4 thoughts on “LucasArts and the Human Cost of Game Development

  1. Meanwhile at Mojang, they get paid for a 3 hour playtime every Friday afternoon.

    Also don’t most (successful) AAA studios outside of EA view over working their employees as a planning and upper-management failure and generally push their games back before they barrage their employees with overtime? I know Valve and Bethesda (claim to?) operate like that anyway, and what do you know they both put out some of the best games.

    Happy employees make a better game? What a surprise! That explains why EQ2 is such trash these days I guess.

  2. Good, short article. Sums up how we all felt and were treated in the ‘olde’ days. The industry was truly romanticized and we all were young, dedicated, and compensated. The world changed, heads of industry changed and the ‘romantic’ mentality did not change. First the bottom-liners then the entitled ones destroyed the creativity and the teams. LucasArts vets will carry on with changes not always the happiest. Krap happens. We clean it up and move on unlike some who cry for someone else to clean it up.

    RIP LucasArts

  3. Don’t get me wrong. I’m grateful for devs & programmers for giving me something mindless to do in the evenings. But for fuck sake, don’t fore go your family to do it. I can read a damn book or play cards instead.

    I feel sad that they placed a higher value on a career in gaming than family. But that was their call. Personally I work a job I don’t particularly like so that I have more time with my family.

  4. Isn’t the fact that they have to fore go their families, etc. developers fault for making things so easy these days that gamers can blow through their content?

    Wouldn’t making a game with longevity be smarter? lol.

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