Asobo, known today as the Microsoft Flight Simulator developer, created groundbreaking technology for large scale maps that was intended to be used in a high quality rally raid title. It was never released and ended up as FUEL, a post-apocalyptic open-world racing game. What happened?
Better known today as the developer of Skyrim and Fallout, Bethesda once had a well-respected racing game franchise and were deep into development of a licensed Skip Barber Racing title that never released.
A number of staff have left Papyrus just recently to form their own studio. Here are the details on the people now working at 5D Games:
Todd Farrington, President – Formerly Producer, IndyCar Racing II by Papyrus.
Rick Genter, Vice President – Formerly Technical Lead, IndyCar Racing II by Papyrus.
Dave Konieczny, Game Designer – Formerly Testing Lead, Road Rash PC by Papyrus for Electronic Arts.
Rich Curtis, Game Designer – Formerly Testing Lead, IndyCar Racing II for Macintosh by Papyrus.
Gail McElhinney, Controller – Formerly Assistant Controller at Molecular Simulations, Inc.
Bert Molinari, Programmer – Formerly Lead Programmer, Nascar Racing for Macintosh by Papyrus.
Scott Marison, Programmer – Formerly Programmer, IndyCar Racing II by Papyrus.
Paul Bernstein, 3D Animator/Artist – Formerly Independent Computer Animated Film Maker.
It looks like they are intending to make some sort of game set in space based on their Web site background, which isn’t that far from Papyrus’ wheelhouse considering they developed Nomad for Gametek. But it’s a little sad to see that perhaps some of the blame may rest with Sierra on this one. Check out the text below from the GameCenter article on this news:
Another pit crew of seasoned game designers has jumped ship from one of the big-time publishers to form its own development shop. In this case, the five suspects are from racing giant Papyrus, recently acquired by Sierra On-Line.
Presided over by president Todd Farrington, producer of IndyCar Racing II, the new company will develop under the banner of 5D Games. Joining Farrington are vice president Todd Rick Genter, formerly technical lead for IndyCar II; art director Doug McCartney, formerly Papyrus creative director; game designer Dave Konieczny, previously testing lead for Papyrus’s PC conversion of Road Rash for Electronic Arts; and game designer Rich Curtis, one-time testing lead on IndyCar Racing II for Macintosh.
Founded in July, the group is already working on its first title, code-named G-Zero and shipping in time for the ’97 holiday season for Windows 95 and Macintosh. And while the game will be part simulation, Farrington promises it will not be a racing simulation. In fact, Farrington says, “We will not do racing.” He added that the company would probably be sued by Sierra if it embarked on its own speedster. Beyond this minor detail, though, Farrington says the group has no enthusiasm for racing and that it wants to explore other gaming avenues.
To this end, Farrington claims G-Zero will feature a highly immersive 3D world and combine gameplay elements from multiple game genres, including “role-playing aspects, strategy, and flight simulation.” And, unlike Dream Design’s upcoming games based on the Quake engine or Spectrum HoloByte’s far-off titles using Epic’s Unreal technology, G-Zero will feature its own 3D magic designed in-house, which will support an array of 3D accelerators.
“It will take full advantage of what’s available by Christmas ’97,” says Farrington. The company’s titles will definitely get a lift from Intel’s recently delayed MMX chip. Farrington says he has continued his strong relationships with Intel and other 3D hardware companies, formed while at Papyrus. “We will be closely connected with what Intel rolls out,” says Farrington.
So, why the mass exodus? Farrington says Papyrus became too structured and limiting after its acquisition by Sierra. “We really wanted more creative control,” says Farrington. “Papyrus has become the racing division of Sierra; doing something else would be very difficult.” Now, Farrington says, 5D Games will have the freedom to design a variety of games and the ability to concentrate on one game every two years.
Farrington also looks forward to less bureaucracy. He says it was a real struggle to convince Sierra to release a Mac version of IndyCar Racing II and approve his box design for the game because it did not conform to Sierra’s packaging scheme.
Finally, Farrington says the split had to do with plain economics. “We want to take a little bit more of the money,” he says.
Keep an eye on Gamecenter for the latest news and views on this new gaming contender.
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