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-   -   Rescue only 99 muds from Rupture Farms? (http://www.oddworldforums.net/showthread.php?t=14814)

looney-bin 12-26-2006 01:15 PM

Rescue only 99 muds from Rupture Farms?
 
Now this has just occurred to me. Abe needed to save 99 mudokons from Rupture Farms in order to "save them all". However, considering the sheer size of the complex, and according to information I heard awhile ago, there are thousands of muds in Rupture Farms. Where'd they all go?

Wil 12-26-2006 01:50 PM

:

and according to information I heard awhile ago

Whassat? The L.E.D. screen that says ‘Only 1 236 work‐related accidents this month’? That shows they get through a lot of workers, but apparently they don’t have any need for more than 100 workers at any point in time. 100 is certainly the greatest number of slaves owned by any industrial factory we’ve seen so far. I suppose it’s possible it was a gameplay decision, and in all likelihood the film could take the liberty of upping that figure.

If you ask me, what’s a lot more implausible is that Vykkers Labs seems to own merely eighty‐one Fuzzles.

Zerox 12-27-2006 07:45 AM

Also, that's odd, because considering the whole 'feed workers into the farm' thing, 99 products is hardly enough to fill a shelf in Tesco's, seldom make any actual amount of money from it.

Wil 12-27-2006 08:33 AM

This has been discussed before, and not too long ago. Remember one Mudokon can probably make several lollipops, but more to the point, Molluck could just keep buying Mudokon labour eggs, using the workers for labour until they’re large enough to process into Tasty Treats, then selling them with a net profit.

Bullet Magnet 12-27-2006 08:38 AM

No one ever said they were fatal accidents.

But then, it is Rupture Farms.

Spirrow 12-27-2006 09:43 AM

Don't just think about the actual story, people, think about what went
in to make the game:

#1. Wouldn't people eventually get bored going back and forth constantly collecting mudokons in the games.

#2. It would an overly exhausting task for OWI to make bigger worlds
and add new effects so the game doesn't get boring to fast. Including
drawing the art and programming objects to do this and that, it would
have been extremely difficult.

#3: OWI was just starting, meaning they probably didn't have the resources
to go as far as in the second game of further.

#4. The data CDs back then couldn't have supported the space needed
for those ideas. Basically, I'd say what you saw in the games was as much
as it could support.

Slaveless 12-28-2006 06:11 AM

:

#1. Wouldn't people eventually get bored going back and forth constantly collecting mudokons in the games.

I doubt it. One of the biggest challenges in the game was trying to keep yourself alive and save the Mudokons at the same time in that game. I bet the designers could have thought of some new challenges.


However, I couldn't argue with the rest of your statements. Yet, I could say that Oddworld had the ability to make 3-D games before Munch's Oddysee came out. So they probably had the ability to add more Mudokons, it was just that they needed to have a common number that would be able to get people to get a good ending without having to find all of the secrets.

Firetalion 01-01-2007 08:03 AM

I think the first two oddworld games (I played the playstation versions) were perfect, as far as time to complete and difficulty of saving all the mudokon workers. Hell, they could have made it a lot longer if they wanted to, and I'd still have loved every minute of gameplay, but I was satisfied after 99 muds and blowin up the plant.

Although sales were down at Rupture Farms... Maybe they were replacing the maimed/dead mud workers with new ones at a slower rate, due to the extinction of meeches and eminent extinctions of scrabs and paramites. That might have something to do with only 100 workers. 100 at a time was enough to produce what they had left of scrabs and paramites. I mean, if Abe got employee of the month like that, he must not have even slept really, he must have just worked.

Or maybe it was just that it was the first odddworld game, and 99 muds were enough for us to leave mostly behind the first play through, and then feel so horrible about not saving them all, we became addicted to saving every single other downtrodden creature on oddworld at all, ever. Haha, or maybe that's just me.

magic9mushroom 01-03-2007 04:49 PM

You blew up RuptureFarms? I bet you 3 billion dollars you didn't...unless you hacked the game.

Also, remember that RuptureFarms has many factories. The one you play is a big one, but not the only one.

abe_munch_raziel 01-05-2007 06:45 AM

firetalion is right..

moxco 01-05-2007 11:10 AM

:

()
Whassat? The L.E.D. screen that says ‘Only 1 236 work‐related accidents this month’? That shows they get through a lot of workers, but apparently they don’t have any need for more than 100 workers at any point in time. 100 is certainly the greatest number of slaves owned by any industrial factory we’ve seen so far. I suppose it’s possible it was a gameplay decision, and in all likelihood the film could take the liberty of upping that figure.

If you ask me, what’s a lot more implausible is that Vykkers Labs seems to own merely eighty‐one Fuzzles.

The most I have seen in a single buisness is 94 and that was in Flub Fuels[or flubCo.]
Any one seen more?

magic9mushroom 01-06-2007 11:27 PM

You n00b. The whole of AO (ie RuptureFarms) has 99 muds in it, and that is the whole point of this thread. There is no possible point to posting that. Just play AO for goodness' sake, and put questions like that in the FAQ section.