Lorne Lanning
answers a few questions from the fans in 2003.
1. Oddworld hasn't released any information
about the next game except for the Discovery Channel's "X
Factor" show in June. Why? We don't even know the title
or release date?
LL: There has not been a set release date.
We will make the announcement when we have agreed on the exact
date with the publisher. It is safe to say sometime in 2004,
but the exact time window hasn't been worked out. Also, there
are times when the best strategy in creating a new game is
to keep it quiet until as late as possible. Some people felt
that we "over hyped" Munch and they criticized the
game unfairly as a result. We would see magazine scores that
said, "we rated the score lower than we would have because
of the previous hype and we expected something different."
Nothing is more unfair to a newly released product than judging
it on anything but its own merit. To give a game a lower score
because the reviewer expected something different is totally
lame and we will not allow this to happen on our new game.
This game will be fresh, there will not be years of previous
hype expectations built up, and when it releases it will be
judged on the merit of how good it is. Not on how well it
compared to the hype.
2. How does the next game fit into the Oddworld Quintology?
What happened to the original plan of the Oddworld Quintology,
and why didn't OWI just continue the previously announced
plans to make Munch's Exoddus?
LL: The next game does take place on the
Oddworld landscape, but it is not part of the Quintology.
It is happening in the same mythos timeline as the Quintology
unfolds, but it focuses on different characters with different
issues and different play styles. We chose to build an entirely
new engine, we chose to create a new cast, we had many new
members on the team, and we wanted a clean slate to create
something great that would maximize our studios capability
while allowing us more creative freedom in the meantime. If
we chose to do Munch or Abe again at this point, it would
have been more narrowing for us on the creative front and
would have labeled us the "Abe and Munch company",
which we are not. We are much more than that. So we took the
opportunity to experiment with new play mechanics and play
styles on this next title. The Oddworld signature is all over
this game but we are also giving birth to something new and
innovative in a market that is flooded with sequels and licenses.
Abe and Munch and the Quintology will be back, in the meantime
we have something new up our sleeve.
3. Do you think that the Oddworld
games to date have become progressively more worldly and less
"Oddworldly"? (There are concerns that real world
elements compromise the fantasy element of Oddworld games,
i.e. pork and beans, Sobe, chickens.)
LL: The first question asked in this interview
was "Why are you not releasing any info about the new
game?" Question #3 now states concern over the tiny info
that has been released. So this question is the perfect example
as to why we aren't talking about the new game yet. Anything
we say we are held accountable to and managing that takes
energy. We'd rather keep our energies and our focus on building
a great game and not on managing expectations externally.
Do I think that we're getting less "Oddworldly?"
No, I don't. We have always been about taking very real and
horrific human conditions and dilemas and translating them
into our virtual universe. We take the worst of earthly circumstances
and make fun of them while also retaining deep meaningful
subtext. Sometimes people identify more with characters that
have some trace of something they recognize. The "Clakkerz"
(chicken like characters you mention) are intended to be annoying
and funny in the game, and so we wanted to have fun with them
in this respect and we felt that worldly chickens where quite
annoying and funny and we wanted to play off of that familiarity
while placing them into a completely unique context. Yet,
our new hero is much less earthly than Abe was. So while some
characters and moments might seem more normal now, others
are far less normal than before. It's my goal to make sure
that Oddworld is difficult for anyone to pigeon hole into
a single theme. We're a creative company and we want to exercise
our full abilities.
4. Is OWI trying to get away from the
types of characters its games are famous for featuring ("wimpy,"
race-saving heroes), and if so, why? Oddworld heroes are not
the muscle bound super heroes one wishes to be but the poor
schmucks that we already are. How does STEEF fit into this
conceptual theme?
LL: No, we're not trying to get away from
this. It's just not the only trick up our sleeve when creating
heroes. Not all of our heroes will be small and weak on the
outside. Abe and Munch were weak on the outside but strong
on the inside, Stranger (new hero who is a "steef"
by species) is strong on the outside but is confronting his
weaknesses on the inside. It's a viable twist that is still
true to the brand. His is a different journey that unfolds
and relies on different strengths. Ultimately, we're creating
a portfolio of heroes that have different play mechanics and
that can, in time, play off of all the others. Stranger's
play mechanics are a complete twist from those of the previous
heroes of Oddworld, and thus it's giving us a wider range
to work from while still being completely unique for the industry
and true to the brand.
5. What's in store for Oddworld
in 2004?
LL: We'll see the completion of Oddworld
Stranger's Wrath and the start of a couple of more projects
that utilize our latest technology and cast. We've built an
incredible engine and we want to get more games out to our
fans without them having to wait for two years. We'd like
to release a game a year. We also hope to have some really
exciting news to release in 2004 about Oddworld in general,
but it's too early to touch upon any details.
6. What do you want for Christmas this year?
LL: A VACATION!!! ... but I doubt that I'll
be getting it.