Rockstar North
Infogrames (1999) | |
Website | rockstarnorth.com |
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Rockstar Games UK Limited (formerly DMA Design Limited and Rockstar North Limited) is a British
In 1997, DMA released
History
DMA Design
Background (1984–1986)
In 1984, David Jones, Russell Kay, Steve Hammond and Mike Dailly often met at the Kingsway Amateur Computer Club (KACC) in Dundee. While Jones used an Amiga 1000, the others used ZX Spectrum or Commodore 64. They developed numerous small games while attending the KACC: Jones and Kay developed Moonshadow (eventually renamed Zone Trooper), Dailly developed Freek Out, and Jones and Dailly collaborated on The Game With No Name.[3] When later attending the Dundee Institute of Technology, Jones began development on a game tentatively titled CopperCon1, working under the temporary name "Acme Software", alongside Kay, Hammond and Dailly. To publish the game, Jones first approached Hewson Consultants, where Andrew Braybrook played and recommended the game. When Jones was informed that Hewson wanted the game to be the "Amiga version of Zynaps", he realised that sales would be limited, and refused to sign the contract,[4] instead signing a deal with publisher Psygnosis. The game was renamed Draconia, with Tony Smith working on graphics and Jones designing levels.[5]
Early games and Lemmings (1987–1993)
By 1987, Jones wanted to incorporate the company but found that the name "Acme" was already taken by a design company.[5] As he had to choose another, he considered to use "Visual Voyage" and "Alias Smith and Jones", but ultimately decided to go with "DMA Design".[5] The "DMA" was taken from Amiga programming manuals, where it stood for direct memory access, though the "DMA" in the company's name had no meaning and Jones would tell journalists it stood for "Doesn't Mean Anything".[6][5] DMA Design was formally founded by Jones that same year.[7] Draconia was renamed Menace, and it was published in 1988 for Amiga, and in 1989 for Atari ST, Commodore 64 and MS-DOS.[8] The game sold 20,000 copies,[9] reportedly generating around £20,000,[10] allowing the company to develop more games.[11] This was followed by Blood Money, a side-scrolling shooter which began development in January 1989.[12] The game was in development for five months, and was released for Amiga and Atari ST in May 1989. The game was ported to MS-DOS by Tim Ansell of Creative Assembly in 1989, and to Commodore 64 by Dailly in 1990.[13] The company was also assigned to porting Ballistix to MS-DOS and Commodore 64.[6] Jones began developing the side-scrolling shooter Walker in 1989, following the release of Blood Money.[14]
Also in 1989, Dailly became DMA Design's first employee.[15] In early 1990, Jones scrapped Walker and began development on a new game called Gore!;[16] this was soon scrapped.[13] By the end of the year, Jones hired Ian Dunlop and Niall Glancey to continue working on Walker; Glancey redesigned the game,[17] and it was released for Amiga in 1993.[18] In 1990, Jones hired Tony Colgan to develop Cutiepoo, and assist with Gore! before its cancellation.[13] By the end of the year, Jones was irritated by the lack of progress on Cutiepoo, cancelling the game and firing Colgan as a result.[17] In June 1990, DMA was commissioned by Psygnosis to port Shadow of the Beast to the TurboGrafx-16 and Commodore 64; Dailly developed the former, while Richard Swinfen and Steve Hammond worked on the latter. Psygnosis teamed with Ocean Software to publish Shadow of the Beast for Commodore 64 Games System; Swinfen and Hammond adapted accordingly.[19] Swinfen, who was subcontracted for his work on the game, found it unfair that Jones was getting paid for the game, despite not working on it; the two never worked again.[17] DMA also released Hired Guns for Amiga and MS-DOS in 1993, designed by Hammond and Scott Johnston.[20]
DMA's major breakthrough came with 1991's
Nintendo arrangement and acquisitions (1994–2002)
Following
Around 1995, DMA Design was developing Kid Kirby, an entry in the
Games will always be here ... If you do good games, they'll always sell well. What I like is that people are not daft anymore. They really look at games deeply now before they buy them ... There was a time when you could sell anything in this business ... That was more disappointing ... Times are hard now, making people focus more on quality and innovation which is great.
— David Jones, founder of DMA Design, March 1997[33]
Game development at DMA Design generally involved taking risks and being unique. When an idea was pitched within the company, the question "What's different about it?" was asked; the team wished to make unique and innovative games, rather than mimicking the trend.[33] By doing this, they found that they were taking risks in the business, witnessing the market reactions and seeking respect from players. The company also strongly valued the development of the games, as opposed to business and marketing. "It doesn't matter if we were owned by somebody or if we were as we are, we'd still just write games", said Jones.[33]
Jones has expressed his distaste of linear gameplay. "I just love games that are pretty open-ended; you can try things, you can go wherever you want", he said.[33] He claims that this distaste is reflected in the games by DMA Design, including the options available to players in Lemmings and the open world of Grand Theft Auto.[33] DMA Design had a fairly open office space for the developers. "There was this fantastic 'try it out and see' attitude," said developer Gary Timmons.[6] Following his departure from the studio, Kay said that the team members "know each other pretty well and understand each other's strengths and weaknesses".[6]
BMG Interactive, publisher of Grand Theft Auto, were bought by Take-Two Interactive in March 1998 for 1.85 million company shares, around 16% of their common stock, and some staff, including Sam and Dan Houser, were carried across to Rockstar Games, which was formed as a subsidiary of Take-Two Interactive in December 1998.[34] During the changes in management, DMA Design lost many employees, including Kay, Hammond and Dailly. Several games were also scrapped during this time, including Nintendo 64 ports of Grand Theft Auto and Wild Metal Country, a 64DD port of Unreal (1998), and a game known as Attack!.[6] On 29 September 1999, Take-Two Interactive announced that they had acquired DMA Design from Infogrames for US$11 million. Sam Houser, who became Rockstar Games' executive producer, said that "the ability to align Rockstar with a development house [...] that is clearly approaching video-game development in a new and exciting manner, makes this a perfect match".[35]
Following the acquisition, it was announced that DMA Design would continue developing Grand Theft Auto games, including GTA3D and Grand Theft Auto: Online Crime World;[35] the former was compared to the gameplay of Quake, while the latter was set to have worldwide servers allowing players to compete with others in local cities.[36] The company received various staffing changes following the acquisition: Jones left the company and founded Realtime Worlds,[37] while DMA Design was headed by Leslie Benzies and Andrew Semple, among others.[38] The studio had about 25 employees at the time of the changeover.[39] Under new management from Rockstar Games and Take-Two Interactive, DMA Design developed Grand Theft Auto III, which was released for PlayStation 2 in October 2001.[34] In March 2002, DMA Design became Rockstar Studios, being integrated into Rockstar Games,[38] and renamed to Rockstar North in May 2002.[40]
Rockstar North
Grand Theft Auto and Manhunt (2002–2007)
Grand Theft Auto: San Andreas followed for PlayStation 2 in October 2004 and became the highest-selling PlayStation 2 game ever, with 17.33 million copies sold. It went on to sell 27.5 million copies total after ports to Xbox and PC were released in 2005.[41] Following in 2005 and 2006 respectively, Liberty City Stories and Vice City Stories were two new instalments for PlayStation Portable, both developed by Rockstar Leeds under supervision from Rockstar North. Both games subsequently received ports to the PlayStation 2. After San Andreas was released, and due to growing staff numbers, the company moved from their Leith offices to a new location at Calton Square. Starting from an original team of around twenty-five, the studio now has over 360 staff.[39]
Grand Theft Auto IV and V, and Benzies' departure (2008–present)
On 2 June 2009, at Sony's E3 conference, it was announced that Agent was being developed by Rockstar North for PlayStation 3.[43] This was later confirmed in an interview with Ben Feder, President of Take-Two Interactive.[44] It was announced that the game would be set in the world of the late 1970s. According to Rockstar North, it would "take players on a paranoid journey into the world of counter-intelligence, espionage, and political assassinations".[45] The "Agent" trademark was abandoned in November 2018,[46] and the game's website was deactivated by October 2021.[47]
On 17 September 2013, the studio released
At the end of the year, Rockstar North agreed to take over rental of the 75,000 square feet (7,000 m2) Barclay House on Holyrood Road, Edinburgh, which had been opened in 1999 as headquarters of The Scotsman newspaper group. After alteration work, Rockstar North moved into this building in 2014.[49]
Following the release of Grand Theft Auto V, studio president and producer Leslie Benzies went on sabbatical on 1 September 2014, and left the company in January 2016; art directors Aaron Garbut and Rob Nelson took over Benzies' responsibilities at Rockstar North.[50] Nelson later became co-studio head alongside Andrew Semple.[51]
Benzies v. Take-Two Interactive Software, Inc.
On 12 April 2016, Benzies sued Rockstar Games' parent company Take-Two Interactive for US$150 million in unpaid royalties, and for being dismissed without warning during his sabbatical, amongst several other accusations towards the president of Rockstar Games. In a document revealed by his attorney, Benzies claimed not only that Rockstar Games had not paid the due royalties but also that he was drawn into a scheme inserted into a so-called "2009 Royalty Plan" where Benzies would earn evenly split profits between the three called "Rockstar North Principals" (Sam Houser, Dan Houser and Benzies), a coalition created for the three by Dan and Sam Houser to try to separate from Take-Two Interactive, using the company's funds to do so. When Benzies was due his split, he never received any money, given the Houser brothers had unknowingly allocated US$93 million in profit-sharing payments to themselves, with another US$523 million in profits still unaccounted for.[52]
In 2014, Benzies was reportedly encouraged to take a sabbatical pause by the Houser brothers, in order to "recharge batteries", given how hard he had worked for the company during all the years it has existed. Benzies also accused the Houser brothers of being unable to work without his presence, by revealing e-mails during the Red Dead Redemption development troubles that showed Houser urgently asking for Benzies' help because he could not manage any big projects without him (in the case of Red Dead Redemption, having trouble finishing the project, whilst Benzies was not even allocated to work on the game), constantly pestering the ex-developer via e-mails asking for help, saying that nothing was the same without him, treating him like an extraordinarily necessary asset for the company, having him working on projects he wasn't even a part of.[53] Sam Houser was also accused of orchestrating and encouraging "a company culture involving strip clubs, personal photography of employees in sexually compromising positions, and other conduct grossly in violation of standard workplace norms."[54] On the evening of 12 April 2016, Take-Two counter-claimed Benzies' lawsuit, saying the accusations were "downright bizarre".[55]
On 29 March 2018, Benzies' litigation against Rockstar and Take-Two suffered a significant setback when the companies succeeded in dismissing 12 out of 18 of his claims, though the court did rule that Benzies "remains entitled to receive certain royalties" as part of his compensation.[56][57][58] Sometime in 2018, Take-Two levied a legal warning against Benzies' new company Royal Circus Games, citing the similarity of its acronym (RCG) to Rockstar Games (RSG) as infringement of intellectual property; due to this, Benzies later renamed his company Build a Rocket Boy Games in October 2018. Take-Two had also decried their employment of Rockstar North staff as a deceptive tactic to create an affiliation between them.[59] On 7 February 2019, Benzies' litigation with Take-Two had officially come to an end.[60] All parties involved in the case successfully executed a confidential settlement, with each agreeing to bear its own costs and expenses, including, without limitation, attorney's fees.[61]
Tax relief practices
TaxWatch UK, a UK-based investigative
Games developed
As DMA Design
Blank cell indicates game was not released on any platform(s) by the specified manufacturers | |
Cell with games console(s) indicates game was released on platform(s) by the specified manufacturers |
Title | Release details | Platform(s) | ||||
---|---|---|---|---|---|---|
Microsoft | Nintendo | Sega | Sony | Other | ||
Menace |
|
MS-DOS | Amiga Atari ST Commodore 64 | |||
Ballistix[b] |
|
MS-DOS | Commodore 64 | |||
Blood Money |
|
MS-DOS | Amiga Atari ST Commodore 64 | |||
Shadow of the Beast[c] |
|
Commodore 64 TurboGrafx-16 | ||||
Lemmings |
|
MS-DOS | NES SNES |
Master System Sega Genesis Game Gear |
||
Oh No! More Lemmings |
|
MS-DOS | Archimedes Amiga Atari ST Mac OS SAM Coupé | |||
Walker |
|
Amiga | ||||
Hired Guns |
|
MS-DOS | Amiga | |||
Christmas Lemmings 1993[d]
|
|
MS-DOS OS/2 |
Amiga | |||
Lemmings 2: The Tribes |
|
MS-DOS | Game Boy SNES |
Sega Genesis | Amiga Atari ST FM Towns Archimedes | |
All New World of Lemmings[e] |
|
MS-DOS | Amiga | |||
Christmas Lemmings 1994[f]
|
|
MS-DOS OS/2 |
Amiga, Mac OS | |||
Unirally[a]
|
|
SNES | ||||
Grand Theft Auto |
|
MS-DOS Windows
|
GBC | PlayStation | ||
Body Harvest |
|
Nintendo 64 | ||||
Space Station Silicon Valley |
|
GBC Nintendo 64 |
PlayStation[g] | |||
Tanktics |
|
MS-DOS Windows |
||||
Wild Metal Country |
|
Windows | Dreamcast[h] | |||
Grand Theft Auto 2 |
|
Windows | GBC | Dreamcast | PlayStation | |
Grand Theft Auto III |
|
PlayStation 2 | iOS Android |
As Rockstar North
Blank cell indicates game was not released on any platform(s) by the specified manufacturers | |
Cell with games console(s) indicates game was released on platform(s) by the specified manufacturers |
Title | Release details | Platform(s) | |||
---|---|---|---|---|---|
Microsoft | Nintendo | Sony | Other | ||
Grand Theft Auto: Vice City |
|
Windows Xbox[i] |
PlayStation 2 | iOS Android | |
Manhunt |
|
Windows Xbox |
PlayStation 2 | ||
Grand Theft Auto: San Andreas |
|
Windows Xbox Windows Phone |
PlayStation 2 | iOS Android | |
Grand Theft Auto: Liberty City Stories |
|
PlayStation Portable PlayStation 2 |
iOS Android | ||
Grand Theft Auto: Vice City Stories |
|
PlayStation Portable PlayStation 2 |
|||
Grand Theft Auto IV |
|
Xbox 360 Windows[j] |
PlayStation 3 | ||
Grand Theft Auto IV: The Lost and Damned |
|
Xbox 360 Windows[j] |
PlayStation 3 | ||
Grand Theft Auto: Chinatown Wars |
|
Nintendo DS | PlayStation Portable | iOS Android | |
Grand Theft Auto: The Ballad of Gay Tony |
|
Xbox 360 Windows[j] |
PlayStation 3 | ||
Grand Theft Auto V |
|
Xbox 360 Xbox Series X/S
|
PlayStation 3 PlayStation 4 PlayStation 5 |
||
Grand Theft Auto Online[k] |
|
Xbox 360 Xbox One Windows Xbox Series X/S |
PlayStation 3 PlayStation 4 PlayStation 5 |
Development support
Blank cell indicates game was not released on any platform(s) by the specified manufacturers | |
Cell with games console(s) indicates game was released on platform(s) by the specified manufacturers |
Title | Release details | Platform(s) | |||
---|---|---|---|---|---|
Microsoft | Nintendo | Sony | Other | ||
Red Dead Redemption[l] |
|
Xbox 360 | Nintendo Switch | PlayStation 3 PlayStation 4 |
|
Undead Nightmare[l] |
|
Xbox 360 | PlayStation 3 | ||
L.A. Noire[m] |
|
Xbox 360 Xbox One Windows |
Nintendo Switch | PlayStation 3 PlayStation 4 |
|
Max Payne 3[n] |
|
Xbox 360 Windows |
PlayStation 3 | ||
Red Dead Redemption 2[o] |
|
Xbox One Windows |
PlayStation 4 | Stadia | |
Red Dead Online[o] |
|
Xbox One Windows |
PlayStation 4 | Stadia |
Unreleased
Notes
- ^ a b Known as Uniracers in North America.[6]
- Reflections Interactive for Amiga and Atari ST.[6]
- Reflections Interactive for Amiga.[64]
- ^ Known as Holiday Lemmings 1993 in North America.[22]
- ^ Known as The Lemmings Chronicles in North America.[7]
- ^ Known as Holidays Lemmings 1994 in North America.[22]
- ^ Space Station Silicon Valley was renamed Evo's Space Adventures on PlayStation.[66]
- ^ Wild Metal Country was released as Wild Metal for Dreamcast.[67]
- ^ a b Ported to Xbox by Rockstar Vienna.
- ^ Windows by Rockstar Toronto.
- ^ Not available as a standalone product on Windows, PlayStation 3, PlayStation 4, Xbox 360 and Xbox One. Servers no longer online on PlayStation 3 and Xbox 360 as of 16 December 2021.
- ^ a b Primarily developed by Rockstar San Diego
- ^ Primarily developed by Team Bondi
- Rockstar Studios
- ^ a b Developed as part of Rockstar Games
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