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Tony's
Produced Games
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Mediagenic
SSI
Lucasfilm Games
Sega of America
Propaganda CODE
SegaSoft
Electronic Arts/EA.com
Ubi Soft
STRATEGIC SIMULATIONS, INC
1991
After the layoff at Mediagenic, I was hired
by Strategic Simulations, Inc. I was producing games (under the goofy
job title of Game Developer III, which really meant 'Associate Producer')
and that was great.
SSI was based in Sunnyvale, CA. There were
around 90 employees, and while the company was founded on wargame simulations, its success had been with the Advanced Dungeons and
Dragons role-playing games. SSI was run by its founder, Joel Billings. He was a hardcore wargamer
(as were his top management) and it showed -- he had a whole table in his
office dedicated to Napoleonic miniature warfare! This was a stark contrast
to Mediagenic, where the exec staff was much less "hands-on" with the gaming
world in general.
My manager, Bret Berry, let me come in and do my thing. He
gave me advice when I needed it but overall let me do what I thought was
right for the game (within reason, of course, but I guess I never exceeded
reason.)
BTW, I had another interest in joining SSI. Earlier
that year, at a Game Developers conference, I had spotted a GORGEOUS woman.
Of course, I was much too timid to approach her at the time. When I
was interviewing at SSI, I was amazed to learn she would be working with me.
Yes, friends, that's how I first met my wonderful wife, Rhonda.
Until then, I had upheld the sacred rule of "never dating
fellow employees, especially ones working FOR you." However, I was
infatuated with her, thinking up many excuses to have lots of lunches
and dinners together. I did restrain myself from actually asking her
out on dates until I had decided to leave SSI (more on that later), but I
fell love with her at first sight!*
*Rhonda's note: if Tony thinks I
didn't know how he felt from the start, he is nuts.
Buck
Rogers: Countdown to Doomsday - Genesis
Game Developer III - 1991
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The Sega Genesis market was expanding and Electronic Arts wanted
some quick titles. Buck Rogers: Countdown to Doomsday was conceived as a
"quickie" to convert SSI's finished Buck
Rogers PC game to the Sega Genesis. It was supposed to take
less then 6 months to complete. However, some boneheaded
mandates had been made long before I got there. One example was a
decision to change the main viewpoint of the game, which lead to a
cascade of technical and design problems. Another example was that the EA development
software was buggy, causing untold delays when the it crashed,
destroying all the work for that day.
When I showed up, the game had already exceeded
its allocated six months; in fact it was less than half done!
The original producer had left, and I was hired to finish it since
I had some experience with the Genesis. I was given a
deadline of 4 months.
However, There was another even larger problem: despite the close-knit
nature of the company, the five principal players (the programmer, 2
artists, and 2 writers, one of which was Rhonda) were MEGA unmotivated.
They thought game would never end, were not too happy to be on it to
start, and felt creatively taxed since this was a port of the same game
they had already worked on. On top of all that, this new guy (me)
expected them to work harder then before!
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I knew I had my work cut out for me.
One of the most important things to restore harmony
was create a
motivational progress chart, listing everything that needed to be
done on the game. I posted it in the main area for everyone to
watch the progress as I checked off items as they were completed. Rhonda suggested using
gold stars to mark the progress, like in kindergarten. It thought this was an excellent element of whimsy that added to the
team's motivation. Soon, everyone was focused on completing their line
on the chart, trying to outpace the others in a productive and good
natured way.
In fact, the team was so motivated, every one of them
added new things to the game. Even I got to change a few things I
didn't like. The original PC game had a space combat element
that was SO LAME that the writers created a way for players to
never have to play it. That junk's not going into my
game, I decided. I whipped up a new design for
space combat, and figured out how to get it into the
schedule without missing the ship date. Normally this sort of
thing leads to mutiny and other problems. But everyone supported me on
this, partially because they knew it would be a better game, and
partially because we were working like a team! The new space combat got in,
and the game WAS more fun.
Of course, you can't get all this
without massive overtime. But SSI had a few strange
policies (at least to me at the time) such as "No one is allowed to work past
midnight." The Director of Development, Victor
Penman, was a great manager but quite strict when it came to enforcing
these policies.
One night I
ignored him and stayed all night to ensure the Beta
milestone was complete. I should have kept my mouth shut,
but the next day I had to brag to Rhonda and some others that I stayed
up all night. Victor heard this, and came to me. "Is this true?" he
asked. "Yeah, but I got
the Beta Milestone done!" I explained. Victor
narrowed his eyes. "Go home," he ordered. I was
stunned. "What? We have to stay on schedule!
There are meetings today! There are--" He didn't
care. "Go home, and don't come back until tomorrow."
Boy, was I steamed. I stormed out.
Victor taught me a few valuable lessons
that day. First, he elegantly showed me that you can't
pull one over on him. Second, how "making lost
time" didn't matter if I didn't follow the rules. And third, I learned a bit of
humility -- I wasn't
"untouchable." Much later, I thanked him for that lesson. Of course, he has no
recollection of the event!
Victor now runs his own game development company
called Evermore
Entertainment and is still a good friend to both Rhonda and I. Bret
is currently the V.P. of Product Development at
UbiSoft, which is the company (in
a long chain of companies) that acquired SSI.
Buck
Rogers: Matrix Cubed - IBM
Script Programming - 1991
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When the Genesis game was coming to an
end, I was asked to produce the PC sequel. I asked Rhonda to help me carve out a basic
story.*
*Rhonda's note:
he used any excuse he could think of to spend
more time alone in meeting rooms with me. I didn't mind
one bit.
We worked out the basic plot, the adventure
structure, and a few of the sub-plots players could explore as
they tried to solve the main plot. Then I got a call from
Lucasfilm Games (more on this below.)
I told Bret and Victor that I couldn't produce
Matrix Cubed, as I had decided to accept a job at Lucasfilm.
They tried to talk me out of it, then said they understood.
Victor decided Rhonda would take over the game as associate producer
(thus turning her path from writing to producing, at least for a
while.)
Before I left SSI, however, I wanted to try my hand at writing a
game mission, which was done using an internal
programming language called ECL (Encounter Control
Language). I wrote a mission near the start of the game where the players
had to go to an asteroid and search for a missing
General, who had information they needed. It was a small mission, but I had a great
time creating and programming it.
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Read about and
Rate Buck Rogers: Matrix Cubed at MobyGames
LUCASFILM GAMES
1991 - 1992
While I was working at SSI, I was contacted by an
old Activision work acquaintance, Lucy Bradshaw. She was now their Director of
Product Development and asked me to come work
for Lucasfilm Games. She didn't have to ask
twice! While I liked SSI a lot, nothing could compete with
the allure of Lucasfilm. (The 50% raise and promotion to full Producer didn't hurt either.)
Lucasfilm Games was in San Rafael,
CA. It was not inside Skywalker Ranch, but about 3
exits before it on Lucas Valley Road. It was in a nondescript
building, right next to some equally-nondescript ILM buildings. About 60 people worked
there.
Seeing no downside here, I left SSI, instantly went to
work for Lucasfilm Games, and endured my All-Time-Worst-Ever 9 months at a
job. (Each month, I told Rhonda, "Maybe next month will be better."
After 9 months, I realized it was never getting better.)
There are lots of reasons why it didn't
work out, but I prefer not to air them in public. Let's just say there
were a lot of disagreements on how I wanted to do things and how they had
always done things. This caused a lot of friction.
While we were having these "discussions", the Games Division was losing more
money than it was making. I was told layoffs
were coming and I should look for a new job. Frustrated with the problems I
was having, I started looking around before I finished pre-production of
Rebel Assault (a big problem as you will see below.)
One good thing about working at Lucasfilm:
the perks! Rhon and I ate lunch at Skywalker Ranch (spotting
George every once in a while), got invited to sneak previews of Industrial Light
and Magic films (with applause during every ILM effect) and the
Halloween and Christmas parties were amazing. We danced
next to the Han Solo carbonite sculpture and ice-skated
around Moscone Convention Center!
December 6th, 1991, after we came home from an ILM
sneak-preview of Star Trek IV, I asked Rhonda to marry me!*
*Rhonda's note: I'd called in sick to work that day, but didn't fool anyone
-- they all knew by then that I kept taking days off to
go hang out with Tony at Lucasfilm.
History note: The games group officially changed
their name to LucasArts a few months after I left.
The
Young Indiana Jones Chronicles (unpublished) - IBM
Producer - 1991-1992
Back when they thought the Young
Indiana Jones TV series was going to be a hit, I was
assigned to produce the game. I thought the Producer
should be allowed some creative input; unfortunately, the
newly-promoted Project Leader was under the impression
that he was God, and that I should not get in the way of
his creative process. Hence my first problem at Lucasfilm...
Here's my favorite story from this
game: I was told one day that the cast and crew of the show
wanted a walkthrough of what we were doing with the game. 4 guys
and a PR woman came in, and I stated to show them
around. While we were waiting for a computer to
load, I asked each of the four guys what they did.
"I'm the set designer." "I'm the
assistant director." "I'm
costuming..."
So I turn to the last one, a guy about
my age wearing a parka and a peace symbol necklace. I
asked, "And what do you do?"
He meekly said, "I'm the
star."
This took a second to sink in.
This is Sean Patrick Flannery, the guy they chose to be Young Indy! "But of course
you are!" I exclaimed. I then apologized and told
him I had seen pictures of him but he looked SO
DIFFERENT in real life. Not my finest day.
The game was canceled soon after the series was
canceled.
Indiana
Jones and the Fate of Atlantis Action Game - IBM, Amiga, Atari ST
One of many Producers - 1991-1992
This was developed in
Europe. It had at least 5 different producers at
different times, and it showed. The game was no fun.
I got the final honor of finishing
it. At my insistence, the credits read simply
"Produced by the staff of Lucasfilm Games." History
note: I got this idea from the credits of the Infocom game Bureaucracy,
which was passed from staff member to staff member until it was finally
complete.
IJatFoA:Action was ultimately only distributed
in the UK. Let me know if you ever find one of these, I never got a final
copy of the box for myself.
Star Wars: Rebel Assault
-
IBM CD
Original Designer and Project
Leader - 1992
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This is the one that got away. Here's the short story:
Lucasfilm wanted to
make a Star Wars game on CD (this was a bid deal back in '91,
when CDs were basically storage devices for disk games with some CD
audio attached.) But no one knew what more do with it then just
put a bunch of silly, standard sub-games on the disk as a collection,
and perhaps play some movie clips in-between.
I conceived of a game that used the CD to play movies
that the player could interact with. The player would have
the ability to pilot a starship through movie-quality canyons, asteroid
fields and the Death Star. He could interact with these items by
smashing into the walls and destroying objects around him. Additionally,
I added a unique concept: to have multiple movie streams "branch" into
different game paths, allowing them a form of freedom of movement.
Finally, I proposed a way to "rotate and slide" the movie playfield
around a bit while the player flew, to make it feel more "real." I knew
all of this was possible, but it had never been combined like this
before.
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When I presented my design to a review committee, no one
understood the concept. After further explanation,
some said it could not be done. I've heard this before, so I
convinced them to let me build a prototype to prove it can be done.
I spent two weeks
producing a prototype with the programmer I chose for the experiment, Vince Lee.
Vince was amazing, grasping the concept I laid out and doing the hard
work of proving they were possible. The resulting prototype not only proved the design was possible,
it also visually demonstrated how cool
it was that players fly around in a movie and could "branch"
to different parts of the Figure 8 canyon! Now that everybody got
it, the
game was quickly green-lit, and I started to work with the Art Director
and Vince to hire more artists and begin pre-production.
I completed the design, but due to the impending layoffs at Lucasfilm,
soon left for Sega, handing the game over to Vince. When the game finally shipped two years later,
it became a massive hit. I rushed out to buy the game, scanning the
credits looking for my name under Design.
Sadly, my name appears nowhere in the credits, with Vince Lee taking
sole credit for the game design. Sigh.
History note: The franchise ultimately sold about
2,000,000 units, something few PC games have ever done. To date, it is
Lucasarts largest selling PC entertainment title.
There's a life-lesson here: ALWAYS KEEP
COPIES OF YOUR WORK. Had I not handed over ALL my
original designs when I left, I would have had some legal
leverage to get my name re-attached to the game on later reprints and
conversions (and
in this industry, your name on a hit game makes all the difference in
the world.)
Some may doubt the validity of this story. To them I
simply say look at all of the games I have designed in my career, and
notice how many of them have either helped create new genres in the
industry, evolve an existing genre, or do something that had not been
seen before. This is the best proof I can offer.
Read about and
Rate Star Wars: Rebel Assault on MobyGames
Despite the future heartbreak I was destine for with
Rebel Assault, I was off to my next job...
Mediagenic
SSI
Lucasfilm Games
Sega of America
Propaganda CODE
SegaSoft
Electronic Arts/EA.com
Ubi Soft
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