In an interview with VG247, Lorne Lanning declared that the upcoming New â€˜nâ€™ Tasty is â€œnot a HD remakeâ€, denouncing the term â€œHD remakeâ€ as it is currently used in the games industry on the grounds that it is usually used to describe older games being ported over and adjusted to work on new platforms. In the interview, Lanning also had some harsh words for the industryâ€™s publisher-developer system:
â€œFuck that business. I donâ€™t want to play with that business, because it was a losing business,â€ he lamented. â€œI just donâ€™t want to go back and play the old [publisher] game. Iâ€™d rather not make games than go fucking be a slave for public companies who care more about their shareholders than they do about their customers.
The interview also covers Oddworld Inhabitantsâ€™ relationship with Sony; the studioâ€™s willingness to ask fans what game they would like to see made; and the resurgence in popularity of 2D platformers.
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.
Oddworld creator Lorne Lanning is set to host a keynote at next monthâ€™s DICE Europe 2013 summit. The event, hosted in London from 24 – 25 September, features a lineup of various big names in the gaming industry, including 22 Cansâ€™ Peter Molyneux, EA Chief Creative Director Richard Hilleman, and Crytek CEO Cevat Yerli. Lanningâ€™s keynote, titled â€œProperties for the Apocalypseâ€, is described on the Oddworld.com blogÂ as:
[taking]Â attendees on a journey across the macro intent of his studios historic design ambitions, their experiments in resonating with an increasingly disillusioned audience, why itâ€™s a blessing that retail is dying, how increasingly fractured leisure time is changing the studios design focus, and why self-published indies have faith in embracing a new messiah model
The blogpost also mentions that the event will be streamed and will also be recorded, so donâ€™t panic if you wonâ€™t be in London next month.
The panel was aimed towards students planning to enter the game development field and in it Lorne discusses together with four other game developers, what game designers, in particular graphical artists, need to prepare themselves for as they enter the games industry.
At the start of February, The Electronic PlaygroundÂ invited Lorne Lanning to be a guest on theirÂ podcast Vicâ€™s BasementÂ to talk about Oddworld (Lorneâ€™s section begins around the 4:25 mark).
When asked how he has endured in the industry for so long compared to other developers, Lanning explains that he first became interested in the industry because of the possibilities it held; and those possibilities still interest him even now. Â At several points Lanning talks about how â€œOddworld 2.0â€ (as he calls the franchiseâ€™s current incarnation) is approaching the market:
Lanning believes that digital shelf space is infinite, and is positive about digital distribution; sel-publishing means they donâ€™t have to work with big publishers and make huge returns.
When designing games, Oddworld takes less of a direct â€œyou are in the storyâ€ approach common to other games, and instead allows the player to sit back and watch the story while still allowing their influence to be felt.
Lanning talks about wanting to engage with audience more directly, saying he wants to â€œmake our audience feel heardâ€ and that Oddworld listens to its fans
There has been no advertising for digital rereleases, instead relying on guerrilla marketing and pre-existing brand visibility
Lanning also rides motorcycles, apparently. Interesting.
Lorne Lanning was recently a special guest at EPDaily’s gaming podcast “Vic’s Basement”.Â There’s great discussions about the possibilities of the gaming medium,Â why gamers still love Oddworld, and what’s in store for the future. There’s even a hint towards a potential simultaneous release of the Abe’s Oddysee 3D remake “New n’ Tasty” with Sony’s next console.
More than a year after it was originally conducted, Oddworld Forums administrator Nathan’s second interview with Lorne Lanning has finally been published by OddBlog. After much delay, the answers to many fan questions are finally answered by the creator of Oddworld.
In this lengthy interview, Lorne explains the rationale behind his Xmobb project, the reason for the change in the Mudokon Pops logo, why Munch’s Oddysee was so cartoony compared to the earlierÂ Abe titles, how his vision of Oddworld has changed over time, the history of the Mudokon people, and reveals the true nature of Khanzumerz, Gloktigi, Stranger’s bounty can, and the planet Oddworld itself.
Oddworld Inhabitants and Just Add Water finally revealed their new game to the world on September 30, during their live panel at Eurogamer Expo. Oddworld: Abeâ€™s Oddysee: New â€˜nâ€™ Tasty (named by fans via a competition held by OWI) was officially announced after the team showed off a short video demonstrating pre-alpha gameplay footage. Stewart Gilray delivered the announcement of the game, revealing its official title and detailing some of the changes made (and what will be left alone). New â€˜nâ€™ Tasty has been given a tentative release date of Autumn 2013 and initial release platforms of PlayStation 3, PSVita, PC and Xbox Live Arcade, with other platforms being considered as possibilities. The full panel lasted around 37 minutes, with Lorne Lanning taking center-stage to discuss why he started Oddworld, what Oddworld means and what the Oddworld team plans to do in the future â€“ including approaching the games industry from the perspective of a small independent studio and micropublisher. After the announcement of New â€˜nâ€™ Tasty, a short Q&A session was held before the end of the panel. After the panel came MudoCon, Oddworldâ€™s very own fan meetup. Fans who attended Eurogamer Expo had the opportunity to meet Lorne Lanning, Stewart Gilray and other members of the JAW team (including Oddworld Libraryâ€™s own Wil, pictured here with his #1 fan). Attendees were also given limited edition minicards, signed by Lorne with links to exclusive downloads. You can read the full overview over on the Oddworld.com blog.
Oddworld Inhabitants has announced that Abe HD will be showcased at the upcoming Eurogamer Expo event in September. The expo takes place from 27-30 September at Earlâ€™s Court, London (thatâ€™s the British London for anyone confused), and will feature many upcoming games (such as Assassinâ€™s Creed 3 and Far Cry 3, among others). Development team Just Add Water and series creator Lorne Lanning will be on stage at 2:30pm on Sunday 30 SeptemberÂ to talk about the history of the Oddworld series andÂ give a demonstration of Abe HD, as well as to announce exclusive details about the game. Tickets are currently available via the Eurogamer Expo site.