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From OddWorld to Hollywood 19

Game designer Lorne Lanning, creator of the well-known series of titles centered in Oddworld (Abe's Oddysee, Stranger's Wrath, etc.), has been "away" from gaming for quite a while now. After announcing the next title in the Oddworld Cycle, he surprised everyone by turning his company and his attention to the world of movies and television. Edge caught up with him for an interview on what it is like to work in the world of Hollywood, the reasons behind his decision to change the focus of his creative efforts, and the details of his new project Citizen Siege (a title both movie and game). Particularly interesting are his comments on games as a medium. He comments: "I have no doubt that games are the most powerful medium we've ever had, but we're still in the tinker-toy stage. We just have to blow out to the point where a game can change the face of political opinion, like a movie does. Lord David Puttnam was firmly convinced that the civil rights movement in America was enabled to happen because it was filmed for television, and offered insight and compassion to the audience. It made issues relevant, and enabled people to see from a different perspective. That's when a medium really has power - the idea of the artist, mythologically, is to show us the way, or the wrong way, even."
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From OddWorld to Hollywood

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  • Bad Signs (Score:4, Interesting)

    by MBraynard ( 653724 ) on Wednesday January 31, 2007 @01:19PM (#17830238) Journal
    Oddworld games - at least the one or two I played - have a decidedly anti-corporate tone. Given the Lannings comments on the Civil Rights movement and older media like movies, I wonder if he wants to push his games to be more of an activist vehicle than they have in the past.

    Which is all well and fine... as long as the games are still principally fun and he doesn't forget that the reason people load up Abe + co not to learn a lesson but for the same reason people head to the movie house - to have an escape and to get some enjoyment.

    Better that than having games that get the same 'You must go see this film - the message is so powerful' swill (Siriana) that tries to guilt you into going to some film rather than to one you would enjoy (Borat).

    • by Anonymous Coward
      If we want games to be taken seriously, we should applaud folks like Lanning who see the medium as having potential beyond mindless entertainment.

      All mediums have content. IMHO, the message of many games is "Entertaining yourself is the highest aim of life." That's all well and good, but the world is bigger than that.

      Hopefully, games in the future will fill more of the space on both axes: entertainment (Britney Spears, Epic Movie) and "art" (Beethoven, The Pianist). Great stuff is often strong in both re
    • as long as the games are still principally fun and he doesn't forget that the reason people load up Abe + co not to learn a lesson but for the same reason people head to the movie house - to have an escape and to get some enjoyment.

      Traditionally, most video games have been just an escape, or a simple form of entertainment. That is what the "game" part of "video game" has meant. If that's all you want from your leisure activities, that's ok. But some of us are also entertained by new thoughts or different

      • It would not work because the 'lesson' from a movie lasts only about 90 minutes - maybe 120. You can't make the major focus of a game you play for 20-40 hours a 'lesson' about how bad global warming is.

        It's like this - how many SPORTS do you know that are created to try and teach a lesson? Video Games are more like SPORTS than they are like books/movies/etc. Sure, they can have a theme (Oddworld), but it's really a sport about getting your little friends from one side of the map to the other.

        • You can't make the major focus of a game you play for 20-40 hours a 'lesson' about how bad global warming is.

          Let's say I want to make global warming 'message' game. We'd have characters talking about how hot it is, how there's less land than there used to be. Or noting that some creatures are out of place or that there are fewer of them than before. We could have levels where you're trying to escape from a melting and collapsing iceberg. You could have different endings depending on what vehicles you use

        • by Raenex ( 947668 )
          I played Stranger's Wrath, and like you said, it had an anti-corporate message. And it was funny! That seems like proof positive to me that entertaining and message can be mixed in a game.
  • by nomadic ( 141991 )
    the reasons behind his decision to change the focus of his creative efforts

    Besides the better money, larger audience, better parties, more cultural relevance, and greater prestige?
  • the reasons behind his decision to change the focus of his creative efforts
    Simple.. Hollywood has nicer money hats. [penny-arcade.com]
  • If he makes a movie that's fine. If he makes a game, all the power to him. Regardless of the developers political agenda are, people will play the game if they want to. As long as I can fart in the general direction of then I'll play it as well.

    Most of the games out there have some sort of political undertone, but how many kids pay attention to them? The kids out there today don't care what the game stands for, as long as they get to do what they want to do. If a game is sporting street racing, they want

  • by bckrispi ( 725257 ) on Wednesday January 31, 2007 @06:04PM (#17834848)
    for a story that involves taking psychic control of one's own explosive farts?

Over the shoulder supervision is more a need of the manager than the programming task.

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