Hitting for the Fence
Multimedia Reporter , May 1994
If there are any Type A personalities
to be found at LucasArts, they are locked away behind closed
doors. There's an air of relaxed confidence about the place.
Huge cartoon cut-outs of Sam and Max greet you as you enter
the front door. There's a love letter to Lucas from a seven-year-old
posted on the front door of a music production room What,
me worry? President Randy Komisar has a cardboard cutout
of a young Elvis in full wiggle on the wall behind his desk.
A sense of humor is obviously a job requirement.
There are no signs calling attention
to the building. It's located in an industrial park near
the canal in San Rafael. The entrance is in back, through
the parking lot. The receptionist directs me to a seat on
the overstuffed sofa next to a pile of cardboard boxes.
While I'm waiting for PR Director Sue Seserman to appear
and show me around, Producer Casey Donahue and Marketing
Director Mary Bihr both happen by and say hello.
Sue arrives and walks me across the
parking lot to another building and a small conference room
and theater where she has arranged for me to see some games
and meet some of their creators. I'm impressed with her
efficiency. Everyone I've asked her about is scheduled to
meet me, in order, and her cohort Camala is seated at the
game console behind us ready to punch up Rebel Assault.
Waiting at the conference table is Vince
Lee, the young whiz who dreamed up the project and acted
as project leader. I take a seat and soon we're behind the
controls of our own starfighter en route to a mission. Camala
quickly works her way up through the levels of the game.
She has obviously played it before.
Assault was the biggest-selling PC CD-ROM
game on the market last year. A lot of the imagery on the
screen is borrowed from Star Wars, but the team has created
new situations and characters, Vince says, to make it different.
The faces on the screen are borrowed from people who work
at Lucas.
Digitized sound effects and music from
the movie add a dimension most gamemakers couldn't afford.
The music is a rearrangment of the original Star Wars music
by John Williams. The game may be the first to use a 4-channel
soundtrack, with music, ambience, voice, and effects all
on separate channels.
The programming for Rebel Assault was
mostly done in C, Vince tells me, with some Assembly used
for low-level graphics. A proprietary streaming process
he developed means you never have to sit and wait for the
program to load. Except for the 2D faces supered onto the
screen, the imagery was all created 3D on PCs using Autodesk's
3D studio.
There were also no female pilots in
the original Star Wars, but in this game you have the option
of picking the gender of the pilot. I ask Camala if she
enjoys playing this kind of high-flying shoot-'em-up adventure
game, and receive an affirmative response.
"A lot of people say there is too much
violence in video games," I note. "But there is no gratuitous
violence," I'm told. "It's all Star Wars fantasies, an integral
part of the story. There are no violent pay-offs. No blood."

Watching the action unfold on the big
screen, I find I'm a little disappointed at the lip-synch
problems and pixelation. I guess I'm expecting it to look
as clean as a movie. Vince tells me it looks great on his
own 486, but designing for a mass market means it's going
to suffer on the mish-mash of platforms it will be running
on.
I ask him what's ahead.
"I think we'll see more and more movie-like
imagery appearing in games," he replies. " Right now games
are made by people like me, programmers, and are very technology-based.
Kind of like the early movies. I think you're probably going
to see, after the technology wave goes by, the creative
wave, with people from storytelling backgrounds, movie backgrounds
making games."
"You don't see yourself as an artist?"
I ask.
"I see myself as a technical-type person
with creative abilities," he responds. "I don't see myself
as a filmmaker. Here at Lucas is kind of the best of all
possibilities, with creative surroundings, creative energy,
the artistic side here, and people like Hal Barwood from
the film group, good storytellers. I can pick up so much
from people like them."
Vince leaves and Steve Purcell and Mike
Stemmel enter. It's time for the Sam and Max show. Released
on floppies in December, Sam and Max Hit the Road is about
to come out on CD-ROM. It's very different from Rebel Assault.
Steve created the characters Sam and
Max in an underground comic book by the same name he published,
and the game looks and feels a lot like a TV cartoon. You
control Sam. Max just comes along for the ride. He also
gets in trouble, and gets in your way.
Sam and Max are freelance police officers,"
explains Mike, one of the team leaders on the project. "They've
been sent by the Commisioner to investigate strange goings
on at the Carnival. It turns out that Bruno the frozenest
Big Foot. has escaped, or been kidnapped....and they have
to go find him. They soon discover that Big Foots all over
the country have escaped from their shackles. You have to
find out what's going on."
You accompany the dynamic duo as they
criss-cross the country in their quest for justice and hamburgers,
adventuring along the way, and collecting the clues you
need to solve the mystery.
"It was a design that pretty much was
kind of a no-brainer for us to do," says Mike. "We all had
this idea doing a road trip, and it just made it very easy,
because first of all we liked the idea of Sam and Max out
on the open road going to all these weird road side locations.
But it also from a design side made it very easy, very modular.
So if we decided 2 months down the road that, "Gee this
location really isn't working", we could dump it, or fix
the design to work around it. Or if we really really needed
to add something, we just throw someplace else on the map...
"Or occasionally we gang 'em up, and
get multiple uses out of one place," adds Steve. "We had
a dinasour park that happened to be at Mount Rushmore where
we also have bungee jumping from the president's nose. It's
a way to raise money to pay off the national debt.
Mike and Sean Clark led the team that
produced the project. "We handled the day to day management
of the program from, and wrote 90% of the programming. We
found ourselves wanting to do it."
Steve Purcell too got totally immersed.
"I was actually expected to come and work part time on it,
but it turned out to be impossible. And so I just ended
up coming in the whole year. I slept here at nite. Tried
to be involved in every way I could." He did the initial
design work helped write the script, and created many of
the backgrounds and some of the animation.
Steve has been around the company for
many years doing illustration and animation, according to
Sue Seserman, and Sam and Max were already well loved characters
at LucasArts. It was only natural they should become characters
in a game.
"We've kind of mumbled about it for
years," Steve adds. "The characters are actually used by
the programmers when they're trained to use our in in-house
scripting language, SCUMM." (Script Creation Utility for
Maniac Maniac.... Maniac Mansion was the first game written
with it. )
The LucasArts gamemakers test their
products at a "Pizza Orgy", according to Purcell, where
everybody in the company is invited to stuff themselves
with pizza and spend hours playing with new games. The idea
is to put the characters through their paces and get some
feedback.
Oops. We're getting behind schedule.
It's time for me to talk with Randy Komisar, the new president
of LucasArts. Returning to the first building, I follow
Sue upstairs to the second floor, passing through a larger
room with a cozy, almost living room atmosphere. Big comfortable
sofas are arranged for conversation. Floor lamps provide
soft illumination. No one is sitting on the sofas at the
moment, however. They're at work at their desks, which are
scattered around the perimeter.
Randy has a corner office with a view,
and another comfortable couch, where we wait for him. He
soon strides into the room wearing a striped-T shirt and
a big smile and offers me his hand. In the other he's holding
one of those jogger cups, from which he occasionally sips
his soda through a straw. He's a happy man, full of energy.
And why not? What's not to like about his job....
We talked about the advantages of being
one of the Lucas companies, the current CD-ROM boom, and
the future of interactive entertainment.
"CDROMS are just the tip of the iceberg",
Komisar predicts. "The delivery platforms are going to get
much more robust, so you're going to be able to have much
more realistic, more life-like animation, video, sound and
put that together in a way that really makes a much more
interactive, compelling environment, experience.
"I think interactive entertainment is
going to have as many different faces as any other form
of entertainment you can imagine... You'll have titles that
are directed towards people who want to spend a lot of time
learning, you'll find people who want to play twitch action
games, you'll find people who want to sort of enter a movie
experience. And we'll be designing for all of those areas
as they become viable.
The company is watching interactive
television, says Komisar, but not actively working towards
it.
"I see interactive television first
as a delivery medium," he notes, "...as a way of delivering
information right to your doorstep. The next step is to
try to understand what can be uniquely done on that platform,
in that environment, that can't be done in any other environment.
And I think that is the convergence of a tremendous amount
of information into one node.
"You think about your television set
with it's computer, a little set-top box as your node in
this universe. You have the opportunity to take in a lot
of information simultaneously and interact with it. You
can be playing a game, for instance, with a variety of different
people on different continents at the same time.
"More importantly you can have new information
coming down that may change the information that you're
working with. Let's say you're in a Star Wars universe,
and you've got intelligence coming in about what another
player is doing. You can interact with that real time. That
creates a lot of interesting opportunities that you can
get through interactive television that you wouldn't necessarily
get through a PC.
LucasArts has been contacted by people
involved in interactive television trials, Randy notes,
but is not in a hurry to jump in. "Nothing so far has led
us to change our current strategy, which is just to create
wonderful content. If we can create great content with lasting
value then no matter what twists and turns the technology
takes, we'll be a player.
"At this company, what management does
is build a support environment around creativity. I consider
one of my principal jobs here to make sure we have the right
resources, the right relationships, the right business processes
in place, to take advantage of the creativity of our design
talent and our programming talent, and our art talent. ...It's
not a place where I sit up here and say we should be doing
a game about A or B or C, or we should be moving into the
interactive television business.
"We create an environment where creative
people feel appreciated--where they are supported in following
their own vision. It's a highly productive solution to what
a lot of people see as a highly complicated problem, which
is to figure out what the next great hit is. I can tell
you for sure, I don't know. But somebody here does. And
I just want to make sure we support them in getting their
idea out there.
"It's a very different model than most
of our competitors with their portfolio management model,
where you're pretty much hedging a lot of development done
on the outside, and studio financial style plans. We're
much more betting on ourselves, which is pretty much the
Lucas philosophy. We're not going to take a strategy and
hedge it. We're going to hit for the fence with every title."