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{{Short description|British video game developer, 1997–2016}} {{Use British English|date=October 2016}} {{Use dmy dates|date=October 2016}} {{Infobox company | name = Lionhead Studios Limited | logo = Lionhead Studios Logo.png | type = [[Subsidiary]] | industry = [[Video game industry|Video games]] | founded = {{Start date and age|1997|07|df=y}}<ref name="ChairPM">{{cite magazine|magazine=[[Retro Gamer]]|publisher=[[Imagine Publishing]]|location=Bournemouth|issn=1742-3155|title=In The Chair With Peter Molyneux|pages=82–89|issue=71}}</ref><ref name="Audience97">{{cite magazine|magazine=Edge|publisher=[[Future plc]]|issue=47|date=July 1997|pages=22–27|issn=1350-1593|title=An Audience With Peter Molyneux|department=audience|location=Bath}}</ref> | founders = [[Peter Molyneux]]<br />[[Mark Webley]]<br />Tim Rance<br />[[Steve Jackson (UK game designer)|Steve Jackson]] | location_city = [[Guildford]] | location_country = England | predecessor = [[Bullfrog Productions]] | successors = [[22cans]]<br />[[Media Molecule]]<br />[[Two Point Studios]]<br />PixelCount Studios | key_people = [[Peter Molyneux]] <small>([[managing director]]) (1997–2012)</small><ref name="MSAcq">{{cite web|title=Microsoft Game Studios Acquires Video Game Luminary Peter Molyneux's Lionhead Studios|url=https://news.microsoft.com/2006/04/06/microsoft-game-studios-acquires-video-game-luminary-peter-molyneuxs-lionhead-studios/|website=Microsoft|access-date=20 January 2018|date=6 April 2006|archive-url=https://web.archive.org/web/20180120182211/https://news.microsoft.com/2006/04/06/microsoft-game-studios-acquires-video-game-luminary-peter-molyneuxs-lionhead-studios/|archive-date=20 January 2018|url-status=live}}</ref><ref name="PMEngadget"/><br />[[Mark Webley]] <small>([[chief operating officer]])</small><ref name="MWPoly">{{cite web|author1=Griffin McElroy|title=Former Sony exec Phil Harrison takes over Microsoft's European Game Studios|url=https://www.polygon.com/gaming/2012/3/13/2867384/former-sony-exec-phil-harrison-takes-over-microsofts-european-game|website=Polygon|access-date=20 January 2018|date=13 March 2012|archive-url=https://web.archive.org/web/20180120124605/https://www.polygon.com/gaming/2012/3/13/2867384/former-sony-exec-phil-harrison-takes-over-microsofts-european-game|archive-date=20 January 2018|url-status=live}}</ref> <br /> [[Gary Carr (video game developer)|Gary Carr]] <small>([[chief creative officer]]) (2011–2015)</small><ref name="GCIntFP">{{cite web|author1=Chad Sapieha|title=Fable: The Journey creative head Gary Carr on playing Kinect games from your couch|url=http://business.financialpost.com/technology/fable-the-journey-creative-head-gary-carr-on-playing-kinect-games-from-your-couch|website=[[Financial Post]]|access-date=20 January 2018|date=20 September 2012}}</ref><ref name="GamesN">{{cite web|author1=Ben Barrett|title=The Theme Park creators are returning to their roots with a new game|url=https://www.pcgamesn.com/new-theme-park-game|website=PCGamesN|access-date=20 January 2018|date=30 May 2017|archive-url=https://web.archive.org/web/20171109023111/https://www.pcgamesn.com//new-theme-park-game|archive-date=9 November 2017|url-status=live}}</ref> <br />Tim Rance <small>([[chief technology officer]])</small><ref name="PMEngadget">{{cite web|author1=Daniel Cooper|title=Peter Molyneux leaves Lionhead and Microsoft to found 22 Cans|url=https://www.engadget.com/2012/03/07/peter-molyneux-leaves-lionhead/|website=engadget|access-date=20 January 2018|date=7 March 2012|archive-url=https://web.archive.org/web/20180121071313/https://www.engadget.com/2012/03/07/peter-molyneux-leaves-lionhead/|archive-date=21 January 2018|url-status=live}}</ref> | products = [[Black & White (video game)|''Black & White'' series]]<br />[[Fable (video game series)|''Fable'' series]]<br />''[[The Movies (video game)|The Movies]]'' | revenue = | defunct = {{End date and age|2016|4|29|df=y}} | operating_income = | net_income = | num_employees = | parent = [[Microsoft Studios]] (2006–2016) | homepage = [https://web.archive.org/web/20160401005613/http://www.lionhead.com/ Official website] (archived version from 1 April 2016) | fate = Dissolved }} '''Lionhead Studios Limited''' was a British [[video game developer]] founded in July 1997 by [[Peter Molyneux]], [[Mark Webley]], Tim Rance, and [[Steve Jackson (British game designer)|Steve Jackson]]. The company is best known for the ''[[Black & White (series)|Black & White]]'' and ''[[Fable (video game series)|Fable]]'' series. Lionhead started as a breakaway from developer [[Bullfrog Productions]], which was also founded by Molyneux. Lionhead's first game was ''[[Black & White (video game)|Black & White]]'', a [[god game]] with elements of [[artificial life]] and [[Strategy game|strategy]] games. ''Black & White'' was published by [[Electronic Arts]] in 2001. Lionhead Studios is named after Webley's [[hamster]], which died not long after the naming of the studio, as a result of which the studio was very briefly renamed to Redeye Studios. ''Black & White'' was followed up with the release of an expansion pack named ''[[Black & White: Creature Isle]]''. Lionhead released ''[[Fable (2004 video game)|Fable]]'', from satellite developer Big Blue Box. In 2005, Lionhead released ''[[The Movies (video game)|The Movies]]'' and ''[[Black & White 2]]''. Lionhead was acquired by [[Microsoft Studios]] in April 2006 due to encountering financial difficulties. Many Lionhead developers left around this time, including co-founder Jackson and several developers who left to found [[Media Molecule]]. Molyneux left Lionhead in early 2012 (shortly after the resignation of another group of developers who were dissatisfied with the company) to found [[22cans]] because he wanted to be more creative. After Molyneux's departure, Microsoft had Lionhead switch to developing [[games as a service]] games. As a result, there were many changes within the studio. In early March 2016, [[Microsoft]] announced that it had proposed closing Lionhead Studios and that the planned game ''[[Fable Legends]]'' would be cancelled;<ref name="McWhertor">{{Cite web|url=http://www.polygon.com/2016/3/7/11172408/fable-legends-canceled-lionhead-studios-closing|title=Microsoft cancels Fable Legends, plans to shut down Lionhead Studios|last=McWhertor|first=Michael|date=7 March 2016|website=Polygon|language=en-US|access-date=7 March 2016|archive-url=https://web.archive.org/web/20160307165545/http://www.polygon.com/2016/3/7/11172408/fable-legends-canceled-lionhead-studios-closing|archive-date=7 March 2016|url-status=live}}</ref><ref>{{Cite web|url=http://www.pcgamer.com/fable-legends-is-cancelled-lionhead-studios-to-close/|title=Fable Legends is cancelled, Lionhead Studios to close|website=PC Gamer|date=7 March 2016 |access-date=7 March 2016|archive-url=https://web.archive.org/web/20160307172316/http://www.pcgamer.com/fable-legends-is-cancelled-lionhead-studios-to-close/|archive-date=7 March 2016|url-status=live}}</ref> Lionhead was closed down almost two months later, on 29 April.<ref name="eurogamer.net">{{cite web|url=http://www.eurogamer.net/articles/2016-04-29-fable-developer-lionhead-closes-down-today|title=Fable developer Lionhead closes down today|date=29 April 2016|work=Eurogamer.net|access-date=29 April 2016|archive-url=https://web.archive.org/web/20160429125502/http://www.eurogamer.net/articles/2016-04-29-fable-developer-lionhead-closes-down-today|archive-date=29 April 2016|url-status=live}}</ref> A few months after Lionhead's closure, two key people (Webley and [[Gary Carr (video game developer)|Gary Carr]], who was Lionhead's creative director) founded [[Two Point Studios]]. ==History== ===Founding=== [[File:Peter-molyneux-at-university-of-southampton.jpg|upright|thumb|left|Peter Molyneux (2007), co-founder of Lionhead Studios]] [[Peter Molyneux]] founded [[Bullfrog Productions]] in 1987, which was later acquired by [[Electronic Arts]] (EA) in 1995. Around 1996, Molyneux had contemplated leaving Bullfrog, as he felt limited in his creative freedom under Electronic Arts. He along with Lionhead's eventual co-founders, [[Mark Webley]], Tim Rance and [[Steve Jackson (British game designer)|Steve Jackson]], started developing plans for a new studio.<ref name="ChairPM"/><ref name="House">{{cite magazine|title=Welcome to the House of Molyneux|issue=44|magazine=PC Gamer UK|date=June 1997|publisher=Future Publishing|issn=1470-1693|pages=74, 75}}</ref><ref name="LHProfile"/> In 1997, due to a series of events and from issues arising between Molyneux and Electronic Arts, he ultimately left the company in July 1997, co-founding Lionhead shortly after that,<ref>{{cite web|url=http://www.ign.com/articles/2017/04/04/peter-molyneux-departed-bullfrog-over-a-drunken-email-a-ign-unfiltered|title=How a Drunken Email Led to Molyneux's Parting With EA|first=Alex|last=Osborn|date=4 April 2017|access-date=4 April 2017|work=[[IGN]]|archive-url=https://web.archive.org/web/20170404192223/http://www.ign.com/articles/2017/04/04/peter-molyneux-departed-bullfrog-over-a-drunken-email-a-ign-unfiltered|archive-date=4 April 2017|url-status=live}}</ref><ref name="ChairPM"/><ref name="Audience97"/><ref name="House"/> along with [[Mark Webley]], Tim Rance, and [[Steve Jackson (British game designer)|Steve Jackson]] (who co-founded [[Games Workshop]] and co-authored the ''[[Fighting Fantasy]]'' series<ref name="BWMakingIntro"/>).<ref name="LHProfile"/> On his recruitment, Jackson said "It was an offer I couldn't refuse", as he wanted to get back to making games instead of writing about them (Jackson had interviewed Molyneux about Bullfrog and ''Dungeon Keeper'', but for much of it, they discussed German board games instead. This led to them meeting frequently for an event called "Games Night").<ref name="LDOne"/> Molyneux assured him that his lack of programming knowledge was an asset rather than a problem.<ref name="LDOne"/> Lionhead is the second Bullfrog break-off group, after [[Mucky Foot Productions]] (founded in February 1997).<ref name="SiliconValley"/> According to [[Glenn Corpes]] (who co-founded another: [[Lost Toys]]<ref name="SiliconValley"/>), Lionhead was Molyneux's "take on what Bullfrog used was".<ref name="WorldLT">{{cite magazine|magazine=[[PC Zone]]|publisher=[[Dennis Publishing]]|issn=0967-8220|pages=158–161|issue=88|date=April 2000|title=The World According To Lost Toys|location=London}}</ref> The idea of the company was to develop quality games without growing too large.<ref name="eg history"/> On the differences between Lionhead and Bullfrog, Molyneux said: "This time round we're a professionally run company. Gone are the days of shooting work experience people with guns".<ref name="ChairPM"/> He also said that Lionhead would develop only one game at a time.<ref name="Legend">{{cite web|url=http://www.gamespot.com:80/features/petermolyneux/page13.html|title=GameSpot Presents Legends of Game Design: Peter Molyneux|last=Dulin|first=Ron|work=[[GameSpot]]|access-date=21 January 2018|archive-url=https://web.archive.org/web/20021231173224/http://www.gamespot.com/features/petermolyneux/page13.html|archive-date=31 December 2002|page=13|url-status=live}}</ref> Early Lionhead employees included [[Demis Hassabis]], [[Mark Healey]] (Lionhead's first artist<ref name="ChairMH">{{cite magazine|magazine=[[Retro Gamer]]|publisher=[[Imagine Publishing]]|location=Bournemouth|issn=1742-3155|title=In The Chair With Mark Healey|pages=92–97|issue=139}}</ref>), and [[Alex Evans (video game developer)|Alex Evans]].<ref name="eg history"/> The name Lionhead came from Webley's pet hamster, who had died the week prior to the foundation.<ref>{{cite web |url=http://www.gamespy.com/articles/697/697083p4.html |title=GameSpy Retro: Developer Origins, Page 4 of 19 |first=John |last=Keefer |date=March 31, 2006 |website=[[GameSpy]] |archive-url=https://web.archive.org/web/20070609133026/http://www.gamespy.com/articles/697/697083p4.html |archive-date=June 9, 2007 |url-status=dead}}</ref><ref name="eg history">{{cite web|url=http://www.eurogamer.net/articles/2016-05-12-lionhead-the-inside-story|title=Lionhead: The inside story|first=Wesley|last=Yin-Poole|date=12 May 2016|access-date=5 April 2017|work=[[Eurogamer]]|archive-url=https://web.archive.org/web/20171228152204/http://www.eurogamer.net/articles/2016-05-12-lionhead-the-inside-story|archive-date=28 December 2017|url-status=live}}</ref><ref name="BWMakingIntro">{{cite book|author1=James Leach|author2=Christian Bravery|title=The Making of Black & White|date=2001|publisher=Prima Games|isbn=978-0-7615-3625-3|pages=4, 5|chapter=Introduction}}</ref><ref name="LDOne">{{cite magazine|magazine=[[PC Zone]]|publisher=[[Dennis Publishing]]|issn=0967-8220|page=60|issue=60|date=February 1998|title=The Lionhead Diaries|location=London|department=The Lionhead Diaries|author=Steve Jackson}}</ref> The hamster's death was taken as a bad sign,<ref name="BWMakingIntro"/> so other names, including Black Box, Red Rocket, Midnight, and Hurricane were considered but none had unanimous support.<ref name="BWMakingIntro"/><ref name="LDOne"/> The name Red Eye was then suggested, and everyone liked it (the decision needed to be quick as Molyneux was to be interviewed by ''[[Edge (magazine)|Edge]]''<ref name="BWMakingIntro"/><ref name="LDOne"/><ref name="Audience97"/>).<ref name="BWMakingIntro"/><ref name="LDOne"/> However, for reasons including the name being in use by many other companies, the domains redeye.com and redeye.co.uk being taken and lionhead.co.uk had already been registered by Rance, the company already having Lionhead business cards, and the possibility of the name Red Eye having drinking connotations, the name was reverted to Lionhead.<ref name="BWMakingIntro"/><ref name="LDOne"/> By the time the name was reverted, it was too late for ''[[Edge (magazine)|Edge]]'' to amend their interview, so it was published with the company being referred to as Redeye Studios.<ref name="BWMakingIntro"/><ref name="Audience97"/> In the interview, Molyneux stated that his ambition for the company was to "make it a world-renowned software development house – known in Europe, Japan and America for top-quality games".<ref name="Audience97"/> ===Early years=== Word about Lionhead began spreading quickly. Within the first month, companies including [[Sega]], [[Nintendo]], [[Eidos Interactive|Eidos]], GTI, and [[LEGO GROUP|Lego]] had arranged meetings. One day, "a major Japanese console manufacturer" had come to present plans for a "next generation console", but by then, Lionhead's first game had already been committed.<ref name="LDOlympic"/> By the end of July, Lionhead had signed a one-game contract with Electronic Arts.<ref name="LDOlympic">{{cite magazine|magazine=[[PC Zone]]|publisher=[[Dennis Publishing]]|issn=0967-8220|page=62|issue=62|date=April 1998|title=The Lionhead Diaries: Part 3 The Olympic Games|location=London|department=The Lionhead Diaries|author=Steve Jackson}}</ref> The studio was initially run out of Molyneux's mansion in [[Elstead]],<ref name="eg history"/> before relocating to the [[University of Surrey]] Research Park in 1998.<ref name="LDHome">{{cite magazine|magazine=[[PC Zone]]|publisher=[[Dennis Publishing]]|issn=0967-8220|page=168|issue=66|date=August 1998|title=Part 7:Home Sweet Home|location=London|department=The Lionhead Diaries|author=Steve Jackson}}</ref> According to Jackson, it was "a mere stone's throw from Bullfrog's old lily pad on the very same estate".<ref name="LDHome"/> For the staff who had come from Bullfrog, it was "a little like coming home".<ref>{{cite book|author1=James Leach|author2=Christian Bravery|title=The Making of Black & White|date=2001|publisher=Prima Games|isbn=978-0-7615-3625-3|page=20}}</ref> Six companies were competing for a space, and Lionhead won due to Molyneux and Bullfrog's reputation.<ref name="LDHome"/> Lionhead had originally intended to make their first public appearance at the [[E3]] trade show in May 1997. This was cancelled at the last minute because there was not yet any deal with Electronic Arts, and there was the possibility of not being able to discuss Lionhead. The debut was made in September at the [[European Computer Trade Show]] instead.<ref name="LDOlympic"/> According to Jackson, "Everyone" was interested in Lionhead: journalists from many major European magazines frequently turned up at Lionhead's suite.<ref name="LDOlympic"/> By August 1998, after the studio placed a job advertisement in ''[[Edge (magazine)|Edge]]'' which received over 100 applications, [[Russell Shaw (composer)|Russell Shaw]] had been hired as Head of Music.<ref name="LDHome"/> Lionhead's first title was ''[[Black & White (video game)|Black & White]]'', which was published by Electronic Arts under terms of Molyneux's severance package from departing Bullfrog.<ref name="eg history"/> It was released in 2001 to widespread critical acclaim.<ref name="LHProfile">{{cite magazine|magazine=[[GamesTM]]|issue=80|page=166|title=Developer Profile Lionhead Studios|issn=1478-5889|publisher=[[Imagine Publishing]]}}</ref> It won [[BAFTA Award]]s for Interactivity and Moving Images in 2001,<ref>{{cite web|title=Interactive Interactivity in 2001|url=http://awards.bafta.org/award/2001/interactive/interactivity|website=BAFTA|access-date=27 January 2018|archive-url=https://web.archive.org/web/20180127202520/http://awards.bafta.org/award/2001/interactive/interactivity|archive-date=27 January 2018|url-status=live}}</ref><ref>{{cite web|title=Interactive Moving Images in 2001|url=http://awards.bafta.org/award/2001/interactive/moving-images|website=BAFTA|access-date=27 January 2018|archive-url=https://web.archive.org/web/20180127202531/http://awards.bafta.org/award/2001/interactive/moving-images|archive-date=27 January 2018|url-status=live}}</ref> and [[Academy of Interactive Arts & Sciences]] awards for Computer Innovation and Computer Game of the Year the following year.<ref>{{cite web|title=Computer Innovation|url=http://www.interactive.org/awards/award_category_details.asp?idAward=2002&idGameAwardType=28|website=Academy of Interactive Arts & Science|access-date=27 January 2018|archive-url=https://web.archive.org/web/20180127143302/http://www.interactive.org/awards/award_category_details.asp?idAward=2002&idGameAwardType=28|archive-date=27 January 2018|url-status=live}}</ref><ref>{{cite web|title=Computer Game of the Year|url=http://www.interactive.org/awards/award_category_details.asp?idAward=2002&idGameAwardType=27|website=Academy of Interactive Arts & Science|access-date=27 January 2018|archive-url=https://web.archive.org/web/20180127143324/http://www.interactive.org/awards/award_category_details.asp?idAward=2002&idGameAwardType=27|archive-date=27 January 2018|url-status=live}}</ref> An expansion pack ''[[Black & White: Creature Isle]]'', was released the following year.<ref name="BWCICGW">{{cite magazine|author=Thomas L. McDonald|url=http://www.cgwmuseum.org/galleries/issues/cgw_214.pdf#page=93|title=Black & White: Creature Isle|magazine=[[Computer Gaming World]]|issue=214|date=May 2002|page=89|access-date=21 January 2018|archive-url=https://web.archive.org/web/20161012115737/http://www.cgwmuseum.org/galleries/issues/cgw_214.pdf#page=93|archive-date=12 October 2016|url-status=dead}}</ref> In Lionhead's early years, Jackson wrote columns about the company and the development of ''Black & White'' for magazines such as ''[[PC Zone]]'' and ''[[:fr:Génération 4|Génération 4]]''.<ref name="LDOne"/><ref name="LDBug">{{cite magazine|magazine=[[PC Zone]]|publisher=[[Dennis Publishing]]|issn=0967-8220|pages=168, 169|issue=72|date=January 1999|title=Bug-Busting|location=London|department=The Lionhead Diaries|author=Steve Jackson}}</ref><ref name="G44">{{cite magazine|magazine=Génération 4|issn=1624-1088|title=Lionhead (4e partie) Notre premier virus|pages=34, 35|date=July 1998|issue=113|language=fr|author=Steve Jackson}}</ref><ref name="G47">{{cite magazine|magazine=Génération 4|issn=1624-1088|title=Lionhead (7e partie) Black & White enfin!|pages=84, 85|date=November 1998|issue=116|language=fr|author=Steve Jackson}}</ref> The articles were also published on Lionhead's website.<ref>{{cite web|title=The Lionhead Diaries|url=http://www.lionhead.com:80/shocked/diary/index.html|website=Lionhead Studios|access-date=16 July 2018|archive-url=https://web.archive.org/web/20010802125938/http://www.lionhead.com/shocked/diary/index.html|archive-date=2 August 2001|location=Guildford|url-status=live}}</ref> According to [[Eurogamer]], Lionhead "was a continuation of the culture and development ethic of Bullfrog", which included the playing of pranks. One such prank was one "that would go down in Lionhead history". It involved a visit from the Mayor of Guildford during the development of ''Black & White'': Healey had inserted a couple of wires into a woollen glove with the other ends put into a floppy drive. Molyneux was forced to explain to the Mayor how the game's on-screen hand was controlled by the glove (which Healey was wearing), when it was actually being controlled by a mouse with Healey's other hand, which were hidden. The Mayor fell for the trick.<ref name="eg history"/><ref>{{cite book|author1=James Leach|author2=Christian Bravery|title=The Making of Black & White|date=2001|publisher=Prima Games|isbn=978-0-7615-3625-3|pages=18, 19}}</ref> By June 2002, Lionhead had established satellite companies, including Big Blue Box Studios, Intrepid Computer Entertainment (also called Intrepid Developments<ref name="LDParty">{{cite magazine|magazine=[[PC Zone]]|publisher=[[Dennis Publishing]]|issn=0967-8220|page=153|issue=74|date=March 1999|title=Party Like It's 1999|location=London|department=The Lionhead Diaries|author=Steve Jackson}}</ref>), and Black & White Studios.<ref name="Inside"/><ref name="BullfrogLegacy"/> Lionhead and its satellite studios had 107 employees and were developing six games: ''[[Fable (2004 video game)|Fable]]'', ''[[The Movies (video game)|The Movies]]'', a project called ''Creation'' (also called ''Dimitri''), ''Black & White NG'' (''Black & White Next Generation''), ''[[Black & White 2]]'', and ''[[BC (video game)|BC]]'',<ref name="Inside">{{cite magazine|magazine=Edge|publisher=[[Future plc]]|title=Inside... Lionhead Studios|pages=70–75|issue=111|date=June 2002|issn=1350-1593|location=Bath}}</ref> despite Molyneux's earlier statement that Lionhead would only work on one at a time.<ref name="Legend"/> The idea to form these satellite studios came from Jackson during the development of ''Black & White''.<ref name="SecretHistory">{{cite web|author1=Simon Carless|title=The Secret History of Lionhead: Molyneux, Webley Get Honest|url=https://www.gamedeveloper.com/business/the-secret-history-of-lionhead-molyneux-webley-get-honest|website=[[Gamasutra]]|access-date=22 January 2018|date=16 October 2006|archive-url=https://web.archive.org/web/20180122125419/https://www.gamasutra.com/view/feature/130220/the_secret_history_of_lionhead_.php|archive-date=22 January 2018|url-status=live}}</ref> Big Blue Box Studios was founded in July 1998 by Ian Lovett and Simon and Dene Carter,<ref name="SiliconValley">{{cite magazine|magazine=Edge|publisher=[[Future plc]]|title=Inside silicon valley, UK|pages=74–81|issue=76|date=October 1999|issn=1350-1593|location=Bath}}</ref><ref name="BullfrogLegacy">{{cite magazine|magazine=[[Retro Gamer]]|publisher=[[Imagine Publishing]]|location=Bournemouth|issn=1742-3155|title=Revisiting Bullfrog: 25 Years On|pages=60–67|issue=110|date=December 2012}}</ref> because of a desire to leave Electronic Arts and "the sadly ravaged corpse of Bullfrog it had left behind".<ref name="RiseFall"/> Intrepid Computer Entertainment was founded by Joe Rider and Matt Chilton,<ref name="BullfrogLegacy"/> and Black & White Studios was headed by Jonty Barnes, who was a programmer on ''[[Dungeon Keeper]]'' and ''Black & White''.<ref name="Inside"/> According to Molyneux, ''The Movies'' came about because Lionhead listened to some financial advisers after the release of ''Black & White'', who said that the company would die if it did not float on the stock market. The company then went for [[initial public offering]], which Molyneux said was "The most stupid thing that ever happened" because it meant having to expand quickly and develop more games.<ref name="RiseFall">{{cite web|author1=Rich Stanton|title=Lionhead: the rise and fall of a British video game legend|url=https://www.theguardian.com/technology/2016/may/20/lionhead-the-rise-and-fall-of-a-british-video-game-legend|website=The Guardian|access-date=22 January 2018|date=20 May 2016|archive-url=https://web.archive.org/web/20180122181547/https://www.theguardian.com/technology/2016/may/20/lionhead-the-rise-and-fall-of-a-british-video-game-legend|archive-date=22 January 2018|url-status=live}}</ref> In the early 2000s, Lionhead was "growing very fast".<ref name="SecretHistory"/> The company was nominated for the 2002 [[Golden Joystick Awards]] British Developer of the Year award.<ref>{{cite web |title=Golden Joystick Awards Is Announced |url=https://worthplaying.com/article/2002/9/17/news/5775/ |website=Worthplaying |access-date=11 February 2019 |date=17 September 2002 |archive-url=https://web.archive.org/web/20190212011637/https://worthplaying.com/article/2002/9/17/news/5775/ |archive-date=12 February 2019 |url-status=live }}</ref> Before ''Fable'' shipped, Lionhead purchased Big Blue Box and Intrepid.<ref name="eg history"/> The decision to merge Big Blue Box with Lionhead was made to accelerate the completion of the game.<ref name="eg history"/> ''Fable'' was released in 2004 for the [[Xbox (console)|Xbox]],<ref name="LHProfile"/> and won AIAS awards for Outstanding Achievement in Character or Story Development and Outstanding Achievement in Original Musical Composition in 2005.<ref>{{cite web|title=Outstanding Achievement in Character or Story Development|url=http://www.interactive.org/awards/award_category_details.asp?idAward=2005&idGameAwardType=86|website=Academy of Interactive Arts & Sciences|access-date=27 January 2018|archive-url=https://web.archive.org/web/20180127143334/http://www.interactive.org/awards/award_category_details.asp?idAward=2005&idGameAwardType=86|archive-date=27 January 2018|url-status=live}}</ref><ref>{{cite web|title=Outstanding Achievement in Original Musical Composition|url=http://www.interactive.org/awards/award_category_details.asp?idAward=2005&idGameAwardType=95|website=Academy of Interactive Arts & Sciences|access-date=27 January 2018|archive-url=https://web.archive.org/web/20180127143313/http://www.interactive.org/awards/award_category_details.asp?idAward=2005&idGameAwardType=95|archive-date=27 January 2018|url-status=live}}</ref> ''Dimitri'' was cancelled.<ref name="eg history"/> In 2003, [[Gary Carr (video game developer)|Gary Carr]] joined Lionhead.<ref>{{cite web|author1=Racher Weber|title=Lionhead's creative director Gary Carr departs|url=http://www.gamesindustry.biz/articles/2015-09-14-lionheads-creative-director-gary-carr-departs|website=Gamesindustry.biz|access-date=22 January 2018|date=14 September 2015|archive-url=https://web.archive.org/web/20180122072605/http://www.gamesindustry.biz/articles/2015-09-14-lionheads-creative-director-gary-carr-departs|archive-date=22 January 2018|url-status=live}}</ref> Due to the stock market crash in the aftermath of [[September 11 attacks|9/11]], Lionhead sought investments from venture capitalists.<ref name="eg history"/> Deals with various firms were signed in July 2004.<ref name="SecretHistory"/> This came at a time when the company needed money for the development of five games to be released by different publishers.<ref name="eg history"/> ===Acquisition by Microsoft=== In 2005, Lionhead released two titles: ''Black & White 2'' and ''The Movies''.<ref name="eg history"/> Around this time, Lionhead had roughly 220 employees.<ref name="SecretHistory"/> These titles did not achieve a massive impact in sales (Molyneux described ''The Movies'' as "a disaster" due to lack of playtesting.<ref name="RiseFall"/> However, it won a BAFTA Award for Simulation in 2006.<ref>{{cite web|title=Simulation in 2006|url=http://awards.bafta.org/award/2006/games/simulation|website=BAFTA|access-date=27 January 2018|archive-url=https://web.archive.org/web/20180203074504/http://awards.bafta.org/award/2006/games/simulation|archive-date=3 February 2018|url-status=live}}</ref>), and Lionhead soon afterwards encountered financial difficulty.<ref name="eg history"/> Due to this, on 6 April 2006, Lionhead Studios was acquired by Microsoft.<ref name="MSAcq"/> [[Ubisoft]] was another contender for the acquisition of Lionhead,<ref name="eg history"/> but Molyneux believed Microsoft to be "perfect",<ref name="EdgeMS">{{cite web|title=Molyneux: MS 'Perfect' for Lionhead|url=http://www.edge-online.com/features/molyneux-ms-perfect-lionhead/|website=Edge|access-date=21 January 2018|archive-url=https://web.archive.org/web/20130531034210/http://www.edge-online.com/features/molyneux-ms-perfect-lionhead/|archive-date=31 May 2013|date=6 April 2006}}</ref> and said people wanted "the safety and security of being part of something bigger".<ref name="RiseFall"/> Microsoft wanted the ''Fable'' series to be an Xbox exclusive, and knew that if Ubisoft had acquired Lionhead, it would have gone to the [[PlayStation 3]] instead, a conclusion that Webley concurred with.<ref name="eg history"/> Lionhead were concerned with securing the company's future and protecting jobs and spent "months" preparing for the acquisition.<ref name="eg history"/> Some, such as Andy Robson (Head of Testing), were dissatisfied with the deal.<ref name="eg history"/> He claimed Lionhead were trying to cheat him out of money he was owed.<ref name="eg history"/> Molyneux believed that Microsoft were pleased with the deal, and said that they made their money back due to the release of the "fantastically successful" ''[[Fable II]]'' (it won a BAFTA Award for Action and Adventure in 2009)<ref>{{cite web|title=Action And Adventure in 2009|url=http://awards.bafta.org/award/2009/games/action-and-adventure|website=BAFTA|access-date=27 January 2018|archive-url=https://web.archive.org/web/20180127202639/http://awards.bafta.org/award/2009/games/action-and-adventure|archive-date=27 January 2018|url-status=live}}</ref> for the [[Xbox 360]] in 2008.<ref name="eg history"/><ref name="LHProfile"/> In late 2005, Healey left Lionhead with Evans and a couple of other developers to found [[Media Molecule]].<ref name="eg history"/><ref name="EdgeMH">{{cite web|title=Mark Healy Leaves Lionhead|url=http://www.edge-online.com/news/mark-healy-leaves-lionhead/|website=Edge|access-date=22 January 2018|archive-url=https://web.archive.org/web/20130531064752/http://www.edge-online.com/news/mark-healy-leaves-lionhead/|archive-date=31 May 2013|date=16 December 2005}}</ref> Jackson also left in 2006 when Microsoft took over.<ref name="JacksonInt">{{cite web|url=https://www.theregister.co.uk/2013/06/06/feature_interview_steve_jackson/|title=Interview: Steve Jackson, role-playing game titan|author=Mike Plant|website=[[The Register]]|date=6 June 2013|access-date=24 January 2018|archive-url=https://web.archive.org/web/20180124195658/https://www.theregister.co.uk/2013/06/06/feature_interview_steve_jackson/|archive-date=24 January 2018|url-status=live}}</ref> The general consensus amongst Lionhead was that the buyout "benefited Lionhead greatly".<ref name="eg history"/> Microsoft purchased a lease that enabled Lionhead to expand to multiple floors, a canteen, and an office revamp.<ref name="eg history"/> According to ''Fable'' franchise director Ted Timmins, the improvements felt like Lionhead was "a real developer".<ref name="eg history"/> The pranks were also reduced.<ref name="eg history"/> During the development of ''Fable II'', Lionhead received death threats because the game featured a gay character and some of the leading characters were black.<ref name="eg history"/> Microsoft, for the most part, left Lionhead alone during the development of ''Fable II'', but did ask them to change the icon of a condom (the game featured a dog who was able to dig them up) to a modern one, despite the game being set in an earlier era. Lionhead and Microsoft conflicted over the game's marketing: Microsoft believed that role-playing games were about dragons and wanted to market the game as such, despite Lionhead's insistence that the game was "a Monty Python-esque comedy". According to ''Fable'' art director John McCormack, the marketing was "shit" and that dragons were ''[[Dungeons & Dragons]]'' fare and had nothing to do with ''Fable''.<ref name="eg history"/> Despite the row, most of the ''Fable II'' team thought highly of the relationship between Lionhead and Microsoft, and after the game's release, Lionhead won a [[BAFTA Award]] for the best action adventure game. There was also a dispute over ''[[Fable III]]''{{'}}s box art. The game was developed and released in 18 months, but fell short of the expectations set by the previous installment.<ref name="eg history"/> Six months before its release, Lionhead attempted to integrate [[Kinect]] into the game, but failed. In June 2009, Molyneux became creative director of Microsoft Studios' European division,<ref name="CDMS">{{cite web|author1=Matt Martin|title=Molyneux promoted to creative director of Microsoft Game Studios|url=http://www.gamesindustry.biz/articles/molyneux-promoted-to-creative-director-of-microsoft-game-studios|website=GamesIndustry.biz|access-date=25 January 2018|date=4 June 2009|archive-url=https://web.archive.org/web/20180126012413/http://www.gamesindustry.biz/articles/molyneux-promoted-to-creative-director-of-microsoft-game-studios|archive-date=26 January 2018|url-status=live}}</ref> a position he held concurrently with the head of Lionhead.<ref name="ChairPM"/> Another Kinect-based project, ''[[Project Milo|Milo & Kate]]'' was in development but was cancelled. Molyneux blamed the cancellation on Kinect's technology and Microsoft's attitude towards their target market. Its development team moved to ''[[Fable: The Journey]]'', another Kinect game that was released in 2012 and was "disastrous".<ref name="eg history"/> ===Molyneux's departure=== By early 2012, Lionhead were suffering what had been described as "Black Monday". Several Lionhead veterans, dissatisfied with the way the company was heading, resigned on the same day. According to McCormack, Molyneux "lost it" and ordered them to leave the premises immediately. Molyneux apologised for this outburst, and soon afterwards, in March, he too left Lionhead and founded [[22cans]],<ref name="eg history"/><ref name="MWPoly"/> along with Rance, who had ceased being Lionhead's chief technology officer sometime prior.<ref>{{cite web|author1=Jim Rossignol|title=Molyneux Leaving Lionhead, Joining 22 Cans|url=https://www.rockpapershotgun.com/2012/03/07/molyneux-leaving-lionhead-joining-22-cans/|website=Rock, Paper, Shotgun|access-date=26 January 2018|date=7 March 2012|archive-url=https://web.archive.org/web/20180126070950/https://www.rockpapershotgun.com/2012/03/07/molyneux-leaving-lionhead-joining-22-cans/|archive-date=26 January 2018|url-status=live}}</ref> He was also joined by Paul McLaughlin,<ref>{{cite web|author1=Philippa Warr|title=GODUS interview: 22cans' Dictator of Art on designing worlds and working with Molyneux|url=http://www.pcgamer.com/godus-interview/|website=[[PC Gamer]]|access-date=26 January 2018|date=7 December 2012|archive-url=https://web.archive.org/web/20180126125527/http://www.pcgamer.com/godus-interview/|archive-date=26 January 2018|url-status=live}}</ref> who was Lionhead's head of art.<ref name="BWTeam">{{cite book|author1=James Leach|author2=Christian Bravery|title=The Making Of Black & White|date=2001|publisher=Prima Games|location=Roseville, Calif.|isbn=978-0-7615-3625-3|pages=94, 95|chapter=the lionhead team}}</ref> Webley then temporarily took over as head of the studio,<ref>{{cite web|author1=Ben Parfitt|title=Peter Molyneux quits Lionhead and Microsoft|url=http://www.mcvuk.com/news/read/peter-molyneux-quits-lionhead-and-microsoft/092391|website=MCV|access-date=22 January 2018|date=7 March 2012|archive-url=https://web.archive.org/web/20121012191408/http://www.mcvuk.com/news/read/peter-molyneux-quits-lionhead-and-microsoft/092391|archive-date=12 October 2012}}</ref> before being replaced by Scott Henson early the following year.<ref>{{cite web|author1=Matt Martin|title=Scott Henson takes head of operations role at Xbox, overseeing Lionhead|url=http://www.gamesindustry.biz/articles/2013-01-10-scott-henson-takes-head-of-operations-role-at-lionhead|website=GamesIndustry.biz|access-date=22 January 2018|date=10 January 2013|archive-url=https://web.archive.org/web/20171021111842/http://www.gamesindustry.biz/articles/2013-01-10-scott-henson-takes-head-of-operations-role-at-lionhead|archive-date=21 October 2017|url-status=live}}</ref> Molyneux said he left Lionhead because he wanted to increase his creativity.<ref>{{cite web|author1=Eddie Makuch|title=Peter Molyneux says working at Microsoft was like taking antidepressants|url=https://www.gamespot.com/articles/peter-molyneux-says-working-at-microsoft-was-like-taking-antidepressants/1100-6418537/|website=GameSpot|access-date=22 January 2018|date=25 March 2014|archive-url=https://web.archive.org/web/20180123073102/https://www.gamespot.com/articles/peter-molyneux-says-working-at-microsoft-was-like-taking-antidepressants/1100-6418537/|archive-date=23 January 2018|url-status=live}}</ref> He also said that after 12 years (the series began in 2000 by Big Blue Box Studios<ref name="SecretHistory"/><ref name="Inside"/>), everyone was "tired" of the ''Fable'' series.<ref name="eg history"/> Craig Oman, producer of ''[[Fable Anniversary]]'', said that Molyneux's departure gave Lionhead an opportunity to reidentify itself.<ref name="EdgeDepart">{{cite web|title=Inside Lionhead: how the Fable studio is adapting to new hardware and life after Molyneux|url=http://www.edge-online.com/features/inside-lionhead-how-the-fable-studio-is-adapting-to-new-hardware-and-life-after-molyneux/|website=Edge|access-date=22 January 2018|archive-url=https://web.archive.org/web/20140308210330/http://www.edge-online.com/features/inside-lionhead-how-the-fable-studio-is-adapting-to-new-hardware-and-life-after-molyneux/|date=6 March 2014|archive-date=8 March 2014}}</ref> Molyneux's departure had a much greater impact than those of other veterans who had already left the company. Lionhead became more professional and organised according to some staff. One said that Molyneux had the power to keep Microsoft at bay, and his departure left the remaining staff vulnerable.<ref name="eg history"/> Around this time, Microsoft insisted that Lionhead make a [[games as a service]] ''Fable'' game to reinvigorate interest in the series or face closure. Due to the switch to service based model, the idea of ''Fable IV'' was rejected, and experts in monetisation and competitive game design were hired to assist the transition. At some point, John Needham became head of Lionhead.<ref name="eg history"/> Creative director Carr (who had played major roles in ''Milo & Kate'', ''The Movies'', and ''Fable: The Journey'') left in September 2015,<ref>{{cite web|author1=Rachel Weber|title=Lionhead's creative director Gary Carr departs|url=http://www.gamesindustry.biz/articles/2015-09-14-lionheads-creative-director-gary-carr-departs|website=GamesIndustry.biz|access-date=23 January 2018|date=14 September 2015|archive-url=https://web.archive.org/web/20180122072605/http://www.gamesindustry.biz/articles/2015-09-14-lionheads-creative-director-gary-carr-departs|archive-date=22 January 2018|url-status=live}}</ref> and a new one, David Eckelberry, was brought in.<ref name="eg history"/> Lionhead encountered difficulty in this project, ''[[Fable Legends]]'', because they had not done anything like it before.<ref name="eg history"/> ===Closure=== On 7 March 2016, Microsoft announced the cancellation of ''Fable Legends'' and a proposed closure of Lionhead Studios.<ref name="shutdown">{{cite web|url=http://news.xbox.com/2016/03/07/microsoft-studios-changes-uk-denmark//|title=Microsoft Studios Changes|publisher=Microsoft|date=7 March 2016|access-date=7 March 2016|archive-url=https://web.archive.org/web/20171121111811/http://news.xbox.com/2016/03/07/microsoft-studios-changes-uk-denmark/|archive-date=21 November 2017|url-status=live}}</ref> The closure came as a shock to some staff, who had suspected Microsoft were concerned but did not think Lionhead would be shut down: it was thought that the worst-case scenario would be that ''Fable Legends''{{'}}s assets would be used for ''Fable IV''.<ref name="eg history"/> Some staff put the closure down to "a string of bad decisions and mismanagement".<ref name="eg history"/> The game was supposed to be released in summer 2015, after the release of [[Windows 10]], and some said Lionhead had failed to meet their own targets. To comply with UK employment law, there was a consultation period and the ''Fable Legends'' servers were not shut down until mid-April so that customers could get refunds. There was a small "live operations" team that conducted this process, but for others, work was optional.<ref name="eg history"/> An attempt to save the project was made, under the name of ''Project Phoenix''. This would have involved developing it with a new studio under licence from Microsoft, who supported the idea but it failed due to lack of time, and the fact that many Lionhead employees had found new jobs.<ref name="eg history"/> On 29 April 2016, Lionhead closed down.<ref name="eurogamer.net"/> One Lionhead developer, Charlton Edwards (the only one remaining who had worked on ''Black & White''), said there was a giveaway and he received some of the "trophies". Both current and former Lionhead developers gave the studio a send-off at a pub.<ref name="eg history"/> On 26 July, Webley and Carr founded [[Two Point Studios]], a studio that some former Lionhead developers later joined.<ref>{{cite web|title=Two Point Studios|url=https://en-gb.facebook.com/pg/twopointstudios/about/?ref=page_internal|website=Facebook|access-date=23 January 2018}}</ref><ref>{{cite web|author1=Christopher Dring|title=Sega signs publishing deal with former Lionhead leaders|url=http://www.gamesindustry.biz/articles/2017-05-30-sega-signs-publishing-deal-with-former-lionhead-leaders|website=gamesindustry.biz|access-date=23 January 2018|date=30 May 2017|archive-url=https://web.archive.org/web/20171021111700/http://www.gamesindustry.biz/articles/2017-05-30-sega-signs-publishing-deal-with-former-lionhead-leaders|archive-date=21 October 2017|url-status=live}}</ref> In the 2021 documentary ''Power On: The Story of Xbox'', Microsoft admitted that their handling of Lionhead Studios was a mistake. [[Phil Spencer (business executive)|Phil Spencer]], the current head of Xbox at Microsoft, admitted that forcing Lionhead to work on Kinect and the impact of that on the quality of their games was at fault. Spencer said "You acquire a studio for what they’re great at now, and your job is to help them accelerate how they do what they do, not them accelerate what you do."<ref>{{cite web | url = https://www.ign.com/articles/microsoft-xbox-lionhead-studios-mistake | title = Microsoft Admits Its Handling of Lionhead Studios Was a 'Misstep' | first = Matt | last = Purslow | date = 12 December 2021 | accessdate = 12 December 2021 | work = [[IGN]] }}</ref> ==Games== {{main|List of Lionhead Studios games}} ==References== {{Reflist|30em}} ==External links== * {{webarchive |url=https://web.archive.org/web/20160401005613/http://www.lionhead.com/ |date=1 April 2016|title=Official website }} *[https://gaminghobo.com/why-lionhead-studios-was-shut-down/ Why Lionhead Studios was Shut Down?] {{Lionhead Studios}} {{Xbox Game Studios}} {{Microsoft}} [[Category:Lionhead Studios| ]] [[Category:Defunct video game companies of the United Kingdom]] [[Category:First-party video game developers]] [[Category:Defunct companies based in Surrey]] [[Category:Companies based in Guildford]] [[Category:Video game companies established in 1997]] [[Category:Video game companies disestablished in 2016]] [[Category:1997 establishments in England]] [[Category:2016 disestablishments in England]] [[Category:Former Microsoft subsidiaries]] [[Category:2006 mergers and acquisitions]] [[Category:British companies disestablished in 2016]] [[Category:British companies established in 1997]]
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