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Editorial: Oddworld: Abe's Oddysee

One of the gaming visionaries from Oddworld Inhabitants, Lorne Lanning, is taking us behind the scenes of the development process of Oddworld: Abe's Oddysee, in the retrospective by David Craddock.

Every day, millions of people trudge into work and dream about sticking it to The Man. Slaving away in unsafe conditions, unwillingly bending to the will of corporate suits, and eating copious amounts of crow are all things that must be endured to earn a few bucks for a day's worth of grueling, often unrewarding work. But sometimes, The Man goes too far. (...) Sometimes you have to stand up and fight for yourself, your crew mates, and the millions of other working stiffs you'll never meet -- or die trying.

by David Craddock



Every day, millions of people trudge into work and dream about sticking it to The Man. Slaving away in unsafe conditions, unwillingly bending to the will of corporate suits, and eating copious amounts of crow are all things that must be endured to earn a few bucks for a day's worth of grueling, often unrewarding work. But sometimes, The Man goes too far. Sometimes it's not enough to fantasize about standing up to your executive overseers and marching triumphantly from the doldrums of your job toward greener pastures. Sometimes you have to stand up and fight for yourself, your crew mates, and the millions of other working stiffs you'll never meet -- or die trying.



Abe, the gangly titular protagonist of Oddworld: Abe's Oddysee, is a soldier in such a fight. A slave to the diabolical owners of RuptureFarms1029, the largest meat processing plant on the planet Oddworld, Abe blissfully goes about his duties until he overhears a plot to grind his fellow Mudokons, a race of creatures enslaved by the corporate Glukkons, into meat products. Terrified, Abe resolves to rescue his fellow Mudokons and escape his tyrannical employers.




I believe it’s the artist’s role to create new myths that are relevant to the changing times of our world [...]


The mature premise of slavery and oppression was a theme not often explored in 1997's era of action-oriented video games, but one that Lorne Lanning, Creative Director at Oddworld Inhabitants, had long wanted to employ. According to Lanning, the game's plot came about "from witnessing the abominable behavior of the worlds most greedy multi-national corporations." Telling the story was a critical objective to Lanning. "I believe it’s the artist’s role to create new myths that are relevant to the changing times of our world, [and] to bring some shining direction to our more troubling challenges."



Thus was born Oddworld Inhabitants, the development studio that would give life to Abe's plight. "We saw the opportunity to create properties [using] 3D computer graphics with the gaming medium," recalls Lanning of himself and his co-founder and CEO Sherry McKenna. "I wanted to tell stories and I loved great games. It was a natural evolution."



Though their intent was to tell interactive stories using 3D technology, Abe's Oddysee would not be developed as a pure 3D game. "The funny thing is that we actually got the money for the company because of our 3D expertise, but then we made a 2.5D game," says Lanning with a laugh. "The real time 3D of the current gen was, at best, still pretty crappy. But its bit map ability was better than anything before it. So we pre-rendered everything and then used the pre-renders as sprites. It gave us a game that looked 3D, was lit and textured in 3D, but played in 2.5D."



Developing Abe's Oddysee as a 3D platformer was never Oddworld Inhabitants' intent. "I loved some of the rich side scroller platform games like Flashback, Out of this World, and the original Prince of Persia," explains Lanning. "Games like these were the first to really show me that game characters could feel more lifelike. We were going for characters that would engage you emotionally. We wanted you to engage in their plight and feel a responsibility toward helping them out through ... tough times. We just didn’t care about 3D. We knew pre-rendered like the back of our hands; Sherry was queen of this medium in L.A. and I had been doing it for nearly a decade."



Oddworld Inhabitants knew early on that Abe's story couldn't be properly conveyed if the main star was a rippling mound of muscled flesh able to crush all opposition with little effort. "For our heroes we wanted faces only a mother could love," says Lanning of Abe and his fellow Mudokons. As the hero, Abe would have to be the embodiment of the common man. "[That's] definitely how I felt," admits Lanning, "like I was just some little chump living with the fallout of disinterested corporations and governments who could give a shit about little people, or about anything beyond their own self-serving interests."



Incorporating such risque themes into his work has often caused Lanning to be labeled an anti-capitalist, but he points out that Oddworld's themes are quite relevant and truthful, especially in today's world. "Look at ... who’s calling most of the shots that affect the rest of us. Fortunately, the world is waking up to the fact that these power players are not decent people. They, to a large degree, are intensely ambitious criminals who have proven to be above the law that the rest of us believe in abiding by."



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Despite the Glukkons being the "ambitious criminals" in Abe's Oddysee, the executive big-wigs are only shown during cinematics and the game's fiery climax. It is actually the RuptureFarms1029 factory that is emphasized as the primary antagonist. "The corporation is above and beyond any of its executives or employees -- or slaves," says Lanning. "So by making [players] defeat RuptureFarms as the end boss... we thought it would add a bigger sense of climax."




The biggest problem was, if Abe could carry a gun, then general gaming behavior means that he’s going to start solving all his problems with a gun, and that was not the Abe we wanted [...]



Compared to the factory's supply of guns and explosives carried by its more willing employees, Abe's arsenal of rocks and chunks of meat pales in comparison. His great equalizer: the ability to possess his enemies. "The biggest problem was, if Abe could carry a gun, then general gaming behavior means that he’s going to start solving all his problems with a gun, and that was not the Abe we wanted to create and it wasn’t the game we wanted people to experience," explains Lanning. "We never wanted to see him on bus posters or in magazines with a gun. No way. Still, it was an action/adventure game that had guns. So we ultimately figured out that possession would enable the gamer to get a gun briefly, then dispose of it without feeling ripped off."



Sneaking around, possessing bad guys and temporarily commandeering their weapons was useful in helping Abe escape, but to successfully rescue his fellow Mudokons, the freedom fighter would need to exert more subtle tactics. Enter GameSpeak, a dialogue system with limited options that Abe used to coerce Mudokons to follow his bold lead. "GameSpeak was a way to try to have meaningful verbal action that would also create a closer connection ... to our characters," says Lanning. "It was a necessary ingredient designed to make you care more for the Mudokons you were supposed to rescue."



It was important that GameSpeak not include too few options that made interaction seem limited, yet not so many as to make the options overwhelming. "We thought of GameSpeak as taking RTS controls from say, Warcraft II, and keeping the functionality but replacing the mouse with verbal commands on a controller. 'Hello' was really 'select [units]', 'Follow Me' was really 'move', [and so on]. The whistling was something that gave us an opportunity to work with musical notes, but original versions of this were way too complicated. So ultimately we dumbed that down quite a bit."




I was under the fierce belief that we could give the user all the information they needed without making the screen look like a game.


Whether taking control of enemies or ushering Mudokons to safety, Abe's adventure was experienced without a traditional HUD. The lack of onscreen meters was instrumental to Lanning, but was thought of as radical by many others within the company. "I was under the fierce belief that we could give the user all the information they needed without making the screen look like a game. I heard every opposition there could be. My response was always, 'Then get more creative. You want me to solve it?' We didn’t get in this business to do the same thing everyone else was doing. It was a chance to be different and we needed to maximize it. Health bars and score counters were not a viable option."



Sacrifice opportunities to escape in order to save other Mudokons, or look out for number one? The choice was in the hands of the player, but caught up to them in one of Abe's Oddysee's two endings: one selfless, the other selfish. Lanning would have liked to devise a middle-of-the-road ending, but typical development cycle bottlenecks prevented the dream from becoming a reality. "We always wanted to do more endings, but if we got two polar endings with the amount of time, money, and resources we had available to us… well, then at least we had a game to ship. It’s amazing how those pesky realities tend to shape the worlds we create," he finishes with a laugh.



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In the second installment of GOG's Oddworld retrospective, Lorne Lanning speaks about the pressure of creating a sequel to the well-received Abe's Oddysee, reveals more about the series' beautiful art direction, and the message Lanning hopes all Oddworld players take from his games.


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One of the gaming visionaries from Oddworld Inhabitants, Lorne Lanning, is taking us behind the scenes of the development process of Oddworld: Abe's Oddysee, in the retrospective by David Craddock.
Every day, millions of people trudge into work and dream about sticking it to The Man. Slaving away in unsafe conditions, unwillingly bending to the will of corporate suits, and eating copious amounts of crow are all things that must be endured to earn a few bucks for a day's worth of grueling, often unrewarding work. But sometimes, The Man goes too far. (...) Sometimes you have to stand up and fight for yourself, your crew mates, and the millions of other working stiffs you'll never meet -- or die trying.
2
Yay, another editorial!
Now I really should play the game... does anyone happen to sell free time? :)
3
What I liked most about this article is the fact that it points out the metaphor behind Abe's Oddyssey. Which is quite subtle. Also, it seems that multiple endings were invented long ago before these copy-paste games of today. That's a plus. It seems that, while technology evolved, the need to create impressive and coherent imaginary universes died out.
4
I really like these editorials, keep them up!
This makes me wish i had my Abe#s Oddysee cd.. but its in another country.
The game was great, but i got stuck at one part and never got around to finishing it... now i wanna try again..
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game title is misspelled throughout article
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How embarassing :( Thanks duggie for pointing it out, I'll be having words with our editor..
Umm... it's still a good article though :))
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Hello GOG readers and gamers,
This is David Craddock, author of the Oddworld editorial. My apologies for the misspelling of the game title! I thought I'd sent a corrected version of the document which DID have the typo originally, but it looks like I didn't. This is my fault, not GOG's.
My apologies again. I hope you all otherwise enjoy the piece.
~David
8
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Craddock: Hello GOG readers and gamers,
This is David Craddock, author of the Oddworld editorial. My apologies for the misspelling of the game title! I thought I'd sent a corrected version of the document which DID have the typo originally, but it looks like I didn't. This is my fault, not GOG's.
My apologies again. I hope you all otherwise enjoy the piece.
~David

Oh, no reason to apologize :). My mistake for not catching it during editing... in the second piece everything's right. So yeah, no idea what happened, but whaaaaatever. All shall be edited.
9
'Hello' was really 'select [units'

Missing closing bracket there.
Anyhow, nice editorial. Made me realize I should get around to actually playing the game. Came bundled with a computer game magazine back in the day, but the discs have been collecting dust ever since. Big mistake on my part.
10
Okay. This was interesting.
Now where's the sequel (and I don't mean Exoddus)?
Come on, announcement please. :(
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I loved this game. One of the first PS1 games I owned. It was a very original title at the time and good graphics and a nice casual pace. The story as laid out was easy to relate to and I wanted to help Abe succeed. For more interesting than Crash Bandicoot or equivalent platformers.
I never did get Exodus. If it was as good as this one was, then that's a sale from me if it ever shows up here.
12
Excellent Editorial! I like reading things about the developers thoughts and what their aims were. Well written and very interesting.
I'll be sure to buy Abes Exoddus when it comes out on GOG!
Post edited December 23, 2008 by Cyrem
13
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tabbott: I loved this game. One of the first PS1 games I owned. It was a very original title at the time and good graphics and a nice casual pace. The story as laid out was easy to relate to and I wanted to help Abe succeed. For more interesting than Crash Bandicoot or equivalent platformers.
I never did get Exodus. If it was as good as this one was, then that's a sale from me if it ever shows up here.

It's up today :)
14
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tabbott: I never did get Exodus. If it was as good as this one was, then that's a sale from me if it ever shows up here.

I would say it was even better.
15
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tabbott: I never did get Exodus. If it was as good as this one was, then that's a sale from me if it ever shows up here.
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DarkGildon: I would say it was even better.

I would DEFINATELY agree. was also a bigger game and came on two CD's.
16
Cool to see some thoughts behind the game.
Very cool to see the original dev drop in on the community.
I know there's an art book on the Oddworld series that's published at some point, available to order online from CG Society I think, that gives you more peeks at the amazing stuff that they did to produce this.
17
Nice to hear from Lorne Lanning again; It's a real shame Oddworld Inhabitants gave up on making games as the industry really benefits from people who are prepared to push the boundaries of the kind of stories games are capable of telling.
Lets hope they make a very welcome return in the future and in the meantime I would advise everyone who hasn't done so yet to pick up a copy of Oddysee and Exoddus as they are both superb.
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