During the golden era of adventure games, LucasArts' penchant for finding and helping nurture talents was legendary. Tim Schafer, Ron Gilbert, and Dave Grossman were among the list of most recognized LucasArts alumni whose work had helped to define the adventure game genre. Yet, there were many others at LucasArts whose contributions to the genre were equally undeniable.
Many times the lead artist and animator, Larry Ahern was such an individual. He imprinted his visual style, charm, and humor on many of the company's classic adventure games, before ultimately becoming a full-fledged designer himself for The Curse of Monkey Island. After leaving LucasArts, he cofounded Crackpot Entertainment with Mike Levine and began development of an ambitious adventure game project?Insecticide. The project was meant to establish a new IP of "sprawling insect cities" proportions for the company. Unfortunately, the release of Insecticide: Part 1 for the PC was met with only limited commercial success, which ultimately led to the cancellation of Insecticide: Part 2. Even so, the company succeeded in releasing the game in full for the Nintendo DS.
Recently, we have been privileged to be given an opportunity to interview Ahern about the troubled history of Insecticide. In the interview, Ahern speaks to us candidly about the less glamorous side of game development, such as the challenges of securing funding and publishing deals for Insecticide.Ahern also talks to us about his memories of working at LucasArts, revealing the secret history behind the original sequel to Full Throttle wrongly nicknamed Payback as well as the cancelled magic themed adventure game Vanishing Act.
Check out our exclusive gallery of previously unpublished concept and production art from Insecticide: Part 1, Insecticide: Part 2, the cancelled Full Throttle 2, and the cancelled Vanishing Act.
Unfortunately, that's not the case, and I don't. If it was, it might be easier to understand the whole thing, or fund Part II myself. Instead, the game was cancelled due to a whole host of complicated financial, technical, and marketing issues that I don't quite follow, but suspect had something to do with nobody buying the game.
Essentially, our original publisher, Gamecock, had this crazy idea of funding indie titles based on crazy ideas like Insecticide. We were very much in favor of this plan, but I guess the sales figures for their first titles weren't as supportive of the idea, and by the time ours came along and did mediocre business, the writing was on the wall, and probably some of it hit the fan too, and basically things weren't looking as promising.
However, we were heads down working on Part 2, hoping to deliver the definitive conclusion to the adventure for all 52 of our screaming fans, so we were surprised to learn that South Peak had bought Gamecock. Then the new publisher pretty much ignored us for a month or two while they "evaluated" the prospects of our title, which also wasn't a good sign. They ultimately decided not to publish Part II, and we never got much of an explanation, but I'm guessing someone there with a calculator was predicting trouble with the whole venture. Either that or they were just creeped out by bugs.
Thankfully, since Insecticide, I've been working on projects for a much wider audience under the banner of my Flying Leap Studios. However, most of that work is behind the scenes as a writer and designer on interactive location-based attractions, much of it for a very large entertainment company known for their theme parks. It's been quite a lot of fun, although the whole covert ops aspect of it and not being legally allowed to mention them in interviews is a bit weird.
As for traditional games, Crackpot is kind of on the backburner right now, but we've always got some interesting ideas simmering. It's really just an issue of not having enough time to do it all, since both Mike Levine and I are busy with our respective companies. But, as soon as we finish work on that app that adds +7 hours to the day, I expect you'll be seeing a lot more games from us.
My fondest memory of the time was the creative satisfaction that came from developing the concept, since it saved me from the drudgery of my day job working at a large software/game company, That-corporation-who-shall-not-be-named, Inc. I'd been there several years in multiple mismanaged internal game studios and through several cancelled projects, and finally found myself beaten and spent, working on some kind of simulator, asking, "Why don't they recognize how good I am at creating a compelling, believable world of talking insects?!" Their loss, I guess.
When our ship finally came in and we got the chance to build the game, I just tried not to notice how unseaworthy it appeared or all the surrounding icebergs. Production was a whirlwind of creative activity with a talented group, but also involved a lot of bailing and throwing things overboard in order to keep the whole thing afloat. In the end, we made it through, shipped a finished game, and avoided that iceberg, but it wouldn't have made a good Leonardo DiCaprio vehicle.
In fact, our now crushed dream started out as a TV series concept that we pitched to a few studios before the offer to publish it as a game came in. Once the game production started, we were so busy working on it and imagining the vast wealth coming our way that we just didn't have time to pitch the show anymore. However, we have shown it around a few times since, so there's always hope. Maybe the phoenix beetle will rise from the flaming ruins of our game after all. We just need to meet the right person with the right number of zeroes in their bank account, and everything could turn around.
The only problem was our game design was probably a bit too epic for the kind of budget we could realistically expect to get. So, while the initial plan was for a true genre-blend incorporating adventure gameplay within the action-platform levels, the final version had to be simplified and the adventure portions segregated from the rest. We also planned the entire world of Troi to be a complex maze of buildings with doors and windows on walls and ceilings, with bugs able to walk on all the surfaces.
It would have been very cool, but was admittedly much more complicated. But, remember, we were dreaming big, and space marine elves were not an option. I think it was ambitious, but we still could have gotten closer to the mark than we did if we hadn't also built a DS version. Our biggest setback was that we signed on to build a PSP and PC downloadable game, planning them to be one and the same (building to the high end of the PSP specs). Then months into production we were told that distributors didn't want a PSP title and our funding was going to be cut in half.
The whole house of cards would have crumbled without funding for two versions, so we made a last ditch desperate pitch to build a DS version instead. Unfortunately, that meant we couldn't make the same game for both platforms anymore, which is why both ended up a shadow of the original game plan.
In hindsight, I think that was probably a mistake and we should have asked for a little extra time/cash. The project was otherwise very polished, ready, and on time/budget and we could have made a strong case for finishing it up properly with a minimal amount of pain and suffering. On the other hand, even with the truncated final sequence the game was still a critical and commercial success, so maybe it wasn't super important. Plus, I wouldn't have this fascinating anecdote. Okay, so I change my mind: cutting the ending sequence was a brilliant move!
I think LucasArts typically liked to pair people up when leading their first project. Management thought it was easier for first-timers to work as a team, especially if one of them was a no-account artist type like me who didn't know how to program. Once teams finished a first game, some would lead a project alone, while others decided they preferred to continue working as part of a team.
It was going to be a 3D game in an interesting world with bizarre characters and some really fun interactive elements, including the ability to turn into a raven or a spider to solve puzzles. But it was very ambitious. That, and the fact that Jonathan decided to leave LucasArts to form a children's game company with his wife probably had something to do with the game stalling out.
Of course, while many of the ideas from this game were breathtaking and phenomenally well-conceived, all are wholly owned and copyrighted by LucasArts Entertainment Company (and any resemblance to persons living, dead or cartooned is purely coincidental), so I would never dream of reusing any of the material in any future projects without express prior written permission from the trademark holders or their assignees forthwith, thereby, in perpetuity, etc., and all that other legal stuff and so on, Amen.
But, the internet also teaches us that history is written by those who speak up or are good at catching pivotal, interesting or embarrassing moments on video, especially ones involving nonviolent revolution, videogames or kittens. So, I guess I will say a few words about the game, although I'm sure due to the length of this interview that I've probably already lost most of your readers by now. However, for those remaining I'll say that you lucky few will now learn the secret. No, not the secret of Monkey Island; I never knew that, and I think it's probably one of those things you're not supposed to know or it will melt your face off like the Ark of the Covenant. I mean the secret of the Full Throttle Sequel.
Or did Bill already tell this story? I think he did. Man, it would be so much easier if I could just post my design doc for you instead of having to summarize, but I think there are lawyers that frown on that behavior too. So, here's the gist of the game:
Ben had just come off a high profile trial where he was found not guilty of Ripburger's murder. Hounded by the press, he just wants to disappear, but is drawn into a struggle to save the biker way of life. There's a big transportation project in the works to replace the old highways with new hover roads, roads that prohibit motorcycle traffic! And a ruthless and corrupt Senator, the very same man who handled Ben's prosecution, has his fingers all over the dirty deal.
Murder, mayhem, and motorcycles ensue. Father Torque plays a pivotal role, along with Ben's estranged brother (now working for the Senator), and a female reporter looking for an "exclusive." It was going to be a PS2 action-adventure title with all the motorcycle stunts and fighting we weren't able to do very well in the first Full Throttle, but all built around the story/puzzle structure of the original game.
I also learned that if you want to do something creative and original you have to speak up and step up, and then you have to turn around and provide that opportunity for the next group of people coming in the door. I was there for 10 years, 8 of which were fantastic and 2 more of which were not so much (probably because of the chaotic mix of management, technology and market changes, swelling project sizes, and cancelled games).
But with a comedy, nobody is pretending there is a real conversation going on. We all know it's bad, but we motivate you to click on all the responses because, for cripes' sake, there are four punch lines instead of one! That's value, and well worth the extra effort of trying to come up with a few more knock-knock jokes or off-color puns.
I love making comedy games, and the best humor is the kind that evolves over the course of an interactive sequence and is an integral part of the scenario. If you're asking about jokes I worked on that I think turned out well, there's the puzzle in Curse of Monkey Island where you meet the ghost bride and need to free her by finding her a husband. You find the skeleton of her old boyfriend in a Murphy bed in the hotel and the puzzle is this elaborate sequence where you open a hole in the wall then slam the bed closed to catapult him through the hole and across the lawn to the cemetery where they marry and live happily ever after. It has a bizarre logic to it, it's a little creepy, touching, and funny, plus when you solve the payoff animation is satisfying.
I'm also proud of the shipwreck cutscene from the same game; Guybrush, Van Helgen and Cutthroat Bill are frantically trying to save the ship and ask Haggis for help. He says he's barely hanging on himself. It then cuts to show Haggis desperately holding on to his kilt to stop it from flying up in the windstorm. And I did the Cone of Tragedy scene in Sam & Max Hit the Road, which featured a dangerous looking carnival thrill ride that at one point has various Swiss Army knife blades open up out of the top just to show how dangerous. The scene ends with Max giving Sam CPR.
Insecticide is tougher to single out any one bit. I really enjoyed writing Roachy's bad film noir detective narration, and I think there are a lot of really fun random lines from enemies and secondary characters that run around in the action levels. Buy a copy of the game (you could be lucky customer #53) and listen for yourself!
Also, most of the visual stuff that's influenced me has probably not come from games. That's changed a little in the last decade, but inspiration comes from everywhere. I'm sure there are probably some game titles that I should mention, but I'm also just not very good at rattling off a top 10 list, so we're just going to have to skip over that part. Heck, I don't even remember what I played last week (probably because I didn't play anything last week).
But whether we're talking games or other media, I like things with a visual style that's unique, expressive and interesting. It doesn't have to be funny, but it has to have its own personality that's right for the story it's trying to tell. I hate photorealism in animation. Animation can do so many things well that a camera can't, but photorealism isn't one of them. Even with live-action I still prefer seeing a stylized take on how reality is depicted. I don't have a problem with 3D, physics engines or other tools per se, just what people do with them. I want to see some creativity, a personal expressive vision, and not a simulation of reality.
It?s bittersweet, since it?s not the full second half of the game that we?d hoped to release. However, it?s still nice to finally see the full slate of video sequences all in one place. We hope the fans enjoy seeing the rest of Chrys and Roachy?s adventure in its fully-animated glory.
Source: http://www.adventureclassicgaming.com/index.php/site/interviews/709/
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