of fantasy fulfillment from the movies.
19:08You've got character sequences with Luke Skywalker and Princess Leia.
19:13You've got the famous Dune Sea battle in the Sarlacc pit.
19:16You've got walkers in the forest, so you've got the forest battle with the Ewoks running around.
19:20And of course we also have our classic flight combat in there.
19:23So it's really taking the three classic Star Wars movies and doing everything in a video game fashion.
19:33Star Wars Knights of the Old Republic is a third-person role-playing game set in the Star Wars universe
19:38about 4,000 years before the time of the movies.
19:40And the freedom to create a really new and unique story where huge, incredible vehicles are built that no one's
19:47ever heard of.
19:50And one of the key things about this game is that you can actually play dark or light side.
19:56You can actually be the hero and save the Republic.
20:00Or you can be the ultimate villain in the galaxy and be pure evil by the time you end the
20:05game.
20:07We're building several adventures.
20:10We're reinvesting in Full Throttle.
20:12That's going to have more action sequences but still be kind of an epic story.
20:17I'm doing the new Sam & Max game.
20:21We have a role-playing game called Gladius coming out.
20:23So there's a lot of stuff that people don't expect to come from LucasArts that's in the pipeline right now.
20:31Every game is set in the stars thanks to the guiding hand of George Lucas.
20:35George is very interested in everything we're doing especially as his kids are getting into games.
20:40He likes to look at everything we do.
20:42We generally run all of our ideas into him and he'll come back with ideas.
20:45So he's quite proactive.
20:47When there is an issue then it kind of goes all the way up the flagpole and George proves that.
20:51We also sit down and talk to him about some of the designs of our major titles.
20:56We as a company take our vision and our cue for creative quality from Mr. Lucas' inspiration.
21:06It's truly inspirational working with someone who is one of the creative visionaries of our time.
21:28Twist me up one of them, huh, fella?
21:30Yeah, yeah, yeah. Twist this, alright?
21:34Could you teach me how to do that?
21:35Well, um, since you're a beginner, why don't you practice the first step, which is blow.
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