Oct 222013
 

Edge published an article in their new series “Lost” covering the inception and ultimate halt of two Oddworld Inhabitants projects that never made it into production: Hand of Odd and Citizen Siege.
“The Hand of Odd was aiming to have an industrial class that followed the prevailing RTS paradigm, but while competing against an opposition indigenous class that harnessed its power not from the depletion of the environment, but from nurturing its growth, then harnessing its life force as a means to power an offense/defense system. Metaphorically speaking, a classic war zone that allows a Rupert Sheldrake vs Richard Dawkins war of ideologies.”

“Citizen Siege was based in a near future where the policies of recent White House administrations continued onward unabated; ultimately landing us in a dark totalitarian landscape where people have been reduced to pure commodity. In this world, your healthy tissue is used as collateral against financial debt, and if you sink low enough, you can be ‘re-possessed’ piece by piece.”

Read the full article and look at some new never-before seen concept art for both properties at Edge-Online.
Oct 212013
 
In a recent interview with Polygon, Lorne Lanning talked about the obstacles larger game developers face when striving to inject their games with more meaningful content, who are prohibited by the current market push towards big budgeted games.
Marketing and sales departments that are focused on sizable returns for their huge product investments are less concerned with meaning and more concerned with sales results. So the least likely place we should expect to see more subtly influential, deeper content is from those products with the highest budgets and greatest focus on ‘must have massive audience consumption results.’
“When content is deeper and more meaningful, then you can still create highly digestible and widely consumable entertainment products. Or, you can make Britney Spears albums. The games industry has more Britney Spears-class content than Pink Floyd. We just always aimed to deliver more of the later.
Polygon

This analogy was echoed from earlier last month in DICE 2013 London, during Lanning’s presentation “Properties for the Apocalypse”.