Oni: Difference between revisions

137 bytes added ,  4 September 2011
→‎Development: adding tidbit about one of Oni's potential names
(→‎Bungie: citing $1 million; Marty O. said it so it must be true)
(→‎Development: adding tidbit about one of Oni's potential names)
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==Development==
==Development==
Work on Oni began in 1997 when Bungie decided to found a second studio, Bungie West. The concept for their first project was devised by Brent Pease and Michael Evans, whose primary influence was the animé film [[wikipedia:Ghost in the Shell (film)|''Ghost in the Shell'']]<ref>Pease discusses his role as Oni's creator and GitS' influence on the game [http://oni.bungie.org/special/part1/brent.html here].</ref> (adapted from [[wikipedia:Masamune Shirow|Masamune Shirow]]'s [[wikipedia:Ghost_in_the_Shell_(manga)|manga series]]). Pease and Evans had been working at Apple on 3D game technology, and so their first step was to begin work on the engine, gradually hiring employes to produce concept art and author content for the game. The name "Oni" was originally intended only as a codename during development; Pease used it in homage to their source of inspiration, considered its meaning to be "Ghost"<ref>The meaning of "oni" is usually given by those familiar with Japanese myths as either "demon" or "ogre". See the [[Oni (demon)]] page for an exploration of the word and possible connections to the game's content. Pease explains the origin of the name [http://oni.bungie.org/special/part1/brent.html here], and seems to still think the word means "ghost"; however, Hardy, his eventual replacement, indicates [http://carnage.bungie.org/oniforum/oni.forum.pl?read=19851 here] and [http://carnage.bungie.org/oniforum/oni.forum.pl?read=18292 here] that he understood "oni" to mean "demon" and had re-written the story with that in mind.</ref>.
Work on Oni began in 1997 when Bungie decided to found a second studio, Bungie West. The concept for their first project was devised by Brent Pease and Michael Evans, whose primary influence was the animé film [[wikipedia:Ghost in the Shell (film)|''Ghost in the Shell'']]<ref>Pease discusses his role as Oni's creator and GitS' influence on the game [http://oni.bungie.org/special/part1/brent.html here].</ref> (adapted from [[wikipedia:Masamune Shirow|Masamune Shirow]]'s [[wikipedia:Ghost_in_the_Shell_(manga)|manga series]]). Pease and Evans had been working at Apple on 3D game technology, and so their first step was to begin work on the engine, gradually hiring employes to produce concept art and author content for the game. The name "Oni" was originally intended only as a codename during development; Pease used it in homage to their source of inspiration, believing its meaning to be "Ghost"<ref>The meaning of "oni" is usually given by those familiar with Japanese myths as either "demon" or "ogre". See the [[Oni (demon)]] page for an exploration of the word and possible connections to the game's content. Pease explains the origin of the name [http://oni.bungie.org/special/part1/brent.html here], and seems to still think the word means "ghost"; however, Hardy, his eventual replacement, indicates [http://carnage.bungie.org/oniforum/oni.forum.pl?read=19851 here] and [http://carnage.bungie.org/oniforum/oni.forum.pl?read=18292 here] that he understood "oni" to mean "demon" and had re-written the story with that in mind.</ref><ref>At one time during development, the name "Mnemonic Shadow" was considered. (http://marathon.bungie.org/story/newjan-feb01.html)</ref>.


The designs for [[Konoko]] and Commander [[Griffin]] can be seen to resemble the characters of [[wikipedia:Motoko Kusanagi|Motoko Kusanagi]] and [[wikipedia:Daisuke Aramaki|Daisuke Aramaki]]. Early development even presented Konoko as a [[wikipedia:cyborg|cyborg]], which, together with the tech-crime-fighting setting, resembled the world of ''Ghost in the Shell''. (See the "[[Oni/Early Story|Early Story]]" page for more details.) In August of 1999, Hardy LeBel was brought in as Design Lead, and revamped the story<ref>The time of Hardy's entry into the Oni project is mentioned in [http://web.archive.org/web/20010727151534/www.insidemacgames.com/features/00/lebel/ this interview], which contains other interesting tidbits such as some words from him about the cancellation of multiplayer.</ref>. The final version of Oni abandons the cyborg heroine and instead introduces original concepts such as [[Daodan]] and [[SLD]]s.
The designs for [[Konoko]] and Commander [[Griffin]] can be seen to resemble the characters of [[wikipedia:Motoko Kusanagi|Motoko Kusanagi]] and [[wikipedia:Daisuke Aramaki|Daisuke Aramaki]]. Early development even presented Konoko as a [[wikipedia:cyborg|cyborg]], which, together with the tech-crime-fighting setting, resembled the world of ''Ghost in the Shell''. (See the "[[Oni/Early Story|Early Story]]" page for more details.) In August of 1999, Hardy LeBel was brought in as Design Lead, and revamped the story<ref>The time of Hardy's entry into the Oni project is mentioned in [http://web.archive.org/web/20010727151534/www.insidemacgames.com/features/00/lebel/ this interview], which contains other interesting tidbits such as some words from him about the cancellation of multiplayer.</ref>. The final version of Oni abandons the cyborg heroine and instead introduces original concepts such as [[Daodan]] and [[SLD]]s.