LucasArts Developers Talk Star Wars Game Development Strategy
by Jeff Mattas, Jan 04, 2010 6:00pm PSTWill Freeman of industry news site Develop recently interviewed several LucasArts employees about the process of developing games set in the Star Wars universe during a visit to Lucas' Letterman Digital Arts Center in San Francisco. At the time, the LucasArts crew was polishing up a new Clone Wars game and its related TV series, as well as finishing up work on Lego Indiana Jones and a new Battlefront release for handhelds.
It's no secret that Star Wars is one of the most ferociously guarded and multifaceted IP's around. As Freeman learned, though, each effort in the canon manifests by way of a deeply collaborative environment (overseen by George, of course). Clone Wars game developer Vince Kudirka recounts how helpful it was to have the LucasFilm animation team offering advice and feedback on character animations early in the game's design. The team behind the Clone Wars TV show even shared technology with the game design team, helping them maintain authenticity.
The licensing department reviews all things Star Wars and has the final say on how the IP is used, a process that some developers find liberating. The Force Unleashed producer Cameron Suey recounts the game's design phase, stating that the team "shot for the moon" in terms of content they'd like to include, and then let the licensing team determine what wouldn't make the cut.
Dave Collins, LucasArts game sound supervisor and voice director, notes the importance of iconic sounds necessary to flesh-out a Star Wars experience. In order to make a game feel like Star Wars, he explains, "there are certain audio anchors that people need emotionally." Collins also admits that while there's still room for creativity and flexibility when being faithful to the source material, he concedes that "Everything we do at Lucas is definitely in service of a license."
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Comments
As much as I would love to see the X-Wing and TIE Fighter series of game brought out of the IP vault of LucasArts, the thought makes me very nervous. I love these games for what they were; fantastic PC space shooters. It's pretty apparent that if these games were to go into development again, they would most assuredly have console ports, or even worse, PC ports of a console game.
How could you possibly map the controls over to a game pad? Granted, these games never had the vast keymaps of say, Falcon or Blackshark, but thing of what would have to be given up. Complex targeting would be ought. Wing-man commands, though fairly simple in those games still have far too many commands for a game pad. What about shield and energy management, repair systems, the star map, etc. If these game features were withheld, would they still be the great games that they were?
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My all time favorite Star Wars games, all which happen to be PC centric.
Everything afterwards also catered to consoles. Sure, ok consoles have to have their Star Wars games too, but LucasArts, you have had your Rogue Squadren, you have released Super Bombad Racing and Yoda Stories. It's time to release a PC centric game that has that feeling those great Star Wars PC games used to have.
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Remember back when the LucasArts philosophy was almost the complete opposite of that statement?
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X-wing x-wing x-wing x-wing - x-wing x-wing - x-wing x-wing x-wing, x-wing x-wing x-wing. X-wing, x-wing x-wing x-wing! X-wing... x-wing... x-wing x-wing x-wing x-wing. X-wing x-wing x-wing x-wing.
X-wing x-wing x-wing x-wing; x-wing x-wing, x-wing x-wing x-wing x-wing x-wing.
X-wing.
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