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== History == === Background, founding, and early years (1982–1989) === {{See also|Peter Molyneux#Early career}} [[File:Peter Molyneux - Game Developers Conference 2010 (2).jpg|upright=0.7|thumb|left|Peter Molyneux, co-founder of Bullfrog Productions, in 2010]] In 1982, entrepreneur Peter Molyneux met Les Edgar at an audio electronics shop called PJ Hi-Fi.<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> When Molyneux left the company where he was working, Edgar suggested that they start a new one,<ref name="ChairPM"/><ref name="Legend">{{cite web |url=http://www.gamespot.com/features/petermolyneux/index.html |title=GameSpot Presents Legends of Game Design: Peter Molyneux |last=Dulin |first=Ron |work=[[GameSpot]] |access-date=26 April 2012 |archive-url=https://web.archive.org/web/20050830100952/http://www.gamespot.com/features/petermolyneux/index.html |archive-date=30 August 2005}}</ref> which would later develop business software for the [[Commodore 64]] as Taurus Impact Systems (also known as Taurus Software).<ref name="Progress"/><ref name="Legend"/> The new company was named after Molyneux and Edgar's shared [[astrological sign]], the [[Taurus (astrology)|Taurus]].<ref name="Progress"/> At some point, Molyneux accepted a deal to export money systems to Switzerland and baked beans to the Middle East.<ref name="ChairPM"/> One day, Taurus received a call from the head of [[Commodore International|Commodore]] Europe, wanting to discuss the future of the [[Amiga]] and Taurus' software's suitability for the system.<ref name="ChairPM" /><ref name="Legend"/> Molyneux was invited to Commodore Europe's headquarters, where he was offered several Amiga systems and a space at a show in Germany.<ref name="ChairPM"/><ref name="Legend"/> When Molyneux was told that they were anticipating getting his network running on the Amiga, he realised that they had mistaken his company for one called Torus, a producer of networking systems.<ref name="ChairPM" /><ref name="Legend"/> Molyneux wanted the Amiga systems, so he did not inform Commodore of this error.<ref name="Legend"/> He received them and began writing a database program called Acquisition.<ref name="ChairPM"/> Commodore kept asking about the database, and Molyneux gave them excuses because they were threatening to shut Taurus down.<ref name="ChairPM"/> When Acquisition was finished, it was shown at the exhibition in Germany, and won product of the year. 2,000 copies were sold to a company in the United States, giving Molyneux and Edgar funds to sustain Taurus.<ref name="ChairPM"/> Another program Taurus wrote was a [[computer-aided design]] (CAD) package called X-CAD.<ref name="Progress">{{cite magazine |magazine=[[The One (magazine)|The One]] |publisher=[[Ascential|EMAP]] |title=Work In Progress Bullfrog |issue=12 |date=September 1989 |pages=24–28 |issn=0955-4084 |url=https://archive.org/details/theone-magazine-12/page/n23/mode/2up |access-date=8 June 2022 |archive-url=https://web.archive.org/web/20170319081815/https://archive.org/details/theone-magazine-12 |archive-date=19 March 2017 |url-status=live }}</ref> 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.<ref name="ChairPM" /> According to Edgar, it was around this time Bullfrog was founded in preparation for the day when Acquisition was no longer important and they could focus on games.<ref name="History">{{cite web |title=Bullfrog Productions: A History Of The Legendary UK Developer |url=https://www.nowgamer.com/bullfrog-productions-a-history-of-the-legendary-uk-developer/ |website=NowGamer |access-date=11 June 2017 |date=22 February 2012 |archive-url=https://web.archive.org/web/20170706050106/https://www.nowgamer.com/bullfrog-productions-a-history-of-the-legendary-uk-developer/ |archive-date=6 July 2017 |url-status=dead }}</ref> Bullfrog was originally a brand of Taurus; Molyneux explained that this was because they wanted to avoid confusion over business software and money-making opportunities.<ref name="ChairPM" /> The name came from an ornament of a bullfrog located in the office:<ref name="Progress"/> when asked by ''[[Joystick (magazine)|Joystick]]'' why the name "Bullfrog" was chosen, Molyneux stated that they wanted "an idiotic name" without having to find one, and there happened to be a sculpture of a colourful frog on a pedestal labelled "Bull Frog by Leonardo" on the table.<ref name="JSBullfrog">{{cite magazine |magazine=Joystick |date=October 1993 |pages=85, 86 |title=Bullfrog Entretien Avec Peter Molyneux : Créateur, Programmeur Et Co-fondateur De Bullfrog|trans-title=Interview With Peter Molyneux : Creator, Programmer And Co-founder Of Bullfrog |issue=42 |language=fr}}</ref> Afterwards, Molyneux and Edgar were running out of money, and Edgar suggested they close the company down.<ref name="ChairPM"/> It was at this point when Molyneux came up with the idea of ''[[Populous (video game)|Populous]]''.<ref name="ChairPM"/> The conversion of ''Druid II: Enlightenment'', ''Populous'', and a [[shoot 'em up]] game called ''[[Fusion (video game)|Fusion]]'' were the first games developed under the Bullfrog brand.<ref name="History"/> === Early success (1989–1995) === ''Populous'' was difficult to publish at first due to a lack of recognition—the god genre was, according to Bullfrog, "misunderstood by everyone".<ref name="Gameology">{{cite magazine |magazine=Bullfrog Bulletin |publisher=Bullfrog Productions |issue=4 |date=1997 |page=3 |title=Bullfrog Gameology |location=Guildford}}</ref> Despite this, Electronic Arts was willing to publish the game.<ref name="History"/> Molyneux did not expect it to be successful,<ref name="ChairPM"/> yet in 1989, the game received 10 awards, and another 12 the following year, with sales reaching one million copies.<ref name="Gameology"/> It ultimately sold four million copies.<ref name="History"/> Edgar took note of the game's success and gave developers such as [[Imagineer (Japanese company)|Imagineer]] licences to create ports for platforms such as the [[Super Nintendo Entertainment System]] (SNES) and [[Sega Mega Drive]], which enabled the game to gain traction in Japan.<ref name="Profile">{{cite magazine |magazine=[[Retro Gamer]] |publisher=[[Imagine Publishing]] |location=Bournemouth |issn=1742-3155 |title=Kings of the God Game |pages=52–57 |issue=43}}</ref><ref>{{cite web |title=The Making Of: Populous |url=https://www.nowgamer.com/the-making-of-populous/ |website=NowGamer |access-date=25 September 2017 |date=27 January 2009 |url-status=dead |archive-url=https://web.archive.org/web/20170925083910/https://www.nowgamer.com/the-making-of-populous/ |archive-date=25 September 2017 |df=dmy-all }}</ref> After ''Populous'', Bullfrog moved into the [[Surrey Research Park]] in Guildford and had around 20 employees.<ref name="History"/> Bullfrog was starting to gain a reputation, so people started to want to work for the company.<ref name="ChairPM"/> Molyneux searched for staff himself, and employed artists and programmers.<ref name="ChairPM" /> He travelled to universities, including [[Cambridge University|Cambridge]], where he offered computer scientists and banks the chance to come to the gaming industry.<ref name="ChairPM"/> Bullfrog's ''[[Powermonger]]'' was developed as a result of pressure from Electronic Arts for a follow-up to ''Populous''. and was released in 1990.<ref name="History" /><ref name="Legacy" /> The game won multiple Best Strategy Game awards,<ref name="Gameology" /> including one from ''[[Computer Gaming World]]'' (as did ''Populous'').<ref name="Legend" /> The direct sequel to ''Populous'', ''[[Populous II: Trials of the Olympian Gods]]'', was released the following year and sold over a million copies.<ref name="History" /><ref name="Legacy" /> In late 1993, Bullfrog worked with researchers from the [[University of Surrey]], who were nearby their offices, to study the movement and behaviour of underwater life so Bullfrog could reproduce it in the game ''[[Creation (video game)|Creation]]''.<ref name="JSBullfrog"/> By the mid-1990s, Bullfrog had become well known for innovation and quality.<ref name="FunTime">{{cite magazine |magazine=Edge |publisher=[[Future plc]] |title=Funtime at Bullfrog |department=Prescreen |pages=37–43 |issue=4 |date=January 1994 |issn=1350-1593 |location=Bath}}</ref><ref name="Bullfrog95"/> A 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."<ref>{{cite magazine |title=EA Kisses a Frog |magazine=[[GamePro]] |issue=69 |publisher=[[International Data Group|IDG]] |date=April 1995 |page=[https://archive.org/details/GamePro_Issue_069_April_1995/page/n154 147] |issn=1042-8658 |url=https://archive.org/details/GamePro_Issue_069_April_1995 |access-date=12 June 2017}}</ref> The same year, ''[[Next Generation (magazine)|Next Generation]]'' similarly asserted that "Bullfrog has earned a reputation as one of the most consistently innovative and imaginative development teams in the world."<ref>{{cite magazine |title=75 Power Players |magazine=[[Next Generation (magazine)|Next Generation]] |issue=11 |publisher=[[Imagine Media]] |date=November 1995 |page=51 |issn=1078-9693 |url=https://archive.org/details/nextgen-issue-011 |access-date=12 June 2017 |url-status=live |archive-url=https://web.archive.org/web/20170318221413/https://archive.org/details/nextgen-issue-011 |archive-date=18 March 2017 |df=dmy-all}}</ref> In July 1995, ''[[Edge (magazine)|Edge]]'' stated that Bullfrog had "an unparalleled reputation for quality and innovation",<ref name="Bullfrog95"/> and by that year, Bullfrog were "rightly considered one of the most innovative in the world", according to ''[[GamesTM]]''.<ref>{{cite magazine |magazine=[[GamesTM]] |issue=80 |page=166 |title=Developer Profile Lionhead Studios |issn=1478-5889}}</ref> In 1994, three games were in development: ''[[Creation (video game)|Creation]]'', ''[[Theme Park (video game)|Theme Park]]'', and ''[[Magic Carpet (video game)|Magic Carpet]]''. Bullfrog focused on implementing multiplayer in all three games; Molyneux believed that multiplayer was more important than the [[compact disc]] (CD) format.<ref name="FunTime"/> ''Theme Park'' and ''Magic Carpet'' were released that year,<ref name="Gameology"/> the latter being the best-selling CD game that Christmas and winning Game of the Year awards in the United Kingdom and Germany.<ref name="Gameology"/> ''Theme Park'' proved popular in Japan and was a best-seller in Europe.<ref name="Legend"/><ref>{{cite magazine|date=October 1995|title=Theme Park|url=https://archive.org/details/mean-machines-sega-magazine-36|url-status=live|department=Saturn Preview|magazine=Mean Machines Sega|location=Peterborough|publisher=[[Emap International Limited]]|issue=36|pages=[https://archive.org/details/mean-machines-sega-magazine-36/page/n41 42], 43|issn=0967-9014|archive-url=https://web.archive.org/web/20190331182654/https://archive.org/details/mean-machines-sega-magazine-36|archive-date=31 March 2019|access-date=11 June 2017}}</ref> During the development of ''Theme Park'', artist [[Gary Carr (video game developer)|Gary Carr]] left Bullfrog following a disagreement with Molyneux on the game: Molyneux wanted gaily coloured graphics that would appeal to the Japanese market, but Carr disapproved, believing it would not work.<ref name="Legacy" /><ref>{{cite web |author1=Julian Benson |title=How the makers of Theme Hospital made hospital wards and diseases funny |url=https://www.pcgamesn.com/theme-hospital/theme-hospital-peter-molyneux-making-of |website=PCGamesN |access-date=31 July 2017 |date=29 June 2017 |url-status=live |archive-url=https://web.archive.org/web/20170731233711/https://www.pcgamesn.com/theme-hospital/theme-hospital-peter-molyneux-making-of |archive-date=31 July 2017 |df=dmy-all}}</ref> Carr joined [[The Bitmap Brothers]], returning to Bullfrog in 1995 to work on ''[[Dungeon Keeper]]'', although he ended up working as the lead artist on ''[[Theme Hospital]]'' instead.<ref name="THMaking">{{cite magazine |magazine=[[Retro Gamer]] |publisher=[[Imagine Publishing]] |location=Bournemouth |issn=1742-3155 |title=The Making of Theme Hospital |pages=46–51 |issue=130 |date=June 2014}}</ref> In November 1994, Bullfrog began development for ''Dungeon Keeper''.<ref>{{cite book |author1=Melissa Tyler |author2=Shin Kanaoya |title=Bullfrog's Official Guide to Dungeon Keeper |date=1997 |publisher=Prima Publishing |isbn=978-0-7615-0714-7 |page=264 |chapter=Keeper Chronology}}</ref> By then, the company had been approached many times to develop games around film licences.<ref name="Audience94">{{cite magazine |magazine=Edge |publisher=[[Future plc]] |issue=14 |date=November 1994 |pages=98–101 |issn=1350-1593 |title=An Audience With Peter Molyneux |department=Interview |location=Bath}}</ref> [[McDonald's]] approached Bullfrog at some point for a joint game venture.<ref name="Audience94" /> By mid-1995, Bullfrog was focused on [[Artificial intelligence (video games)|artificial intelligence]] (AI) and had a dedicated AI team working at its offices.<ref name="Bullfrog95" /> Two AI techniques, Personality Mapping and Skeletal Mapping, were developed.<ref name="Bullfrog95" /> === Acquisition by Electronic Arts and Molyneux's departure (1995–1998) === According to Edgar, Bullfrog began merger talks with Electronic Arts in 1993.<ref name="History"/> To get the best deal, he believed Bullfrog should also talk with other companies such as [[Sony]] and [[Virgin Interactive|Virgin]].<ref name="History"/> He explained that Electronic Arts was the obvious choice as Bullfrog already had a positive relationship with them.<ref name="History"/> According to Molyneux, Bullfrog received numerous offers expressing interest in purchasing the company. The offers were not taken seriously until major companies, such as Electronic Arts and [[Philips]], made contact; it was then thought that the acquisition by one of these companies would be inevitable.<ref name="ChairPM"/> Bullfrog was bought by Electronic Arts in early January 1995.<ref>{{cite web |access-date=13 April 2008 |url=http://www.allbusiness.com/electronics/computer-equipment-personal-computers/7089474-1.html |title=Electronic Arts to acquire leading European software developer, Bullfrog Productions Ltd. |publisher=AllBusiness |date=6 January 1995 |author= <!--not stated--> |url-status=dead |archive-url=https://web.archive.org/web/20081205001756/http://www.allbusiness.com/electronics/computer-equipment-personal-computers/7089474-1.html |archive-date=5 December 2008}}</ref> The rumored price of the acquisition was $44 million(£29 million).<ref>{{cite web|first=Michael|last=Foster|url=https://www.newspapers.com/clip/99178270/the-observer/|title=Britain faces game drain|newspaper=[[The Observer]]|page=38|date=March 5, 1995|access-date=April 6, 2022|via=[[Newspapers.com]]}}</ref> By this time, the studio's staff count had risen from 35 to 60 and the acquisition allowed it to grow to 150 people within months.<ref name="ChairPM"/> Molyneux became a vice-president of Electronic Arts and head of their European branch.<ref name="ChairPM"/><ref name="Kotaku">{{cite web |author1=Jason Schreier|author-link=Jason Schreier|title=The Man Who Promised Too Much |url=http://kotaku.com/the-man-who-promised-too-much-1537352493 |website=Kotaku |access-date=11 June 2017 |date=11 March 2014 |url-status=live |archive-url=https://web.archive.org/web/20160120201511/http://kotaku.com/the-man-who-promised-too-much-1537352493 |archive-date=20 January 2016}}</ref> Edgar became the vice-president of the European branch and Bullfrog's [[chairman]].<ref>{{cite web |title=PRESS RELEASE Mr. LES EDGAR |url=http://www.lincolnbeasley.co.uk/press_releases/les_edgar/documents/press_release_les_edgar_profile.htm |archive-url=https://web.archive.org/web/20051223085718/http://www.lincolnbeasley.co.uk/press_releases/les_edgar/documents/press_release_les_edgar_profile.htm |archive-date=23 December 2005 |website=Lincoln Beasley |access-date=12 June 2017}}</ref> He described Bullfrog becoming part of a multinational company as "a very big change" and worked for Electronic Arts to assist with the transition.<ref name="Audience99">{{cite magazine |magazine=Edge |publisher=[[Future plc]] |issn=1350-1593 |department=Audience |pages=120–125 |issue=74 |date=August 1999 |title=An Audience With Les Edgar |location=Bath}}</ref> Although Molyneux had said that Bullfrog's products would not suffer as a result of Electronic Arts' purchase,<ref>{{cite magazine |last=Ramshaw |first=Mark James |title=Generator |magazine=[[Next Generation (magazine)|Next Generation]] |issue=17 |publisher=[[Imagine Media]] |date=May 1996 |page=28 |issn=1078-9693}}</ref> the number of games in development meant that there was less time to refine them (despite the company's growth rate), affecting their quality.<ref name="Legend"/> After the release of ''Magic Carpet'' in 1994, seven games were in development: ''Magic Carpet 2'', ''Theme Hospital'', ''The Indestructibles'', ''Syndicate Wars'', ''Gene Wars'', ''Creation'', and ''Dungeon Keeper''.<ref name="Legend"/> After Electronic Arts' purchase, Molyneux was told to release a game, namely ''Magic Carpet 2'' or ''Dungeon Keeper'', within six weeks.<ref name="Legend"/> Neither was near completion, so to appease Electronic Arts, ''[[Hi-Octane]]'' was created.<ref name="Legend"/><ref name="Legacy">{{cite magazine |url=https://archive.org/stream/RetroGamerIssue107-110/Retro_Gamer_Issue_110#page/n59/mode/2up |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> It had a rushed development and no name by July 1995.<ref name="Legend"/><ref name="Legacy"/><ref name="Bullfrog95">{{cite magazine |magazine=Edge |publisher=[[Future plc]] |issue=22 |date=July 1995 |pages=25–27 |issn=1350-1593 |title=Bullfrog |location=Bath}}</ref> Molyneux explained that Bullfrog's games were normally original, and they were not concerned about them being copied, but the project was "a little derivative", which was why it was kept secret—even Edgar was not informed of the project at first.<ref name="Legend"/><ref name="Bullfrog95"/> Around this time, Bullfrog had a reputation for having largely ignored [[History of video game consoles (fourth generation)|16-bit game consoles]], and ''Syndicate Wars'' was the company's first title originally developed for a console—the [[PlayStation (console)|PlayStation]].<ref name="Bullfrog95"/> As Molyneux had been made vice-president of Electronic Arts, his corporate role and responsibility increased considerably and he began making frequent trips to San Francisco.<ref name="Kotaku"/><ref name="ChairPM"/> Over time, he grew increasingly frustrated with the position and wished to return to game development.<ref name="Legend"/> In July 1996, Molyneux decided to resign from Bullfrog to focus on game design, rather than become a mere employee.<ref name="Legend"/><ref name="House">{{cite magazine|date=June 1997|title=Welcome to the House of Molyneux|magazine=PC Gamer UK|publisher=Future Publishing|issue=44|pages=74, 75|issn=1470-1693}}</ref><ref name="Audience97">{{cite magazine|date=July 1997|title=An Audience With Peter Molyneux|department=audience|magazine=Edge|location=Bath|publisher=[[Future plc]]|issue=47|pages=22–27|issn=1350-1593}}</ref> In response, Electronic Arts banned him from its offices, forcing him to move development of ''Dungeon Keeper'' to his house.<ref name="DKMaking"/> Molyneux speculated that this was because Electronic Arts feared that he would take people with him.<ref name="ChairPM"/> He decided to leave as soon as ''Dungeon Keeper'' was finished and 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."<ref name="House"/> He also said that Electronic Arts had been "unbelievably patient"<ref name="House"/> and thanked vice-president Mark Lewis for campaigning for ''Dungeon Keeper''{{'}}s completion.<ref name="Words">{{cite book |author1=Melissa Tyler |author2=Shin Kanaoya |title=Bullfrog's Official Guide to Dungeon Keeper |date=1997 |publisher=Prima Publishing |isbn=978-0-7615-0714-7 |pages=252–263 |chapter=Brief Words from the Dark Creator-Overlords}}</ref> Molyneux's planned departure was his motivation to make ''Dungeon Keeper'' good.<ref name="Words"/> He believed that he would enjoy being an executive but said that it was "an utter nightmare".<ref name="House"/> Shortly after his departure, Molyneux said he still had feelings for Bullfrog and wished them success.<ref name="House"/><ref name="Audience97" /> Despite his dissatisfaction with the corporate aspects of being vice-president, Molyneux said that he had learned "an enormous amount".<ref name="Drunk">{{cite web |author1=Alex Osborn |title=Peter Molyneux Departed Bullfrog Over a Drunken Email |url=http://uk.ign.com/articles/2017/04/04/peter-molyneux-departed-bullfrog-over-a-drunken-email-a-ign-unfiltered |website=IGN |access-date=14 June 2017 |date=4 April 2017 |archive-url=https://web.archive.org/web/20191002112243/https://uk.ign.com/articles/2017/04/04/peter-molyneux-departed-bullfrog-over-a-drunken-email-a-ign-unfiltered |archive-date=2 October 2019 |url-status=live }}</ref> In 2017, he revealed that his resignation was the consequence of his, and technical director Tim Rance's, drunkenness. He said he would take his resignation email back if he could.<ref name="Drunk"/> Around this time, as Electronic Arts increased control over Bullfrog.<ref>{{cite web |author1=Chris Higgins |title=Bullfrog 'stopped being the same' after EA takeover |url=https://www.pcgamesn.com/bullfrog-and-lionhead-devs-recount-the-fall-of-british-gaming-at-egx-retrospective |website=PCGamesN |access-date=14 June 2017 |date=9 April 2016 |url-status=live |archive-url=https://web.archive.org/web/20160923134104/http://www.pcgamesn.com/bullfrog-and-lionhead-devs-recount-the-fall-of-british-gaming-at-egx-retrospective |archive-date=23 September 2016}}</ref> [[Mark Healey]] (the lead artist for ''Dungeon Keeper'')<ref name="DKMaking" /> stated that the company "felt more like a chicken factory" after Electronic Arts' takeover and compared it to being assimilated by the [[Borg]].<ref name="History" /><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> [[Glenn Corpes]] (an artist for ''Fusion'' and ''Populous'')<ref name="Progress"/> stated that he was not surprised at Molyneux's departure.<ref name="ChairGC">{{cite magazine |magazine=[[Retro Gamer]] |publisher=[[Imagine Publishing]] |location=Bournemouth |issn=1742-3155 |title=In The Chair With Glenn Corpes |pages=92–97 |issue=160 |date=October 2016}}</ref> Another employee believed that working for Bullfrog had become "a job" and that the company had lost its innovation.<ref name="History"/> In 2008, Electronic Arts' president [[John Riccitiello]] corroborated these sentiments by admitting that their "dictatorial managerial approach" had suppressed Bullfrog's creativity.<ref>{{cite web |title=EA chief: We killed Bullfrog |url=http://www.bcs.org/content/conWebDoc/17440 |website=BCS |access-date=14 June 2017 |date=13 February 2008 |archive-url=https://web.archive.org/web/20170706050106/http://www.bcs.org/content/conWebDoc/17440 |archive-date=6 July 2017 |url-status=dead }}</ref> Sean Cooper (the designer of ''Syndicate'')<ref name="History"/> said that if he could travel back in time, he would probably force Molyneux to refrain from selling Bullfrog to Electronic Arts. He described the period of resignations following Molyneux's departure as "such a horrible time".<ref name="Destroy">{{cite web |author1=Jason Schreier |author-link=Jason Schreier|title=One Explanation Behind EA 'Destroying' Bullfrog |url=https://kotaku.com/one-explanation-behind-ea-destroying-bullfrog-1548092283 |website=Kotaku |access-date=1 October 2017 |date=20 March 2014 |url-status=live |archive-url=https://web.archive.org/web/20171001213715/https://kotaku.com/one-explanation-behind-ea-destroying-bullfrog-1548092283 |archive-date=1 October 2017 |df=dmy-all}}</ref> Molyneux believed that Electronic Arts had good intentions for Bullfrog, saying that "they just wanted to make it nicer" and putting the company's effects on Bullfrog down to "love abuse".<ref name="Destroy"/> When ''Dungeon Keeper'' was nearing its completion in 1997, Molyneux, Rance, and [[Mark Webley]] (the project leader for ''Theme Hospital'')<ref>{{cite magazine|date=1996|title=Hospital Update|magazine=Bullfrog Bulletin|location=Guildford|publisher=Bullfrog Productions|issue=3|page=11}}</ref> founded a new company, [[Lionhead Studios]], that July.<ref name="ChairPM" /><ref name="BWIntro">{{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=4, 5 |chapter=Introduction}}</ref> By the time the studio's first game, ''[[Black & White (video game)|Black & White]]'', was released, Bullfrog employees such as Healey, Andy Bass (an artist who had worked on ''Theme Hospital''),<ref name="BTSTH" /> [[Russell Shaw (composer)|Russell Shaw]] (the composer for various titles),<ref name="FunTime" /> James Leach (Bullfrog's script writer),<ref name="THMaking" /> Paul McLaughlin (who worked on ''Creation''),<ref>{{cite magazine |magazine=Bullfrog Bulletin |issue=3 |date=1996 |title=Water, Water Everywhere... |pages=15–17 |publisher=Bullfrog Productions |location=Guildford}}</ref> and Jonty Barnes (a programmer who had worked on ''Dungeon Keeper'')<ref name="Words"/> had joined Lionhead.<ref>{{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> Healey stated that, because of his dissatisfaction at Bullfrog, he was happy to follow Molyneux and became Lionhead's first artist.<ref name="ChairMH"/> Also in 1997, Mike Diskett (the project leader, lead programmer, and lead designer of ''Syndicate Wars''),<ref>{{cite magazine |magazine=Edge |publisher=[[Future plc]] |issue=31 |date=April 1996 |pages=42–45 |issn=1350-1593 |title=Bullfrog |department=Prescreen |location=Bath}}</ref><ref>{{cite magazine |magazine=[[Retro Gamer]] |publisher=[[Imagine Publishing]] |location=Bournemouth |issn=1742-3155 |title=A Moment With Mike Diskett |page=16 |issue=136}}</ref><ref name="Finish">{{cite magazine |magazine=Bullfrog Bulletin |issue=4 |title=How to finish a game |pages=10, 11 |date=1997 |publisher=Bullfrog Productions |location=Guildford}}</ref> Finn McGechie (the lead artist for ''Magic Carpet''),<ref>{{cite magazine |magazine=[[PC Gamer]] |publisher=[[Future plc]] |issn=1470-1693 |title=Now that's MAGIC! |issue=9 |date=August 1994 |pages=42–50 |location=Bath |volume=1}}</ref> and Guy Simmons left to found [[Mucky Foot Productions]], with Carr joining them the following year.<ref>{{cite web |author1=Kieran Gillen |title=The Rise and Fall of the Mucky Foot |url=http://www.escapistmagazine.com/articles/view/video-games/issues/issue_146/4839-Footprints |website=The Escapist |access-date=8 June 2022 |date=22 April 2008 |url-status=dead |archive-url=https://web.archive.org/web/20170731023720/http://www.escapistmagazine.com/articles/view/video-games/issues/issue_146/4839-Footprints |archive-date=31 July 2017 |df=dmy-all}}</ref><ref name="Legacy" /> Other notable people at Bullfrog around the mid-1990s include Simon Carter (the lead programmer for ''Dungeon Keeper''),<ref name="DKMaking" /> Richard Reed (the project leader for ''Gene Wars''),<ref name="Finish" /> Mike Man (the lead artist for ''Syndicate Wars''),<ref>{{cite magazine |magazine=Bullfrog Bulletin |issue=3 |title=Syndicate Wars |pages=4–7 |date=1996 |publisher=Bullfrog Productions |location=Guildford}}</ref> Alan Wright (the project leader and lead programmer for ''Magic Carpet 2''),<ref name="MC2">{{cite book |title=Magic Carpet 2 Playguide |date=1995 |author=Bullfrog |edition=PC |publisher=Electronic Arts |location=Slough |chapter=Credits |page=27}}</ref> and Eoin Rogan (the lead artist for ''Magic Carpet 2'').<ref name="MC2" /> === Post-Molyneux, final years, and closure (1998–2001) === In 1998, two games were released: ''Theme Aquarium'', and ''Populous: The Beginning''.<ref name="Legacy"/> ''Theme Aquarium'' was an attempt to "cross barriers" between the United Kingdom and Japan. Edgar explained that Bullfrog was 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.<ref name="Audience99"/> A small group was set up to do this.<ref name="Audience99"/> ''Theme Aquarium'' was released as a ''Theme'' game in Japan only; western releases removed the Bullfrog branding.<ref name="Legacy"/> As of 2012, many ex-Bullfrog employees were unfamiliar with the game.<ref name="Legacy"/> Shortly before Molyneux's departure, Bullfrog announced that the games then in development may be the final ones released for [[MS-DOS]]. It was "quite likely" that all future games would be [[Microsoft Windows|Windows]]-only.<ref name="Windows95">{{cite magazine |magazine=Bullfrog Bulletin |issue=4 |date=1997 |title=What's With Windows 95? |publisher=Bullfrog Productions |location=Guildford |page=12}}</ref> The reason for the change in platform focus was so Bullfrog could create games with Windows in mind and use "powerful features" (such as [[3D acceleration]]), which were difficult to use with MS-DOS.<ref name="Windows95"/> In 1999, ''[[Theme Park World]]'' and ''[[Dungeon Keeper 2]]'' were released.<ref name="Legacy"/> Most of ''Theme Park World''{{'}}s development team came from [[Mindscape (company)|Mindscape]]—they were brought to Bullfrog wholesale.<ref name="Legacy"/> Bullfrog worked with its sister company [[Maxis]] to release ''Theme Park World'' in North America under their ''[[List of Sim video games|Sim]]'' brand as ''Sim Theme Park'' to further establish itself in the region.<ref>{{cite web |author1=James Fudge |title=Theme Park World Gets North American Name Change |url=http://www.cdmag.com:80/articles/021/185/tpw_name.html |website=Computer Games Magazine |access-date=13 September 2017 |archive-url=https://web.archive.org/web/20030709114703/http://www.cdmag.com/articles/021/185/tpw_name.html |date=7 August 1999 |archive-date=9 July 2003 |url-status=dead |df=dmy-all}}</ref> ''Theme Resort'', a ''Theme'' game based around holiday islands, was cancelled and its team reallocated to ''Theme Park World''.<ref name="Legacy"/> ''Dungeon Keeper 2'' had a new development team led by Nick Goldsworthy,<ref name="DKMaking"/> previously an assistant producer for ''Theme Park'' at Electronic Arts.<ref>{{cite book |title=Theme Park Manual |date=1994 |author=Bullfrog |edition=PC |publisher=Electronic Arts |location=Slough |chapter=Credits |page=77}}</ref> During the development, Colin Robinson was interviewed for the role of Bullfrog's [[chief technical officer]],<ref name="ChairGC"/> and helped the project succeed.<ref name="DKMaking"/> In 2016, Glenn Corpes speculated that Electronic Arts did not understand Molyneux's role at Bullfrog and thought he was in charge of everything and that Electronic Arts' response to his departure would be to install managers. In fact, he focused on one game at a time, and let others carry out their work.<ref name="ChairGC"/> In mid-1999, Edgar stepped down as chairman.<ref name="Audience99"/> He was succeeded as managing director by Bruce McMillan of Electronic Arts' Canadian studios.<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> Corpes left to found the studio [[Lost Toys]] with Jeremy Longley (who had worked on ''Theme Hospital'', ''Syndicate Wars'', and ''Populous III'') and Darren Thomas (who had worked on ''Dungeon Keeper'' and ''Magic Carpet 2'', and was the lead artist on ''Theme Park World''),<ref name="ChairGC" /><ref>{{cite magazine |magazine=Edge |publisher=[[Future plc]] |issn=1350-1593 |department=Audience |pages=107–111 |issue=71 |date=May 1999 |title=An Audience With Lost Toys |location=Bath}}</ref> which Edgar supported financially.<ref name="Audience99" /> Corpes stated that he was inspired by Mucky Foot Productions running its own affairs and that it was "quite embarrassing to still be working for the Borg".<ref name="InsideLT">{{cite magazine |magazine=Edge |publisher=[[Future plc]] |title=Inside... Lost Toys |pages=38–42 |issue=107 |date=February 2002 |issn=1350-1593 |location=Bath}}</ref> He also said that Lost Toys was partially his take on what Bullfrog was.<ref>{{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> Alex Trowers (a designer who had worked on ''Syndicate'' and ''Powermonger'') believed that Bullfrog had become too corporate after Electronic Arts' takeover and left for Lost Toys to return to "making games for the sake of making games", rather than to satisfy shareholders.<ref name="InsideLT"/> In August 1999, Electronic Arts appointed Ernest Adams as the lead designer of the fourth instalment in the ''Populous'' series, ''Genesis: The Hand of God''.<ref name="DK3Story"/> Bullfrog's management had concerns about its similarity to Lionhead Studios' ''Black & White'' and cancelled the project.<ref name="DK3Story"/> Adams then became the lead designer on ''[[Dungeon Keeper 3]]''.<ref name="DK3Story"/> As ''Dungeon Keeper 2'' did not perform as well as hoped, the team were instructed to make the third game more accessible. Development began in November 1999,<ref name="DK3Story"/> but Electronic Arts' focus was changing.<ref name="DKMaking"/> It was in negotiation with [[J. K. Rowling]] and [[New Line Cinema]] for licences to ''Harry Potter'' and ''The Lord of the Rings'', respectively.<ref name="DK3Story"/> Electronic Arts saw a profitable opportunity and, in March 2000, cancelled ''Dungeon Keeper 3'' in favour of those franchises,<ref name="DK3Story"/> although its cancellation was not officially announced until August.<ref>{{cite web |author1=Sam Parker |title=Dungeon Keeper 3 Cancelled |url=http://www.gamespot.com/articles/dungeon-keeper-3-cancelled/1100-2610618/ |website=GameSpot |access-date=15 June 2017 |date=1 August 2000 |url-status=live |archive-url=https://web.archive.org/web/20150927063729/http://www.gamespot.com/articles/dungeon-keeper-3-cancelled/1100-2610618/ |archive-date=27 September 2015}}</ref> Bullfrog moved to [[Chertsey]] in 2000 and went through "a quiet patch" for the remainder of the year.<ref>{{cite magazine |magazine=[[PC Zone]] |publisher=[[Dennis Publishing]] |issn=0967-8220 |pages=158–161 |issue=89 |date=May 2000 |title=The World According To Bullfrog |location=London}}</ref> The final game under the Bullfrog brand, ''[[Theme Park Inc]]'', was released in 2001.<ref name="Legacy"/> 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.<ref name="Legacy"/> What remained of Bullfrog was then merged into EA UK.<ref name="History"/> Molyneux stayed with Lionhead Studios until the formation of [[22cans]] in 2012.<ref name="Legacy" /> Edgar had some involvement with the gaming industry since Bullfrog but eventually left for the [[automotive industry]].<ref name="History" /><ref>{{cite web|last=Porter|first=Will|title=PC Feature: 30 in 30: Bullfrog Productions – ComputerAndVideoGames.com|url=http://www.computerandvideogames.com/326139/features/30-in-30-bullfrog-productions/|archive-url=https://web.archive.org/web/20140108104358/http://www.computerandvideogames.com/326139/features/30-in-30-bullfrog-productions/|archive-date=8 January 2014|access-date=15 June 2017|work=[[Computer and Video Games]]|publisher=[[Future Publishing]]}}</ref> In August 2009, Electronics Arts were considering revising some of Bullfrog's games for then current systems.<ref>{{cite web |url=http://www.bit-tech.net/news/gaming/2009/08/11/ea-looking-to-revive-classic-bullfrog-games/1 |author=Joe Martin |date=11 August 2009 |title=EA looking to revive classic Bullfrog games |publisher=[[Dennis Publishing Limited]] |access-date=26 March 2010 |url-status=live |archive-url=https://web.archive.org/web/20100325205831/http://www.bit-tech.net/news/gaming/2009/08/11/ea-looking-to-revive-classic-bullfrog-games/1 |archive-date=25 March 2010}}</ref>
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