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November 2003
A
CHAT WITH LORNE LANNING & SHERRY MCKENNA
GIGnews recruited Melanie Cambron,
known by most in the industry as The Game Recruiting
Goddess, to use her skills for the good of gamekind and
recruit some of the big names in the industry to give us
all valuable insight into what they do and how they do
it.In 1994 Lorne Lanning convinced long time
computer graphics veteran Sherry McKenna (winner of over
30 Clio awards and numerous international film and
television awards) to be the co-founder of a new video
game development company, Oddworld Inhabitants.
Beginning with its debut products, Oddworld: Abe's
Oddysee and Oddworld: Abe's Exoddus, Oddworld
has created a unique brew of Hollywood artistry, solid
gameplay, and stories designed to stir emotions, empathy
and entertainment. As co-founder and CEO of Oddworld
Inhabitants, McKenna is responsible for the company's
strategic and production planning. As president and
creator of the Oddworld "Quintology", Lanning is
responsible for the development of some of the most
thought-provoking and intelligent characters and games
in recent memory. Indeed, the duo make no secret of
their concern for the planet, ecologically and
politically, and how their philosophies impact their
games. When asked to describe the background for
Oddworld character, Munch, Lanning has said "Munch’s
soul is inspired by the tens of millions of laboratory
test animals that we throw away as garbage every year."
Wired has called McKenna and Lanning "game making
gods" and, to date, Oddworld products have received over
100 awards and sold nearly 4.3 million units worldwide.
Oddworld’s decision to develop exclusively for Xbox and
Microsoft stirred passions and debate among their
original fan base, but with the Xbox release of
Munch’s Oddysee raking in the accolades, all appears
well in the land of Odd.
MC: In
the "Dear Alf" section of the Oddworld website it says,
"They say the only dumb question is the one that doesn't
get asked. Well, I beg to differ. The dumb question is
the one that gets asked OVER AND OVER AGAIN!" Just so
you know from the outset, I won’t be asking why you
switched to developing exclusively for Xbox. I’m not
saying there won’t be some repeats, but that won’t be
one of them.
I do want to talk about your partnership. The more
interviews I do the more I see that many of the "name"
developers are actually just one half of a long-term
partnership. While one may have more name recognition,
there are quite a few duos in this industry. Jason Rubin
and Andy Gavin, Richard and Robert Garriott, Philip and
Andrew Oliver, and John Romero and Tom Hall. Long-term
partnerships can be tricky business. Not everyone is
suited to that sort of commitment. You two obviously
have made it work. Do you think you would have had as
much success individually? Do you each bring something
different to the table making the whole greater?
LL:
If not for
Sherry McKenna, there would be no Oddworld. The classic
mistake of creative types is that they tend to believe
that their artistic skills are the most important
ingredients to their success. Though skills are
certainly important, their logic is severely flawed.
Most creative types are destroyed by the business
climate. It’s only a matter of time. They have no idea
of how to deal with and interact with the ruthless and
unappreciative world of commerce. Since day one, Sherry
has guided this company through its darkest hours. Her
business, producing, and negotiation skills have
navigated Oddworld through some seriously treacherous
waters. If I were on my own, I would have sunk the ship
a long time ago; probably during those first
negotiations with venture capitalists. Choosing Sherry
was the smartest thing I ever did and I have never
fallen into the trap of believing that smart creative is
more important than smart business.
SMc: I would
have had no success at all because I never would have
gotten into games had it not been for Lorne. I am a
producer and a good producer knows that the most
important ingredient for their personal success is to
hook up with a creative person. So my success is very
much based on who I hook up with.
MC: In a
review I read for Munch’s Oddysee, there was a
"pros" list and a "cons" list about the game. One of the
"pros" was "It's a game for people who like to think",
and one of the "cons" was "It's a game for people who
like to think not just shoot everything". Lorne, you
have been quoted as saying "Oddworld is about finding
yourself caught up in an uncaring food chain. Are you
just going to be eaten by it or are you going to do
something about it? We think that everyone, on some
level or another, identifies with what's going on in the
world today…" You have also said that the Oddworld
Quintology "is largely influenced by the acts and
practices of the corrupt greed and power mongers that
have bled the world's people throughout history and
continue to do so today." You go on to say that "the
world is an extremely complicated place" Do you think
games where the player just shoots everything, to speak
in simplified terms, are popular because the world is
such a complicated place? Do you think people just need
a release to think about absolutely nothing or do you
think that’s the reason the world is in the state that
it’s in today, because too many of us just stopped
thinking?
LL:
I believe that
the world we live in has a tendency to make us feel very
small and quite powerless, and as human beings we need
to find antidotes for these feelings. The more withdrawn
we are the more likely we are to escape into virtual
entertainment experiences, and maybe even find more
gratification from these experiences than we get from
the real world. Many people tend to escape from social
activities and gravitate towards television, films,
plays, games, and even books. It’s true that when we
feel insignificant or wronged then we can often feel
better by beating or shooting the hell out of something.
When it’s not in a game world, it’s with the real world.
It’s not that I think that people have stopped
thinking today; it’s just that I’m fairly convinced that
a good portion of them have never thought much to begin
with. Throughout history people have been
conditioned to be afraid, angry, and often times overly
accepting of the propaganda that governments and
industries use to persuade popular opinion. Uninformed, scared, and poorly educated people are easy
to control. A government that is truly democratic
and honest is going to have an extremely difficult time
governing its people. So I think the problem of
people "not thinking" is a timeless one. In the
scheme of things, mindless video games are the least of
our problems.
MC:
Sherry, in an interview you did with GirlTech the
article notes that you do not like video games and you
haven’t spent much time playing them because the bulk of
them are too violent and "mainly appeal to 12 year old
boys." The article goes on to explain that rather than
ignoring the problem, you decided to do something about
it with Oddworld – a company that thinks about girls and
women when making games. Obviously, your games aren’t
visions in pink or remotely stereotypical in terms of
trying to appeal to the female psyche. What’s the
secret? Why do you think your games appeal to women?
SMc: I would
not be interested in making a game that just appeals to
women. I think men and women, boys and girls are
interested in having fun. I think women are less
interested in killing just for the sake of game play and
are more interested in a story and characters that you
can care about. But I think males are as well. So the
goal would be to come up with a game that appeals to
both.
MC: Based
on everything I’ve read, Oddworld’s game philosophy
almost seems too organic, if that’s the right word, to
use focus groups. Do you use focus groups?
SMc: There
is a place for focus groups and using them wisely is
always… um…wise. I like to use focus groups to learn
when folks are having too much of a hard time or the
controls are not as smooth as one had hoped or the
frustration level is too high.
MC: To be
honest, for many years I was a manic recycler and water
conservationist. Every day I tried to do something good
for the planet, but I could never stop feeling like I
was running up a slippery slope. For every pound of soda
cans I crushed and put in my green bin, I knew some
refinery was belching thousands of pounds of crap into
the sky and I just thought "Uncle!" Given the state of
the world today, do you ever lose faith that things can
change for the better and that your philosophies as
reflected in your games can make a difference?
SMc: It
would be so cool if our games made a difference. But if
our fans just have fun playing them then that is reward
enough for me.
LL: Sure,
one always hopes that their stories and games might
offer some degree of insight for people. We love when we
read a great book or watch a great movie that causes us
to view some element of life differently. It’s true that
this medium is shy to explore these possibilities,
opting instead to wrap dumb and uninspired stories
around play experiences. Yet, in the end, you are still
creating entertainment and that means the audience needs
to actually enjoy the experience. If they get the deeper
insights…great! If not, hopefully they’ve enjoyed the
game. What I’ve found is that it’s getting harder and
harder for me to just make junk food for the masses.
I’ve been there and it's boring. It seems we have so much
more potential, as human beings, than just setting out
and trying to make more money. We’ve got the potential
to make more money while also helping to raise the
standards of the media we’re involved with. So why just
be a Mindless Capitalist when you can be a Conscious
Capitalist!? An example would be that Steven Spielberg
is a conscious capitalist while Arnold Schwarzenegger
is, IMHO, an
unconscious capitalist. One makes inspiring product, the
other makes great tasting junk food.
MC: For a
cross-promotional opportunity, you included SoBe vending
machines inside the final version of Munch’s Oddysee.
You have explained that whenever a co-promotional
opportunity arises, Oddworld's first order of business
is to see if there are any outstanding labor or
environmental issues with the potential co-sponsor. As
noted previously, you’ve also talked about the corrupt
practices of the greed and power mongers. I think it’s
safe to say there are people who view Microsoft as one
of those mongers. How do you explain your relationship
with Microsoft to those people?
SMc: Well you
have to get your games published and you only have 3
choices. Those are Sony, Nintendo and Microsoft. We
began making games for Sony and switched to Microsoft
for their more powerful Xbox.
LL:
Our bad guys
are inspired by the mega corporations that consciously
and irresponsibly deplete our natural resources,
intentionally exploit the poor working class of the
third world while systematically destroying indigenous
cultures, knowingly pollute the environment and/or
misinform the public as to general health issues, and/or
loot our taxes and retirement funds. In the scheme of
things, Microsoft is saintly when compared to this class
of planetary parasites.
MC: As
the game industry continues to grow and become more
"corporate" in nature, it seems increasingly less likely
that unusual projects will fostered. How can developers
of unique games like the Oddworld series get a break?
SMc: I think
that there will always be an outlet for great games to
get published just like there is an outlet for indie
films.
MC: I
read in the Hollywood Reporter earlier this year
that you were working with CAA, Creative Artists Agency,
to bring your vision for Abe to television and movies.
In an interview about three years ago Lorne said that
"the idea of returning to Hollywood and having to do
lunch with that group of vampiric bozos would cause me
to throw up." Firstly, are you the most honest person in
the entertainment industry? And, secondly, do you think
it’s a distinct possibility that you will be able to
bring Oddworld’s vision to these other mediums without
getting your integrity sucked?
LL:
LOL! Ah, looks
like you’ve been doing your homework. True, I don’t
think I could ever live in Hollywood again and I am
quite turned off by the superficial culture that
surrounds it. Yet, I love films and I love storytelling
and I love working with smart and talented people and,
despite the culture at large, Hollywood does contain
some brilliant and extremely talented people that we’d
love to be working with. I do believe that we’ll be able
to bring our vision to the big screen and I believe we
can achieve this without having to compromise our
integrity or compromise the quality of the experiences
we want to create. So it seems just a matter of time
before we’re able to pull it off.
MC: If
each of you could narrow your success down to three key
elements, what would they be?
LL: Extreme work
ethic, creative passion, learning from the mistakes of
others.
SMc: Success
to me is simply getting what you want. So for me, it is
about being passionate, working really hard, and not
giving up until you get what you want.
MC: I saw
a comedian once years ago who said he was lying on his
couch, drinking beer, and flipping around the television
channels late one night and saw a show with an armless
man playing guitar with his feet and all the comedian
could think was "man, I suck!" To be honest, I read much
of what Oddworld stands for and I’m definitely starting
to get that "man, I suck!" feeling. Surely, you guys
have some less than noble vices you will ‘fess up to?
Big Macs? Nikes? Britney Spears? A furtive drive around
San Luis Obispo in a Hummer? Anything?
LL: Okay,
I’m a redneck at heart. My favorite place to be is waste
deep in a stream with a fly rod. My friends look at the
Jeep that I use for fishing and say, "Lorne, thank god
you’ve still got some redneck in ya." I practice what I
call the "fish re-education program." I catch trout and
then I tell them, "Okay, now pay attention. The next guy
who gets you to fall for that trick is going to eat your
ass. So smarten up, live long and breed." My other
vices…well, sorry, can’t really talk about those in
this forum.
SMc: Wow, it
would be really misleading to think of me as anything
other than someone who loves movies, People Magazine, my
TV shows like West Wing, The Gilmore Girls and Friends.
If you were even to suggest to my friends that I were
"noble" you could not get them to stop laughing.
AUTHOR
BIO
Melanie Cambron is a recruiter for game industry
leaders such as THQ, Rockstar, and Sony. Featured in
Game Design: Secrets of the Sages and Secrets
of the Game Business for her game
industry knowledge, she also wrote the foreword to the
successful book, Game Programming with Direct X 7.0
and its follow-up. Melanie speaks each semester at the
University of Texas at Austin and the University of
North Texas on the game development industry, and is
frequently interviewed by major media such as the Dallas
Morning News for her industry expertise. She also serves
as a consultant to the City of Austin's Interactive
Industry Development Committee. Learn more about the
"Game Recruiting Goddess" at
www.melaniecambron.com or contact her directly at
melanie@melaniecambron.com
Past
Interviews:
Interview with Jason Rubin
(October 2003)
Interview with Ian Wilkinson
(September 2003)
Interview with the Game
Critics
(August 2003)
Interview with Jeff Anderson
(June 2003)
Interview with American McGee
(May 2003)
Interview with The Oliver Twins
(March 2003)
Interview with Tom Kudirka
(February 2003)
Interview with Alain Tascan
(December/January 2002)
Interview with Larry Holland
(October/November 2002)
Interview with Bruce Shelley
(August/September 2002)
Interview with BigSky Interactive
(July 2002)
E3 Panel Highlights: Yu
Suzuki and Will Wright
(June 2002)
Interview with Elonka Dunin
(May 2002)
Interview with Will Wright
(April 2002)
Interview with Stevie
Case and John Romero
(March 2002)
Interview with Richard Garriott
(February 2002)
Interview with George
Sanger
(January 2002)
Interview with Josh Resnick
(December 2001)
Interview with Paul
Steed (November 2001)
Interview with Marc Saltzman (October 2001)
Interview with Rick Hall,
Senior Producer, Ultima Online (September 2001)
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