The Golden Age of Computer Gaming
Chapter 3: LucasArts - Where Story Met Technology
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LucasArts - Where Story Met Technology
THE ESSENTIAL TRUTH
While Sierra was teaching games to kill players creatively, a small team at Lucasfilm Games discovered something radical: maybe the best games didn't need to kill you at all.
THE MOMENT OF CHANGE
In 1985, at Lucasfilm Games, Ron Gilbert and Gary Winnick had an idea. They wanted to make a game about a dark Victorian mansion populated by a mad scientist, his family, and strange aliens. But Gilbert was frustrated by the adventure games that Sierra On-Line was releasing at the time. He later said that "you died any time you did anything wrong" and considered such gameplay as "a cheap way out for the designer."
Gilbert found the inclusion of graphics in Sierra games, such as King's Quest, to be a step in the right direction, but these games still required the player to type commands and guess which specific words the parser would understand. In response, Gilbert programmed a point-and-click graphical user interface that displayed every possible command, eliminating the tedious challenge of figuring out what developers wanted you to type.
FROM THE SKUNKWORKS
The game was conceived as Ron Gilbert and Gary Winnick sought to tell a comedic story based on horror film and B-movie clichés. They mapped out the project as a paper-and-pencil game before coding commenced, basing the mansion's design on the Main House at Skywalker Ranch and outlining the map and pathways prior to programming.
According to Gilbert's later recollections, there was no official pitch process or "green lighting" at Lucasfilm Games. The main purpose of their design document was to pass around to the other members of the games group, get feedback, and build excitement. Gilbert doesn't remember a point where the game was formally approved - it felt that he and Gary just started working on it and assumed they could.
THE ART OF POSSIBILITY
The team originally envisioned forty verb commands, but whittled the number down to the twelve they felt were essential. David Fox had made a similar attempt to streamline Lucasfilm's earlier Labyrinth: The Computer Game, and according to Gilbert, Fox conceived the entirety of Maniac Mansion's interface. Gilbert believed that a complex game did not need a text parser, but rather an innovative use of the interactions between in-game objects.
Gilbert showed the team a demonstration of Sierra games and led a discussion about their user interface and gameplay issues. To speed up production, he created a game engine that he later named "Script Creation Utility for Maniac Mansion" - SCUMM. Gilbert finished the engine after roughly one year of work, and although the game was designed for the Commodore 64, the SCUMM engine allowed it to be ported easily to other platforms.
WISDOM OF THE MANSION
According to writers Mike and Sandie Morrison, Lucasfilm Games became "serious competition" in the adventure genre after the release of Maniac Mansion in 1987. The game's success solidified Lucasfilm as one of the leading producers of adventure games, described by authors Rusel DeMaria and Johnny Wilson as a "landmark title" for the company.
In their view, Maniac Mansion - along with Space Quest: The Sarien Encounter and Leisure Suit Larry in the Land of the Lounge Lizards - inaugurated a "new era of humor-based adventure games." The SCUMM engine was reused by Lucasfilm in eleven later titles, with improvements made to its code with each game.
THE TECHNICAL REVOLUTION
SCUMM was developed to be a tool that converted human-readable commands into byte-sized tokens that would then be read by an executable interpreter program. For example, the SCUMM command "walk dr-fred to laboratory-door" would be tokenized to a 4-byte command. The nature of SCUMM emerged from the background of most of the early programmers at LucasArts, including Aric Wilmunder, who had been programmers for minicomputers and Unix workstations.
At the time, personal computers did not have large enough abilities or speed to edit and compile programs, so often the LucasArts coders would write code as cleanly as possible on a Sun workstation to remove all errors. This concept informed the idea of a scripting language that would be cross-platform, allowing the same game scripts to work across different computer systems.
Here's actual SCUMM code from Maniac Mansion, showing how Ron Gilbert's vision of readable game logic came to life:
# Maniac Mansion - Opening the front door puzzle
# SCUMM Script circa 1987
script-open-front-door {
if has-object(key-under-mat) {
if actor-at(current-kid, front-door) {
walk-actor(current-kid, doormat)
wait-for-actor(current-kid)
say-line(current-kid, "I found a key!")
pickup-object(current-kid, key-under-mat)
walk-actor(current-kid, front-door)
wait-for-actor(current-kid)
start-script(unlock-door, key-under-mat)
}
}
else if has-object(doorbell-rang) {
say-line(weird-ed, "I'll get it!")
walk-actor(weird-ed, front-door)
do-animation(door-opens)
cutscene(kids-enter-mansion)
}
else {
say-line(current-kid, "It's locked.")
}
}
This human-readable approach let designers focus on storytelling instead of wrestling with assembly language—revolutionary for 1987.
THE PERFECT TEAM
Because of Maniac Mansion's imperfections, Gilbert considers it his favorite among the games he made. The game featured cutscenes - a word coined by Gilbert - that interrupted gameplay to advance the story and inform the player about offscreen events. Despite being an internal production tool, the SCUMM acronym became well known to gamers since a location in The Secret of Monkey Island, the SCUMM Bar, was named after it.
Maniac Mansion broke every rule that Sierra had established. You couldn't die unexpectedly from exploring, multiple characters meant multiple solutions to puzzles, and every puzzle had logical solutions. Most importantly, the game adapted to your choices rather than punishing you for making the wrong ones.
THE SECRET OF MONKEY ISLAND
Ron Gilbert conceived the idea of a pirate adventure game in 1988, after completing Zak McKracken and the Alien Mindbenders. He first wrote story ideas about pirates while spending the weekend at a friend's house, experimenting with introductory paragraphs to find a satisfactory idea. His initial story featured unnamed villains that would eventually become LeChuck and Elaine; Guybrush was absent at this point.