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		<title>Wil: Wil moved page 1999/10/01 - An Interview With Oddworld Inhabitants to Archive:An Interview With Oddworld Inhabitants: Migration</title>
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		<summary type="html">&lt;p&gt;Wil moved page &lt;a href=&quot;/wiki/1999/10/01_-_An_Interview_With_Oddworld_Inhabitants&quot; class=&quot;mw-redirect&quot; title=&quot;1999/10/01 - An Interview With Oddworld Inhabitants&quot;&gt;1999/10/01 - An Interview With Oddworld Inhabitants&lt;/a&gt; to &lt;a href=&quot;/wiki/Archive:An_Interview_With_Oddworld_Inhabitants&quot; title=&quot;Archive:An Interview With Oddworld Inhabitants&quot;&gt;Archive:An Interview With Oddworld Inhabitants&lt;/a&gt;: Migration&lt;/p&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 11:44, 1 August 2019&lt;/td&gt;
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		<author><name>Wil</name></author>
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	<entry>
		<id>https://oddworldlibrary.net/oddenc/index.php?title=Archive:An_Interview_With_Oddworld_Inhabitants&amp;diff=710&amp;oldid=prev</id>
		<title>Xavier: Created page with &quot;=Description=  ==About== * Published: 1 October 1999 * Host: Master Gamer * Interviewer: Ivan Trembow * Interviewee: Lorne Lanning * Format: [http://mastergamer.com/featuresin...&quot;</title>
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		<updated>2017-04-08T21:20:31Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;=Description=  ==About== * Published: 1 October 1999 * Host: Master Gamer * Interviewer: Ivan Trembow * Interviewee: Lorne Lanning * Format: [http://mastergamer.com/featuresin...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;=Description=&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
* Published: 1 October 1999&lt;br /&gt;
* Host: Master Gamer&lt;br /&gt;
* Interviewer: Ivan Trembow&lt;br /&gt;
* Interviewee: Lorne Lanning&lt;br /&gt;
* Format: [http://mastergamer.com/featuresinterviewodd.html Published Online]&lt;br /&gt;
&lt;br /&gt;
= The interview =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Master Gamer&amp;#039;s Editor in Chief Ivan Trembow recently conducted an &lt;br /&gt;
interview with Lorne Lanning, the founder of Oddworld Inhabitants and the &lt;br /&gt;
director of all of its games.  During the interview, Lanning revealed some&lt;br /&gt;
things about Oddworld: Munch&amp;#039;s Oddysee and The Hand of Odd that had never &lt;br /&gt;
previously been revealed to any other video game web site or magazine.  &lt;br /&gt;
Read on for the world-exclusive details.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ivan Trembow&amp;#039;&amp;#039;&amp;#039;: How is development of Munch&amp;#039;s Oddysee coming along and when &lt;br /&gt;
should we expect it to be released?&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lorne Lanning&amp;#039;&amp;#039;&amp;#039;: I don&amp;#039;t think I would be exaggerating if I said that Munch &lt;br /&gt;
is the most ambitious game project ever put into motion by any company.  &lt;br /&gt;
It&amp;#039;s coming along extremely well, but it&amp;#039;s huge and we still have tons of &lt;br /&gt;
work to do.  However, it is our goal to release simultaneously with Sony&amp;#039;s&lt;br /&gt;
128-bit system.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ivan Trembow&amp;#039;&amp;#039;&amp;#039;: When did development on Munch&amp;#039;s Oddysee begin?&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lorne Lanning&amp;#039;&amp;#039;&amp;#039;: Story development began even before the company of Oddworld was formed.&lt;br /&gt;
Conceptual game design began in &amp;#039;97.  Production design, actual proto-&lt;br /&gt;
typing, coding, and art production didn&amp;#039;t begin until late &amp;#039;98.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ivan Trembow&amp;#039;&amp;#039;&amp;#039;: In what ways has the core Oddworld gameplay formula changed in Munch&amp;#039;s &lt;br /&gt;
Oddysee?&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lorne Lanning&amp;#039;&amp;#039;&amp;#039;: Our previous games were a gene splicing of action and adventure, with a&lt;br /&gt;
lot of Hollywood production value injected into them.  Munch&amp;#039;s Oddysee is a &lt;br /&gt;
gene splicing of action, adventure, RPG, strategy, and simulation, with &lt;br /&gt;
even more high-quality production value everywhere.  How to describe this &lt;br /&gt;
when nothing like it has ever been seen before... is quite difficult.  &lt;br /&gt;
Seeing is believing, and nothing I can say now will even come close to &lt;br /&gt;
giving a half-way decent impression of what this experience will be like.&lt;br /&gt;
The most obvious difference between Munch and our past games is that&lt;br /&gt;
Munch&amp;#039;s Oddysee is in full, real-time 3D.  Another one of the major &lt;br /&gt;
differences is that our previous games tended to be puzzle-oriented and &lt;br /&gt;
more game-like than life-like.  Munch&amp;#039;s Oddysee will be far more focused on &lt;br /&gt;
world simulation and the behaviors of characters and eco-systems to achieve&lt;br /&gt;
much more &amp;quot;living&amp;quot; impressions.  We are simulating entire life cycles for &lt;br /&gt;
all the characters in the world, all the communities, and even the &lt;br /&gt;
landscape.  We are truly going for a more &amp;quot;world&amp;quot; simulation approach &lt;br /&gt;
rather than gauntlet types of puzzles.&lt;br /&gt;
Super-advanced behavioral, simulation, and social chemistry models are &lt;br /&gt;
happening in Munch&amp;#039;s world.  You will be able to GameSpeak around and &lt;br /&gt;
manipulate large numbers of characters in order to have them do your &lt;br /&gt;
bidding and re-shape your world.  GameSpeak will also become much more &lt;br /&gt;
highly evolved and smarter, but also much simpler to understand and use.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ivan Trembow&amp;#039;&amp;#039;&amp;#039;: In what ways are Munch and Abe similar?  In what ways are the two of &lt;br /&gt;
them different?&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lorne Lanning&amp;#039;&amp;#039;&amp;#039;: Munch is similar to Abe in that he is also hanging at the bottom of the&lt;br /&gt;
food chain.  Munch is the last survivor of his species.  He&amp;#039;s a Gabbit, and &lt;br /&gt;
all of the Gabbits have been killed off.  The Gabbits&amp;#039; lungs made good &lt;br /&gt;
transplants into Glukkons who had lung cancer.  Lots of Glukkons get lung &lt;br /&gt;
cancer, so there was a pretty big demand for Gabbit lungs.  This has been &lt;br /&gt;
going on for long enough that now there are no more Gabbits.  Except for&lt;br /&gt;
Munch, of course.  So where is this last Gabbit living?  Why, in a&lt;br /&gt;
medical research facility, of course.  So this is how Munch is similar to &lt;br /&gt;
Abe.  They&amp;#039;re both screwed in life.&lt;br /&gt;
Munch is also different from Abe in several ways.  One, he&amp;#039;s amphibious.  &lt;br /&gt;
Abe can&amp;#039;t swim, and he nearly drowns each time he goes in the water.  Munch&lt;br /&gt;
can swim, and he&amp;#039;s extremely fast and agile in the water.  But when on land, &lt;br /&gt;
Munch is a bit more clumsy and slow.  He&amp;#039;s got a RS232 port implanted in &lt;br /&gt;
his skull cap that allows him to &amp;quot;possess&amp;quot; mechanical devices, whereas Abe &lt;br /&gt;
possesses living things.  &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ivan Trembow&amp;#039;&amp;#039;&amp;#039;: What role will Abe play in Munch&amp;#039;s Oddysee?&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lorne Lanning&amp;#039;&amp;#039;&amp;#039;: Abe basically kidnaps Munch in the beginning, so Munch really hates Abe&lt;br /&gt;
for first half of the experience.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ivan Trembow&amp;#039;&amp;#039;&amp;#039;: What will the relationship be between Munch and Abe?&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lorne Lanning&amp;#039;&amp;#039;&amp;#039;: Completely dysfunctional... until they learn how to get along.  Munch&lt;br /&gt;
winds up in a wheelchair for a good part of the story, and during that time &lt;br /&gt;
Abe just pushes him around to where Abe wants to go, without concern for &lt;br /&gt;
how Munch feels.  So Munch really resents Abe and doesn&amp;#039;t hesitate to let &lt;br /&gt;
him know it.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ivan Trembow&amp;#039;&amp;#039;&amp;#039;: What systems is Munch&amp;#039;s Oddysee planned for, and why did you choose &lt;br /&gt;
those systems?&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lorne Lanning&amp;#039;&amp;#039;&amp;#039;: The PlayStation 2 and PC&amp;#039;s that don&amp;#039;t exist yet.  We chose the &lt;br /&gt;
PlayStation 2 because it had the minimum specs to achieve what we wanted to &lt;br /&gt;
build.  This is an extremely ambitious project.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ivan Trembow&amp;#039;&amp;#039;&amp;#039;: How do you manage to successfully draw the line in terms of difficulty &lt;br /&gt;
in your games so that hardcore Oddworld fans will find a sufficient &lt;br /&gt;
challenge, but gamers who are new to Oddworld or casual gamers aren&amp;#039;t&lt;br /&gt;
alienated?&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lorne Lanning&amp;#039;&amp;#039;&amp;#039;: Munch&amp;#039;s Oddysee will have three options of difficulty available upon&lt;br /&gt;
start up.  In our old games that were very puzzle oriented, it was very &lt;br /&gt;
difficult to tune for various difficulty ranges.  But with our new world &lt;br /&gt;
simulation approach, it&amp;#039;s much easier for us to dial the intensity of the &lt;br /&gt;
world to be more or less aggressive.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ivan Trembow&amp;#039;&amp;#039;&amp;#039;: How is development of The Hand of Odd coming along?&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lorne Lanning&amp;#039;&amp;#039;&amp;#039;: It&amp;#039;s going to be amazing.  Hand of Odd will use the Munch&amp;#039;s Oddysee&lt;br /&gt;
technology with the added multi-player functionality.  Currently at &lt;br /&gt;
Oddworld, we are focused on building a core technology and tool-set that &lt;br /&gt;
will begin in and evolve through the 128-bit era.  What this means is that &lt;br /&gt;
shortly after players have had a chance to chomp on the universe of Munch&amp;#039;s&lt;br /&gt;
Oddysee, they will be given the ability to multi-play others with the same &lt;br /&gt;
chemistry through Hand of Odd.  This means that they will be able to build &lt;br /&gt;
and develop their entire communities, then pitch them against one another &lt;br /&gt;
or work cooperatively.  It brings an entire new twist to the idea of multi-&lt;br /&gt;
player conflicts.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ivan Trembow&amp;#039;&amp;#039;&amp;#039;: What characters will be in The Hand of Odd, and how will all of&lt;br /&gt;
Oddworld&amp;#039;s characters be seamlessly integrated into one game environment &lt;br /&gt;
like that?&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lorne Lanning&amp;#039;&amp;#039;&amp;#039;: Hand of Odd will utilize all of the species of Munch&amp;#039;s Oddysee, and add&lt;br /&gt;
several new ones.  You&amp;#039;ll need to see it to believe it because it uses the &lt;br /&gt;
same sense of perspective, camera orientations, and overall world &lt;br /&gt;
navigation abilities of Munch.  &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ivan Trembow&amp;#039;&amp;#039;&amp;#039;: When did development of The Hand of Odd begin, and when do you think it &lt;br /&gt;
will be complete?&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lorne Lanning&amp;#039;&amp;#039;&amp;#039;: It began alongside the development of Munch, but it will release about &lt;br /&gt;
six to nine months after Munch does.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ivan Trembow&amp;#039;&amp;#039;&amp;#039;: What systems will The Hand of Odd be for, and why did you choose those &lt;br /&gt;
systems?&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lorne Lanning&amp;#039;&amp;#039;&amp;#039;: We chose the same systems as Munch and for the same reasons.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ivan Trembow&amp;#039;&amp;#039;&amp;#039;: Everything I&amp;#039;ve read about The Hand of Odd loosely defines it as a&lt;br /&gt;
strategy game, but can you get more specific on what you&amp;#039;ll have to do in&lt;br /&gt;
the game and how you&amp;#039;ll go about doing it?&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lorne Lanning&amp;#039;&amp;#039;&amp;#039;: It&amp;#039;s certainly not a strategy game, although when compared to any other&lt;br /&gt;
type of play experience out there... I guess it&amp;#039;s most easily compared to &lt;br /&gt;
strategy.  Imagine building your estates, franchises, communes, and &lt;br /&gt;
investments, then defending them against other players who are doing the &lt;br /&gt;
same, or trying to acquire other players&amp;#039; developments.  Now imagine doing &lt;br /&gt;
it through hundreds of characters that are being controlled not by a mouse, &lt;br /&gt;
but by GameSpeak-using central characters.  It&amp;#039;s hard to define because &lt;br /&gt;
it&amp;#039;s so different from what&amp;#039;s out there in games.  I guess Black &amp;amp; White &lt;br /&gt;
comes the closest to even treading on this type of territory.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ivan Trembow&amp;#039;&amp;#039;&amp;#039;: Will gamers be able to play as both the &amp;quot;good guys&amp;quot; and the &amp;quot;bad guys&amp;quot; &lt;br /&gt;
in The Hand of Odd?&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lorne Lanning&amp;#039;&amp;#039;&amp;#039;: Absolutely.  The whole idea is choose!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ivan Trembow&amp;#039;&amp;#039;&amp;#039;: How are you managing to take the Oddworld series completely out of its &lt;br /&gt;
element in a different kind of game, while still making it look and feel &lt;br /&gt;
like Oddworld?&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lorne Lanning&amp;#039;&amp;#039;&amp;#039;: These new games are actually getting much closer to the original vision&lt;br /&gt;
of Oddworld as we initially perceived it.  We considered the 32-bit &lt;br /&gt;
PlayStation era to be a place where we could learn how to build games and &lt;br /&gt;
begin to develop our universe.  But the 128-bit era is really why we got &lt;br /&gt;
into games in the first place.&lt;br /&gt;
The titles that are coming, although very different in game form from&lt;br /&gt;
what you&amp;#039;ve seen from us thus far, are much more &amp;quot;Oddworld&amp;quot; in their &lt;br /&gt;
sensibilities.  Much of what makes Oddworld special is the characters, the &lt;br /&gt;
humor, the irony, the depth of story and universe, and the creative &lt;br /&gt;
gameplay.&lt;br /&gt;
The mechanics that we developed in the 32-bit era tried to evolve basic&lt;br /&gt;
sensibilities about what we felt the future of games is going to be about, &lt;br /&gt;
such as in-game character communication, more thinking, characters that &lt;br /&gt;
seem to see and hear and follow other characters&amp;#039; commands, more &lt;br /&gt;
orchestrated soundtracks, dysfunctional relationships, empathy instead of &lt;br /&gt;
aggression, higher production values, etc.  &lt;br /&gt;
Our goal is that you will feel as though you are truly in the world of &lt;br /&gt;
Oddworld, instead of just being in the game of Oddworld.  It&amp;#039;s going to be &lt;br /&gt;
very emotional to play.  Disturbing and inspiring at the same time.&lt;br /&gt;
&lt;br /&gt;
[[Category:Archives]]&lt;br /&gt;
[[Category:Interviews]]&lt;/div&gt;</summary>
		<author><name>Xavier</name></author>
	</entry>
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