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LucasArts: The SCUMM Adventures & the Star Wars Empire

Monkey Island and Grim Fandango, X-Wing and Knights of the Old Republic. A cross-media guide to LucasArts, the studio that made the funniest adventures ever written and the definitive Star Wars games, then vanished.

LucasArts began in 1982 as Lucasfilm Games, a small team George Lucas set up next to the film business, and for a strange and wonderful decade it was two studios in one body. On one side sat a group of writers building the smartest comedies in the medium, powered by an engine called SCUMM and a rule that would define them: the player should never die and never get stuck. On the other side sat the keys to Star Wars, and the best flight sims and action games the license would ever produce.

This is the guide to both halves. The point-and-click classics that made Ron Gilbert, Tim Schafer and Dave Grossman famous, and the X-Wings, lightsabers and old republics that let the rest of us live in that galaxy.

The essential LucasArts

Start here

The SCUMM philosophy: you cannot die

LucasArts' adventures ran on SCUMM, the Script Creation Utility for Maniac Mansion, and on a design creed borrowed from Ron Gilbert's frustration with the competition. No sudden deaths. No unwinnable dead ends. No pixel hunts that get you killed. The idea was that a comedy falls apart if the audience is terrified of making a mistake, so the games removed the fear and kept the wit. It was the exact opposite of Sierra's philosophy across the valley, and history mostly sided with LucasArts.

The SCUMM adventures

The point-and-click canon

Point, click, and never die: the SCUMM verb menu turned adventure games into comedy you could not lose.

Monkey Island: the whole saga

Every voyage with Guybrush Threepwood

Star Wars: the flight sims and shooters

Cockpits, lightsabers and blasters

Star Wars: the RPGs and grand strategy

Whole eras of the galaxy to command

The people who built LucasArts

The designers behind the adventures. Follow any of them to their full catalogue across the studio.

Before SCUMM: the Lucasfilm Games debut

Where it started in 1984

A short history of LucasArts

  • 1982George Lucas founds Lucasfilm Games, a small interactive team beside the film company.
  • 1987Maniac Mansion debuts the SCUMM engine and the point-and-click verb interface that will define the studio.
  • 1990The team is renamed LucasArts. The Secret of Monkey Island and Loom set the tone for its golden decade.
  • 1993X-Wing and Day of the Tentacle show the studio conquering both flight sims and comedy adventures at once.
  • 1998Grim Fandango arrives to acclaim and weak sales, an early sign the adventure game's commercial time is passing.
  • 2003BioWare's Knights of the Old Republic, published by LucasArts, redefines the Star Wars RPG.
  • 2013Disney, having bought Lucasfilm, shuts down internal development at LucasArts and moves to licensing the games out.

Read and watch: the story of LucasArts

The books and documentaries about the studio and the people who made it

Keep listening on Podfriend

Hand-picked shows and themes that go deep on this history.

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Every studio in the series. More on the way.

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Explore the full Golden Age of Game Studios hub →
For a decade LucasArts was two studios in one body: the smartest comedies in the medium, and the best Star Wars games ever made.

Frequently asked

What was LucasArts' first adventure game?

Maniac Mansion (1987) introduced the SCUMM engine and the point-and-click verb interface. The studio, then called Lucasfilm Games, had made action titles before, but Maniac Mansion set its adventure-game template.

What is the SCUMM engine?

SCUMM (Script Creation Utility for Maniac Mansion) was the scripting system behind most LucasArts adventures, from Maniac Mansion through The Curse of Monkey Island. It is why so many of these games share the same clickable verb interface.

Did LucasArts make Knights of the Old Republic?

Knights of the Old Republic was developed by BioWare and published by LucasArts in 2003. Its sequel, The Sith Lords, was made by Obsidian. Both are widely regarded as among the best Star Wars games ever made.

Why did LucasArts close?

The adventure games stopped selling in the late nineties and key designers left. After Disney acquired Lucasfilm, it shut down LucasArts' internal development in 2013 and shifted to licensing the Star Wars games out to other studios.

How is LucasArts different from Sierra?

LucasArts' SCUMM adventures refused to kill the player or create dead ends, favouring comedy and forgiving design, while Sierra embraced danger and sudden death. The two studios defined the two opposing philosophies of the classic adventure game.