Bullfrog Productions

Bullfrog Productions
Industry Interactive entertainment
Fate Merged into EA UK
Predecessor Taurus Impact Systems
Successors
Founded 1987[1]
Founders
Defunct 2001
Headquarters Guildford, United Kingdom
Key people
Products Populous series
Syndicate series
Magic Carpet series
Theme series
Dungeon Keeper series
Parent Electronic Arts (1995-2001)
Website Official website (archived version until 2002-11-25)

Bullfrog Productions was a British video game developer, founded in 1987 by Les Edgar and Peter Molyneux. The company became recognised in 1989 for their third release, Populous, and is also well known for titles such as Theme Park, Magic Carpet, Syndicate, and Dungeon Keeper. At the time of the company's founding, Edgar and Molyneux were already involved in an enterprise called Taurus Impact Systems. Bullfrog was named after an ornament in Taurus' office.

Electronic Arts, Bullfrog's publisher, acquired the studio in January 1995. Molyneux had become an Electronic Arts vice-president and consultant in 1994, after EA purchased a significant share of Bullfrog. Molyneux's last project with Bullfrog was Dungeon Keeper and, as a result of his dissatisfaction of the corporate aspects of his position, he left the company in July 1997 to found Lionhead Studios with three other Bullfrog employees. Others would follow them to Lionhead, and some founded their own companies, such as Mucky Foot Productions. After Molyneux's departure, Electronic Arts' control over Bullfrog contributed to projects being cancelled, and in 2001 Bullfrog was merged into EA UK and ceased to exist as a separate entity. Bullfrog titles have been looked upon as a standard for comparison and have spawned numerous spiritual sequels.

History

Founding

In 1982, entrepreneur Peter Molyneux met Les Edgar at a computer shop called PJ Hi-Fi.[2] When Molyneux left the company he was working for, Edgar suggested that they start a new one, Taurus Impact Systems (also known as Taurus Software[3]).[2][4] The name was chosen because both Molyneux and Edgar are Taureans.[3] Taurus would develop business software for the Commodore 64.[4] At some point, Molyneux met someone who had a business proposition: to export money systems to Switzerland and baked beans to the Middle East.[2] Molyneux accepted this proposition.[2] One day, Taurus received a telephone call from the head of Commodore Europe, wanting to discuss the future of the Amiga,[2] and Tauraus' software's suitability for the system.[4] Molyneux was invited to Commodore Europe's headquarters, and he was offered several Amiga systems and a space at a show in Germany.[2][4] When Molyneux was told that they were anticipating getting his network running on the Amiga, he realised that they had mistaken his company for a similarly-named one called Torus, a producer of networking systems.[4][2] Molyneux wanted the Amiga systems, so did not inform Commodore of the error.[4] Molyneux received the Amiga systems and began writing a database program called Acquisition.[2]

Commodore kept asking about the database, and Molyneux gave them excuses because they were threatening to shut Taurus down.[2] When Acquisition was finished, it was shown at the show in Germany, and it won product of the year. 2000 copies were sold to a company in the United States, giving Molyneux and Edgar money to sustain Taurus.[2] Another program Taurus wrote was a Computer Aided Design package called X-CAD.[3] They knew the Amiga was becoming a gaming machine, and a friend of Molyneux's asked him to convert Druid II: Enlightenment from the Commodore 64 to the Amiga.[2] It was around this time Bullfrog was founded in preparation for (according to Edgar) when Acquisition was no longer important and they could focus on games.[5] Bullfrog was originally a brand of Tauraus; Molyneux explained that this was because they wanted to avoid confusion over business software and money-making opportunities.[2] The name came from an ornament of a Bullfrog located in the office.[3] Afterwards, Molyneux and Edgar were running out of money, and Edgar suggested that they close the company down.[2] This was when Molyneux came up with the idea of Populous.[2] The conversion of Druid II: Enlightenment, Populous, and a shoot 'em up game called Fusion were the first games developed under the Bullfrog brand.[5]

Early years

Populous was difficult to publish at first due to lack of recognition: the god genre was, according to Bullfrog, "misunderstood by everyone".[1] Despite this, Electronic Arts were willing to publish the game.[5] Molyneux did not expect it to be successful,[2] but in 1989, the game received 10 awards, and the following year it received another 12, with sales reaching one million.[1] It ultimately sold four million copies.[5] After Populous, Bullfrog moved into the Surrey Research Park, and had around 20 employees.[5] Bullfrog was starting to gain a reputation, so people started to want to work for the company.[2] Molyneux also searched for staff himself: he employed an artist that he liked, and when Bullfrog needed programmers, he travelled to universities, including Cambridge University, where he offered computer scientists and banks the chance to come to the gaming industry.[2] Power Monger, released in 1990,[6] was developed as a follow-up to Populous because Electronic Arts wanted one.[5] Although not as successful as Populous, Power Monger still won multiple Best Strategy Game awards,[1] such as one from Computer Gaming World (Populous also received one from them).[4] The direct sequel to Populous, Populous 2, was released the following year,[6] and ultimately sold over a million copies.[5]

By the mid-1990s, Bullfrog had a reputation for producing quality video games:[7][8] an early 1995 article in GamePro stated that "Bullfrog's work has been termed some of the most innovative by industry leaders, and it's pioneered different genres of software".[9] The same year, Next Generation similarly asserted that "Bullfrog has earned a reputation as one of the most consistently innovative and imaginative development teams in the world".[10] In 1994, three games were in development: Creation, Theme Park, and Magic Carpet. Bullfrog's focus was on multiplayer: all three games were to have a multiplayer mode, and Molyneux believed that multiplayer was more important than the CD format.[7] Theme Park and Magic Carpet were released that year,[1] the latter being the best-selling CD game that Christmas and winning Game of the Year awards in the United Kingdom and Germany.[1] Theme Park proved extremely popular in Japan,[11] as well as a best-seller in Europe.[4] During the development of Theme Park, artist Gary Carr left Bullfrog after a disagreement with Molyneux on the game: Molyneux wanted gaily coloured graphics so it would appeal to a Japanese market, but Carr disapproved and believed it would not work.[6][12] He joined The Bitmap Brothers,[13] but returned in 1995 to work on Dungeon Keeper, although he ended up working on Theme Hospital instead (as lead artist).[13]

Development of Dungeon Keeper began in November 1994.[14] By then, Bullfrog had been approached many times to do film licences.[15] At some point, McDonald's had wanted to do a joint game venture with Bullfrog.[15]

Acquisition by Electronic Arts

According to Edgar, Bullfrog began merger talks with Electronic Arts in 1993.[5] To get the best deal, he believed Bullfrog should also talk with other companies such as Sony and Virgin.[5] He explained that Electronic Arts was the obvious choice as Bullfrog already had a good relationship with them.[5] According to Molyneux, people started phoning Bullfrog expressing their interest in purchasing the company. This was not taken seriously until major companies, including Electronic Arts and Philips, made contact, and it was then thought that there was no choice but to be purchased by one of these companies.[2] Bullfrog was bought by Electronic Arts in early January 1995.[16] At the time interest in acquiring Bullfrog started to grow, there were around 35 employees.[2] By the time of Electronic Arts' acquisition, there were around 60.[1] As a result of the acquisition, this number increased to 150 within months as Electronic Arts wanted the studio to expand and create more games.[2] Molyneux became a Vice President of Electronic Arts and head of their Europe studio,[2][17] and Edgar became Vice President of its European Studios and Bullfrog's Chairman.[18] He described Bullfrog becoming part of a multinational company as "a very big change", and worked for Electronic Arts to assist with the transition.[19] Although Molyneux had said that Bullfrog's products would not suffer as a result of Electronic Arts' purchase,[20] the number of games in development meant that there was less time to refine them (despite the company's growth rate), affecting their quality.[4]

After the release of Magic Carpet, seven games were in development: Magic Carpet 2, Theme Hospital, The Indestructibles, Syndicate Wars, Gene Wars, Creation, and Dungeon Keeper.[4] After Electronic Arts' purchase, Molyneux was told to release a game, namely Magic Carpet 2 or Dungeon Keeper, within six weeks.[4] Neither were near completion, so to appease Electronic Arts, Hi-Octane was developed.[4][6] This predicament was the reason for the game's creation and rushed development,[4][6] and as of July 1995, the project did not have a name.[8] Molyneux explained that Bullfrog's games were normally original, and so them being copied was not a concern, but the project was "a little derivative", which was why it was kept secret (even Edgar did not know about it at first[4]).[8] Around this time, Bullfrog had a reputation for having largely ignored the 16-bit game consoles, and Syndicate Wars was the company's first title originally for a console (the PlayStation).[8]

Molyneux's departure

As Molyneux had been made a Vice President of Electronic Arts, his corporate role and responsibility increased considerably and he began making frequent trips to San Francisco.[17][2] However, he grew increasingly frustrated with it over time and wanted to return to being a games developer.[4] In July 1996, Molyneux decided to resign from Bullfrog to focus on game design,[4][21][22] rather than become a mere employee.[4] In response, Electronic Arts banned him from its offices, forcing him to move development of Dungeon Keeper to his house.[23] Molyneux speculated that this was because they were scared that he would take people with him.[2] He decided to leave as soon as Dungeon Keeper was finished, commented: "My last day will be the day that this game goes into final test. I'm very, very, very sad, but also very relieved".[21] He also said that Electric Arts were "unbelievably patient",[21] and thanked Vice President Mark Lewis for campaigning for Dungeon Keeper's completion.[24] Molyneux's planned departure was his motivation to make Dungeon Keeper good.[24] He believed that he would enjoy being an executive, but said that it was "an utter nightmare".[21] Shortly after his departure, Molyneux said he still had feelings for Bullfrog,[22] and wished them success.[21] Despite his dissatisfaction with the corporate aspects of being a Vice President of Electronic Arts, Molyneux said that he had learned "an enormous amount".[25] In 2017, he revealed that his resignation was a result of his and technical director Tim Rance's drunkenness, and said he would take it back his resignation email if he could.[25]

Around this time, due to Electronic Arts' increasing control over Bullfrog,[26] others had similar feelings: Mark Healey (lead artist of Dungeon Keeper[23]) stated that the company "felt more like a chicken factory" after Electronic Arts' takeover,[5] and also compared it to being assimilated by the Borg.[27] Glenn Corpes (artist of Fusion and Populous[3]) was not surprised at Molyneux's departure,[28] and another employee believed that working for Bullfrog had become "a job", and that the company had lost its innovation.[5] In 2008, Electronic Arts' president John Riccitiello corroborated these sentiments by admitting that their "dictatorial managerial approach" had suppressed Bullfrog's creativity.[29]

In early 1997, Molyneux, Rance, and Mark Webley (project leader of Theme Hospital[30]) decided to found a new company, Lionhead Studios, to work on Black & White.[2][31] By the time the game was released. Bullfrog employees who had joined Lionhead included Healey, Andy Bass (an artist who worked on Theme Hospital[32]), Russell Shaw (composer for various titles[7]), James Leach (Bullfrog's script writer[13]), Paul McLaughlin (who worked on Creation[33]), and Jonty Barnes (a programmer who worked on Dungeon Keeper[24]).[34] Healey stated that, due to his dissatisfaction, he was happy to follow Molyneux, and became Lionhead's first artist.[27]

Also in 1997, Mike Diskett (Project Leader, Lead Programmer, and Lead Designer of Syndicate Wars[35][36][37]), Finn McGechie (Lead Artist of Magic Carpet[38]), and Guy Simmons left to found Mucky Foot Productions, with Carr joining them the following year.[39][6]

Other significant people at Bullfrog around the mid-1990s include Sean Cooper (designer of Syndicate[5]), Russell Shaw (music and audio of various titles[7]), Simon Carter (lead programmer of Dungeon Keeper[23]), Richard Reed (project leader of Gene Wars[37]), Mike Man (lead artist of Syndicate Wars[40]), Alan Wright (project leader and lead programmer of Magic Carpet 2[41]), and Eoin Rogan (lead artist of Magic Carpet 2[41]).

Post-Molyneux

In 1998, two games were released: Theme Aquarium, and Populous: The Beginning.[6] Theme Aquarium was an attempt to "cross barriers" between the United Kingdom and Japan: Edgar explained that Bullfrog were more successful than most western game developers in Japan due to Populous and Theme Park, and wondered about the possibilities of having a game designed in the United Kingdom, and implemented in Japan by Japanese development teams.[19] A small group was set up to do this.[19] Theme Aquarium was released as a Theme game in Japan only: western releases removed the Bullfrog branding.[6] As of 2012, many ex-Bullfrog employees were not familiar with the game.[6]

In 1999, Theme Park World and Dungeon Keeper 2 were released.[6] Most of Theme Park World's development team were from Mindscape; the were brought to Bullfrog wholesale.[6] Theme Resort, a Theme game based around holiday islands, was in development but cancelled, and its team joined Theme Park World.[6] Dungeon Keeper 2 had a new development team led by Nick Goldsworthy,[23] previously an assistant producer for Theme Park at Electronic Arts.[42] At some point during development, Colin Robinson was interviewed for the role of Bullfrog's chief technical officer,[28] and helped the project become successful.[23]

In mid-1999, Edgar stepped down as Chairman.[19] He and Corpes left to found a company called Lost Toys.[28] In August, Electronic Arts appointed Ernest Adams the lead designer of the fourth instalment in the Populous series, Genesis: The Hand of God.[43] However, Bullfrog's management had concerns about its similarity to Lionhead Studios' Black & White, and the project was cancelled.[43] Adams then became the lead designer on Dungeon Keeper 3.[43] As Dungeon Keeper 2 did not perform as well as hoped, the team were under instructions to make the third game more accessible. Development began in November,[43] but Electronic Arts' focus was changing.[23] They were in negotiation with J.K. Rowling and New Line Cinema for the rights to Harry Potter and The Lord of The Rings, respectively.[43] The Bullfrog team did not know about this.[43] Electronic Arts saw money-making opportunities there, and in March 2000, Dungeon Keeper 3 was cancelled in favour of those franchises,[43] although its cancellation was not officially announced until August.[44] Bullfrog moved to Chertsey in 2000, and were going through "a quiet patch" during this period.[45]

Closure

The final title to bear the company logo, Theme Park Inc, was published in 2001.[6] By the time the game was in development, most of the Bullfrog teams had become part of EA UK, and much of the development was handled by another company.[6] What remained of Bullfrog Productions was then incorporated and merged into EA UK, effectively closing the studio.[5]

Peter Molyneux stayed with Lionhead Studios until the formation of 22Cans.[6] Les Edgar has had some involvement with the games industry since Bullfrog,[46] but left for the automotive industry.[5] In August 2009, Electronics Arts was considering revising some of Bullfrog's games for modern-day systems.[47]

Legacy

Many employees founded their own companies after leaving Bullfrog. These include:

Several Bullfrog games have spawned spiritual successors, or have been used as a base for comparison. Dungeon Keeper has influenced several games, including War for the Overworld,[52] and Mucky Foot's Startopia,[23] the former being described as "a true spiritual successor to Dungeon Keeper".[52] DR Studios' Hospital Tycoon has been compared to Theme Hospital.[53] Satellite Reign (programmed by Mike Diskett) has been labelled a spiritual successor to the Syndicate series.[54][55]

In October 2013, Jeff Skalski of Mythic Entertainment, which produced a free-to-play remake of Dungeon Keeper on mobile platforms, said he would like to remake other Bullfrog titles, and described the company as "unstoppable".[56] Theme Park also received a freemium remake in December 2011.[57]

Games

Release Date Titles Genres Platforms Reference(s)
1988 Druid 2: Enlightenment Action-adventure game Amiga (Conversion only) [2]
1988 Fusion Scrolling shoot 'em up Amiga, Atari ST [6]
1989 Populous Real-time strategy, God game Acorn Archimedes, Amiga, Atari ST, FM Towns, MS-DOS, Game Boy, Mac OS, Master System, NEC PC-9801, PC Engine, Sega Genesis, Sharp X68000, SNES [6]
1990 Flood Platform game Amiga, Atari ST [6]
1990 Powermonger Real-time strategy Amiga, Atari ST, Mac OS, MS-DOS, NEC PC-9801, Sega CD, Sega Genesis, SNES [6]
1991 Populous II Real-time strategy, God game Amiga, Atari ST, Mac OS, MS DOS, NEC PC-9801, Sega Genesis, SNES [6]
1991 Bullfrogger Puzzle game Amiga (magazine distribution) [58][59]
Psycho Santa Scrolling shoot 'em up Amiga (magazine distribution) [60]
1993 Syndicate Real-time tactics, shoot 'em up 3DO, Acorn Archimedes, Atari Jaguar, Amiga, Amiga CD32, Mac OS, NEC PC-9801, Sega CD, Sega Genesis, SNES [6]
1994 Magic Carpet First-person shooter MS-DOS, PlayStation, Sega Saturn [6]
1994 Theme Park Construction and management simulation game 3DO, Amiga, Amiga CD32, Atari Jaguar, Mac OS, MS-DOS, PlayStation, Sega CD, Sega Genesis, Sega Saturn, SNES [6]
1994 Syndicate: American Revolt Real-time tactics, shoot 'em up Amiga, MS-DOS [60]
1994 Tube Action game, Racing game MS-DOS, Amiga [6]
1995 Hi-Octane Racing game, Vehicular combat game Microsoft Windows, MS-DOS, PlayStation, Sega Saturn [6]
1995 Magic Carpet 2 First-person shooter MS-DOS [6]
1996 Genewars Real-time strategy Microsoft Windows, MS-DOS [6]
1996 Syndicate Wars Real-time tactics, shoot 'em up Microsoft Windows, MS-DOS, PlayStation [6]
1997 Dungeon Keeper Real-time strategy, God game Microsoft Windows, MS-DOS [6]
1997 Theme Hospital Construction and management simulation game Microsoft Windows, MS-DOS, PlayStation [6]
1998 Populous: The Beginning Real-time strategy, God game Microsoft Windows, PlayStation [6]
1998 Theme Aquarium Construction and management simulation game Microsoft Windows, PlayStation [6]
1999 Dungeon Keeper 2 Real-time strategy, God game Microsoft Windows [6]
1999 Theme Park World / Sim Theme Park Construction and management simulation game Mac OS, Microsoft Windows, PlayStation, PlayStation 2 [6]
2001 Theme Park Inc / SimCoaster Construction and management simulation game Microsoft Windows [6]
2001 Quake III Revolution First-person shooter PlayStation 2 (Conversion only) [60]

Cancelled projects

Bullfrog started development on but then cancelled many projects. The most common reason in the company's earlier days is, according to Molyneux, because the game was tested, and the testers did not like the game, the theory being others would not either if that was the case.[3] Cancelled games include:

References

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