L.A. Noire: Credit where credit's due

When a game’s in development for as long as L.A. Noire, you can imagine that a lot of people had some kind of an impact. Unfortunately, more than 100 people who worked at Team Bondi over the game’s seven year development cycle have had their names omitted from the credits – not appearing in either the in-game or printed manual versions.

L.A. Noire Credits

Seems simple enough...

Other former staffers have been acknowledged in a “Special Thanks” section, which they feel is somewhat less recognition than they actually deserve.

Proper accreditation means a lot to these ex-employees, some of whom worked for years on the project. A group of them have now gotten together to create a website, designed to recognise everybody who somehow got left off of the final list.

The website, [surl=http://www.lanoirecredits.com]L.A. Noire Credits[/surl], makes the following statement:

These people devoted their talent, creativity and passion towards the project and, as is common in the games industry, have not been credited because they were not there during the final month or two of production, or other subjective criteria. A significant portion of these people did not leave Team Bondi by choice: they were made redundant as art production wound down, and as Quality Assurance work was shifted off-shore to Rockstar’s studios.

According to the group, the International Games Developers Association (IGDA) has [surl=http://www.igda.org/wiki/IGDA_Credits_and_Awards_Committee]specific rules[/surl] about who deserves to be included in gaming credits. The rules state:

  • “Any person, contractor or employee, who has contributed to the production of the game for at least 30 days of a 12-month or greater project must be credited”
  • “credit must include a name and role, not just a name.”
  • “credit is retained by any person who leaves the company or project prior to the project’s completion, provided they pass Rule 1.”

This all might be a bit of a sore point for publisher Rockstar, who has faced backlash from game developers over the topic in the past.

Rockstar Vienna developers spent two and a half years working on Manhunt 2 before the studio was closed, but more than 55 employees were not credited on the final product.

This is virtually the opposite treatment than the sort Gearbox dished out recently in the leadup to Duke Nukem Forever, with their “Did you contribute” campaign.

[img_big]center,3233,2011-01-05/lan3.jpg,L.A. Noire[/img_big]

Developed largely in Australia, L.A. Noire is a highlight of the local games industry, meaning this omission is something the team behind [surl=http://www.lanoirecredits.com]LA Noire Credits[/surl] is particularly disappointed by.

The Australian game development scene is quite small but tightly knit – we as an industry have always been punching above our weight, with varied success. L.A. Noire looks set to be a watershed moment for the Australian games industry – every single developer who had contributed their talent, sweat and tears should be recognised for this.

While [surl=http://www.lanoirecredits.com]the website[/surl] is the obvious focus, you can show your support for the cause by “liking” it on [surl=https://www.facebook.com/lanoirecreditsDOTcom]Facebook[/surl] – and, if you know anybody who worked on the game, no matter how long ago, point them in its direction, too.

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