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February 27, 2006
Why George Lucas' games rock so hard: My latest Wired News gaming column













Wired News has just published my latest video-game column, and this one points out an interesting trend: While George Lucas' movies have declined drastically in quality, his video-games have begun to rock with voluminous force. Why? I think it's because video-games have begun to siphon off most of the cultural juice of sci-fi.

The piece is online here, and I've archived a copy below. It's also available as a podcast, with me doing an oh-so-dramatic reading of it, complete with beyoo-beyoo sound f/x from the game:

Forget Film, Games Do Sci-Fi Best
by Clive Thompson

Ah, the subtle pleasures of intergalactic fascism. My flotilla of TIE fighters swarmed through space like locusts, picking off rebel troops at will. My mammoth Star Destroyers had reduced a rebel base to a smoldering hulk, and Darth Vader had personally blown up the Millennium Falcon and killed that jackass Han Solo -- twice.

As you might have guessed, I was playing Star Wars: Empire at War, the latest strategy title from Lucas Games. And something quite rare was happening: Even though I was deep inside a George Lucas creation, I was having a total blast.

Normally, I cringe whenever Lucas launches another movie. Ever since the Ewoks appeared in 1983's Return of the Jedi, his films have steadily tobogganed downwards into a vale of unwatchability. It's hard to figure out what Lucas has done worse: Is it his increasingly Disneyfied characters? His wooden scripts? Or the plots that, having been carefully denuded of action sequences, instead focus on, y'know, trade disputes?

Which brings me to my point: In the last 20 years, Lucas' vision has arguably been far better expressed in video games than in movies.
For me, this epiphany began back in 1998, when Rogue Squadron came out on the Nintendo 64 -- a note-perfect evocation of in-flight combat. I played it nonstop for four months. Then every year or so, another superb Star Wars title came along to get me addicted, from Knights of the Old Republic to Jedi Starfighter to Battlefront. Each time, Lucas did a much better job of recapturing the original spirit of his universe: A mix of campy voice-acting, moral dread, and -- most of all -- pell-mell action.

Why were the games so comparatively good? A cynic would say it's because Lucas probably isn't as closely involved in the games, so his young designers aren't hampered by his inane creative decisions. But I actually suspect it's deeper than that. I think it's because games are beginning to rival film -- and even eclipse it -- as the prime vehicle for sci-fi and fantasy.

After all, there have been vanishingly few original, mass-market, sci-fi or fantasy movies in recent years. We had The Matrix and then ... what? (I said "original" movies. Stuff like The Lord of the Rings, I, Robot and Minority Report were all based -- however loosely -- on pre-existing books. The shining exception is Joss Whedon's superb Serenity, a movie that, sadly, tanked at the box office.)

In contrast, the game industry has produced dozens of worlds as lovingly rendered and lush in detail as a Bruegel painting. Think of the weird, vaulting steampunk buildings of Oddworld: Abe's Oddysee, the operatic scope of the Final Fantasy series, or the calm beauty of Ico.

Perhaps this shift is taking place because games have an inherent affinity with sci-fi and fantasy. Those genres are based on what-if premises; they're the literary version of the Sim, the author as world-builder. Part of the fun of watching a sci-fi movie is mentally inhabiting a new world and imagining what it feels like to be inside. But now there's a medium that actually puts you in. It's why I reacted to Rogue Squadron with such a jolt of deja vu: As a kid, I'd fantasized about flying my own X-wing fighter -- and suddenly, bang, there I was.

So if you were a creator wandering around Los Angeles and hankering to forge a new universe, why do a movie? Why not try for a game? For today's youth, the go-anywhere, exploratory feel of immersive worlds is where the cultural mojo resides. Even the few popular fantasy stories in the mainstream today borrow from this vibe. When J. J. Abrams and Damon Lindelof were writing Lost, they explicitly modeled it on a video-game world: An overarching mythology and a cohesive world-picture, slowly revealed through creepy exploration by the main characters.

Of course, assuming I'm right about this trend, it's not all good. There's arguably something lost when games become the central site for flights of fancy. Even the best "narrative" games can't replicate the emotional undertow of a good film. When I wander through Shadow of the Colossus -- or even the old Myst series -- I'm filled with a sense of awe. It's like visiting a breathtaking Renaissance church; I'm struck by the beauty and the neoclassical detail. But it doesn't drag my heart along a path the way a plain ol' linear movie does.

Then again, when's the last time Lucas did that on the silver screen? So I take what solace I can. I boot up Empire at War again, join the dark side, summon Emperor Palpatine, send another couple hundred TIE fighters off on howling suicide missions. Plenty more where they came from, m'lord. My training is complete.

Posted by Clive Thompson at February 27, 2006 08:19 PM

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Comments

Interesting analysis. I would agree that the appearance of the first Ewok marked the beginning of the Troubles in Lucasland. Then again, I see THX-1138 as the Revolver Album to Star Wars Ep. IV's Sgt. Pepper. Saying Lucas sold out the storytelling side of the franchise is like saying the Beatles sold out the live performance side of their artform. Of course they did.

The part about picturing yourself as a kid X-wing pilot is important, because if you go back and watch Star Wars Ep. IV and THX-1138 in close proximity, you'll see that both take advantage of the same key effect: solid state voice modulation, the kind you come across if you're cycling through the shortwave spectrum and you happen to catch a vox broadcast at the top or bottom end of the sideband. The result is sort of robotic and insectlike until you find the heart of the signal. Something tells me that the conceptual root of the series was Lucas, tinkering with a ham receiver at night, listening to all this crazy on-air chatter and picturing *himself* as a participant in some large scale battle.

Anyway, I'm not much of a gamer and I've shunned the last two Star Wars films, but based on what you write, my hunch is that the games are doing a better job of capturing this natural sound side of the immersive experience as opposed to the John Williams "space opera" side.

Posted by: arjuna1969 [TypeKey Profile Page] at February 28, 2006 9:19 AM

I think the problem with Episodes I-III is they have just in common the same screenwriter, director, and producer. George can make a great work on every side, but a good screenwriter+director+producer team yields better results than individual work.

Look at The Empire Strikes Back (ep V) - with George, Lawrence Kasdan, and Irving Keshner working together - no wonder people say it's the best movie of the entire saga.

That's what's happening with the videogames: you have lots of programmers, graphic artists, game designers, etc... on the same project, and every one of them dreams about having a superb final product.

The combined illusion of a team surpass an indivudual effort, no matter how good you are/he is...

Posted by: IƱigo Gonzalez [TypeKey Profile Page] at February 28, 2006 5:55 PM

arjuna, that's a really great analysis -- and one I've never heard before! Plenty of people have decried Lucas' increasing reliance on GCI, but I've never thought to consider the impact of increasingly complex audio engineering.

Inigo, yep, that's definitely true -- there's no-one around Lucas these days to help call him out on his own errors. He's sealed into a bubble.

Posted by: Clive [TypeKey Profile Page] at March 1, 2006 4:59 PM

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