I've seen some people wanting a transcript of the X-Factor show. I heard that Max was gonna do it, but he's such a busy guy, so I thought I'd help out a little. Just to be nice...and that I had nothing else better to do.
This is only part one of the Oddworld segment on the X-Factor show. Part two may be provided by someone else, or I could finish it later.
Keep in mind that there may be some human error and I left out a few words. I only left out the, "Uh, Ya know and Ums," pretty much.
Enjoy!
-------------------------------------------------------------------------------
X-Factor
Part one of Oddworld Segment
(Ed Fries. VP, Microsoft Game Studios.)
"Now we're finally getting to the point where we can do real 3D scenes that are starting to look like movie scenes. We can place characters within these scenes and they can have expressions. That's the start of doing so much more with this business than we've done before."
(Narrator Guy.)
"There are many teams trying to build the next big game for Microsoft. For one independent Studio, it's all about building a world...an Oddworld."
(Lorne Lanning. Creator/Co Founder of Oddworld Inhabitants)
"In games, every story needs great gameplay, cus' if you look at games out there, some of them can have just "God-awful" stories, but their gameplay will be great and they'll win. It's really about the play. If you really want to integrate story into gameplay, which is what Oddworld's been about since the beginning, it's a complicated weaving of technology, artistry, storytelling, character development-all those things. And in Munch we didn't get a lot of what it was supposed to be. And it got acclaim and it won awards and different types of things of that nature, but that doesn't mean it was what we wanted it to be and that doesn't mean that we were happy with it. For me it was a devastating experience and we wanted it to be so much more; and you knew it could be so much more, but being able to manifest, well you see, is whole different game.
And so I thought the wisest thing to do, and the most exciting thing to do was give Abe and Munch a good vacation. Ya know, treat em' well and say, "Look guys you get some time off," and then go, "Okay Steef, you're in the picture now."
So Okay, here's what we have going on right now. We have a new type of minotaur."
(Raymond Swanland. Production Designer of OWI.)
"I think Steef is very capable of being both very frightening and also being very lovable in the most vulnerable way."
(Lorne)
"Let's start with like a horse body and more of a gorilla upper body and let's start there..."
(Ray)
"And we start taking in his...ya know, start with a general sort of expression where he's playing his poker-face." (Ray says this as he excitedly points to a table full of hand drawn Steef pics.)
(Lorne)
"...And then you fall in with something kind of traditional coming out of him then you go, "Okay, let's cut off his whole mid-section and shorten the length between the front legs and the back legs, and let's make the torso more human, but the arms more gorilla and the head more like Clint gene-spliced at birth, ya know...crossed-fertilized with a lion gorilla. Okay, so Clint, lion, gorilla...let's come up with a face that matches this guy and he's gotta have horns."
(Ray)
"What we've done with Steef is we've taken aspects of something as stately as a lion and started applying things almost like a surfer-bum to his hairstyle and through his piercing blue eyes. And this is what we get with mixing Clint..."
(Lorne)
"And then you figure out a point in time, which you call the prototype. At what point in time can we demonstrate a good feeling for what this game will be, even though it won't be complete."
(Ray)
"...And we start giving him slightly more empathy in the eyes, and we start really bringing out what he's starting to feel, but still with the sense of trying to hide it, and occasionally brief outbursts of emotion will come out...but then he goes straight back to his poker-face."
(Narrator)
"For most characters; most games, never make it into the stores. With their greenlight meeting approaching fast, the question for Oddworld is whether Steef will make it from an intriguing prototype to an actual game."