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Oni was originally expected to be released in the fourth quarter of 1999, but as that date approached, the release date was pushed back. This occurred repeatedly, until finally the rumored release date was as late as March 2001<ref>Discussions on [[OCF]] of: a [http://carnage.bungie.org/oniforum/oni.forum.pl?read=2533 fall 1999] release date, a [http://carnage.bungie.org/oniforum/oni.forum.pl?read=1129 summer 2000] release date, a [http://carnage.bungie.org/oniforum/oni.forum.pl?read=4084 fall 2000] release date, and finally a [http://carnage.bungie.org/oniforum/oni.forum.pl?read=4699 spring 2001] release date. These "release dates" were generally rumors, ephemeral dates used by online stores for pre-orders, or vague estimates by Bungie PR, not official statements. Nevertheless, it was clear that Oni was taking longer than planned to finish, which was a cause of some concern among Bungie fans.</ref>. Much of the uncertainty over Oni's status came from Bungie's well-known reluctance to disclose or adhere to fixed release dates. Some of the delay may have come from staff turnover and development issues; a Design Lead position was created in the summer of 1999 for newcomer Hardy LeBel, who immediately began rewriting the story. Pease left at the end of 1999 (with his Project Lead title being passed to Michael Evans) and Bungie West also lost one of their two level designers and replaced the AI programmer in the same six-month period between the summer and the end of 1999. | Oni was originally expected to be released in the fourth quarter of 1999, but as that date approached, the release date was pushed back. This occurred repeatedly, until finally the rumored release date was as late as March 2001<ref>Discussions on [[OCF]] of: a [http://carnage.bungie.org/oniforum/oni.forum.pl?read=2533 fall 1999] release date, a [http://carnage.bungie.org/oniforum/oni.forum.pl?read=1129 summer 2000] release date, a [http://carnage.bungie.org/oniforum/oni.forum.pl?read=4084 fall 2000] release date, and finally a [http://carnage.bungie.org/oniforum/oni.forum.pl?read=4699 spring 2001] release date. These "release dates" were generally rumors, ephemeral dates used by online stores for pre-orders, or vague estimates by Bungie PR, not official statements. Nevertheless, it was clear that Oni was taking longer than planned to finish, which was a cause of some concern among Bungie fans.</ref>. Much of the uncertainty over Oni's status came from Bungie's well-known reluctance to disclose or adhere to fixed release dates. Some of the delay may have come from staff turnover and development issues; a Design Lead position was created in the summer of 1999 for newcomer Hardy LeBel, who immediately began rewriting the story. Pease left at the end of 1999 (with his Project Lead title being passed to Michael Evans) and Bungie West also lost one of their two level designers and replaced the AI programmer in the same six-month period between the summer and the end of 1999. | ||
Possible additional factors were the introduction of a PS2 port to be released in tandem with Oni for Windows/Mac, part of a deal struck with Take-Two Interactive (T2) in August of 1999, and the acquisition of Bungie by Microsoft, which was announced in June of 2000. It is also possible that the acquisition of the Oni IP by Take Two in 2000 interfered with plans for a more timely release. The details of the MS/T2 situation are explained in the "Post-release" section below. | Possible additional factors were the introduction of a PS2 port to be released in tandem with Oni for Windows/Mac, part of a deal struck with Take-Two Interactive (T2) in August of 1999, and the acquisition of Bungie by Microsoft, which was announced in June of 2000. It is also possible that the acquisition of the Oni IP by Take-Two in 2000 interfered with plans for a more timely release. The details of the MS/T2 situation are explained in the "Post-release" section below. | ||
''Further reading:'' [[Oni/Early Story|Early Story]], [[Oni/Positioning|Positioning Statement]]. | ''Further reading:'' [[Oni/Early Story|Early Story]], [[Oni/Positioning|Positioning Statement]]. | ||
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Due to the delays in Oni's development, Bungie suspended the advertising of the game for a time<ref>[http://carnage.bungie.org/oniforum/oni.forum.pl?read=4570 OCF post by Matt Soell, "Re: Matt- could you address this?"].</ref>, so as not to expend their budget before the game was even released. In the meantime, the game under development at Bungie's HQ in Chicago, which was previously known only by its code name "Blam", came to be known as Halo and slowly drew attention away from the oft-delayed Oni as images and trailers for it began to appear. | Due to the delays in Oni's development, Bungie suspended the advertising of the game for a time<ref>[http://carnage.bungie.org/oniforum/oni.forum.pl?read=4570 OCF post by Matt Soell, "Re: Matt- could you address this?"].</ref>, so as not to expend their budget before the game was even released. In the meantime, the game under development at Bungie's HQ in Chicago, which was previously known only by its code name "Blam", came to be known as Halo and slowly drew attention away from the oft-delayed Oni as images and trailers for it began to appear. | ||
As Oni finally neared completion, Bungie resumed their advertising, now partnered with Take Two, who were in the process of taking over the Oni [[wikipedia:Intellectual_property|IP]] as Bungie prepared to join Microsoft (see "Post-release" section below). Promotional artwork was produced by [[Lorraine|Lorraine Reyes McLees]] and a four-issue comic book was produced under T2's supervision and published by Dark Horse. T2's PR efforts, however, seem to have been focused mainly on the PS2 version of the game. | As Oni finally neared completion, Bungie resumed their advertising, now partnered with Take-Two, who were in the process of taking over the Oni [[wikipedia:Intellectual_property|IP]] as Bungie prepared to join Microsoft (see "Post-release" section below). Promotional artwork was produced by [[Lorraine|Lorraine Reyes McLees]] and a four-issue comic book was produced under T2's supervision and published by Dark Horse. T2's PR efforts, however, seem to have been focused mainly on the PS2 version of the game. | ||
''Further reading:'' [[Trailers]], [[History of the Oni community]], [http://oni.bungie.org/special/ Oni Central interview with Bungie West], [http://web.archive.org/web/200012061625/http://www.insidemacgames.com/features/00/dunn/ IMG interview with Dave Dunn], [http://web.archive.org/web/19990824063223/http://avault.com/previews/preview_temp.asp?game=oni&page=1 Adrenaline Vault interview with Doug Zartman], [[Dark_Horse_comics|Dark Horse's "Oni" comic]]. | ''Further reading:'' [[Trailers]], [[History of the Oni community]], [http://oni.bungie.org/special/ Oni Central interview with Bungie West], [http://web.archive.org/web/200012061625/http://www.insidemacgames.com/features/00/dunn/ IMG interview with Dave Dunn], [http://web.archive.org/web/19990824063223/http://avault.com/previews/preview_temp.asp?game=oni&page=1 Adrenaline Vault interview with Doug Zartman], [[Dark_Horse_comics|Dark Horse's "Oni" comic]]. | ||
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Some of the game's content was cut as well. This included at least one entire level ([[BGI|BGI HQ]]), and the highly anticipated [[Iron Demon]], the large mech shown in-game in the 1999 trailer. Gaps in the numbering of the [[GameDataFolder|game files]] led fans to believe that at least five chapters were cut before release, but, besides the BGI HQ level that was cut from the story, this was simply due to content that was moved around or consolidated into other levels<ref name=HL-cuts />. | Some of the game's content was cut as well. This included at least one entire level ([[BGI|BGI HQ]]), and the highly anticipated [[Iron Demon]], the large mech shown in-game in the 1999 trailer. Gaps in the numbering of the [[GameDataFolder|game files]] led fans to believe that at least five chapters were cut before release, but, besides the BGI HQ level that was cut from the story, this was simply due to content that was moved around or consolidated into other levels<ref name=HL-cuts />. | ||
Finally, Bungie did not hold to their usual practice of releasing level-building tools for their games, since a professional and costly CAD program was used to produce Oni's levels<ref>[http://carnage.bungie.org/oniforum/oni.forum.pl?read=2321 OCF post by Matt Soell, "Re: general questions...."].</ref>. As Oni's release neared, it was pointed out by Matt Soell, Bungie's PR person, that since Bungie no longer owned the game, they were unable to release whatever supplementary tools had been developed. Early statements about releasing the file formats were probably also impossible to follow through on once ownership had transferred to Take Two. This factor, coupled with the lack of multiplayer, meant that Oni's full potential was not obvious. | Finally, Bungie did not hold to their usual practice of releasing level-building tools for their games, since a professional and costly CAD program was used to produce Oni's levels<ref>[http://carnage.bungie.org/oniforum/oni.forum.pl?read=2321 OCF post by Matt Soell, "Re: general questions...."].</ref>. As Oni's release neared, it was pointed out by Matt Soell, Bungie's PR person, that since Bungie no longer owned the game, they were unable to release whatever supplementary tools had been developed. Early statements about releasing the file formats were probably also impossible to follow through on once ownership had transferred to Take-Two. This factor, coupled with the lack of multiplayer, meant that Oni's full potential was not obvious. | ||
Thus, it was left to the fans to create their own modding tools, after investigating the inner workings of the game on their own. | Thus, it was left to the fans to create their own modding tools, after investigating the inner workings of the game on their own. | ||
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Bungie had seemed to enjoy great success as an independent publisher ever since they released [[wikipedia:Pathways into Darkness|Pathways into Darkness]] in 1993. However, Bungie was initially a Macintosh developer, and the Mac's limited market share meant that their sales never went above 200,000 units<ref>"200,000 units" figure taken from [http://books.google.com/books?ei=A1mlT672KIG29QSbz-HyDQ&id=sJi2AAAAIAAJ&dq=Opening+the+xbox&q=200%2C000#search_anchor page 238] of Dean Takahashi's book "Opening the Xbox", which also provided some of the details for the Apple story given below.</ref>, even after releasing [[wikipedia:Marathon Trilogy|Marathon 2]] for both Mac and Windows. Bungie also took advantage of their indie status to reject the strict deadlines which are normally enforced by video game publishers, refusing to release their games until they were completely finished. | Bungie had seemed to enjoy great success as an independent publisher ever since they released [[wikipedia:Pathways into Darkness|Pathways into Darkness]] in 1993. However, Bungie was initially a Macintosh developer, and the Mac's limited market share meant that their sales never went above 200,000 units<ref>"200,000 units" figure taken from [http://books.google.com/books?ei=A1mlT672KIG29QSbz-HyDQ&id=sJi2AAAAIAAJ&dq=Opening+the+xbox&q=200%2C000#search_anchor page 238] of Dean Takahashi's book "Opening the Xbox", which also provided some of the details for the Apple story given below.</ref>, even after releasing [[wikipedia:Marathon Trilogy|Marathon 2]] for both Mac and Windows. Bungie also took advantage of their indie status to reject the strict deadlines which are normally enforced by video game publishers, refusing to release their games until they were completely finished. | ||
It is believed that Bungie began suffering from a shortage of cash around 1998 when the Myth II uninstaller bug was discovered and cost them at least $1 million to correct<ref>See Bungie's 20th Anniversary documentary, ''[http://www.youtube.com/watch?v=OtG6--4r_qk O Brave New World]'', 6 minute mark.</ref>. This might have been difficult to absorb for a studio not accustomed to a disciplined release schedule. The next game to release after Myth II was to be Oni in 1999, but as Oni's release date began to slide more and more, it became clear that Bungie had underestimated the time required to finish the game by more than usual. In the meantime, Bungie was bankrolling two studios instead of one. Thus, the decision was made to partner with Take Two Interactive; on August 13, 1999, it was announced that Take Two had acquired 19.9% of Bungie's shares in exchange for (1) payments to Bungie of $4 million now and $1 million the next year, (2) the North America publishing rights to Oni, Myth, and two additional future titles for the PC, and (3) publishing rights for a PlayStation 2 port of Oni (and console versions of future, unannounced Bungie games)<ref>[http://www.sec.gov/Archives/edgar/data/946581/0000891554-00-000145.txt SEC 10-K filing for Take Two Interactive, 10/31/99].</ref>. | It is believed that Bungie began suffering from a shortage of cash around 1998 when the Myth II uninstaller bug was discovered and cost them at least $1 million to correct<ref>See Bungie's 20th Anniversary documentary, ''[http://www.youtube.com/watch?v=OtG6--4r_qk O Brave New World]'', 6 minute mark.</ref>. This might have been difficult to absorb for a studio not accustomed to a disciplined release schedule. The next game to release after Myth II was to be Oni in 1999, but as Oni's release date began to slide more and more, it became clear that Bungie had underestimated the time required to finish the game by more than usual. In the meantime, Bungie was bankrolling two studios instead of one. Thus, the decision was made to partner with Take-Two Interactive; on August 13, 1999, it was announced that Take-Two had acquired 19.9% of Bungie's shares in exchange for (1) payments to Bungie of $4 million now and $1 million the next year, (2) the North America publishing rights to Oni, Myth, and two additional future titles for the PC, and (3) publishing rights for a PlayStation 2 port of Oni (and console versions of future, unannounced Bungie games)<ref>[http://www.sec.gov/Archives/edgar/data/946581/0000891554-00-000145.txt SEC 10-K filing for Take-Two Interactive, 10/31/99].</ref>. | ||
This deal didn't seem to change business much for Bungie, but considerably more shocking news was revealed on June 19, 2000, when Bungie announced its acquisition by Microsoft. It turned out that Bungie's monetary woes had not been solved by T2's influx of cash, and so MacSoft founder Peter Tamte had been hired by Bungie to find a buyer for the company. Bungie worked out the following deal with Take Two in order to be free to join Microsoft: T2 sold its 19.9% stake of Bungie to MS for its original purchase price of $5 million; T2 then traded its publishing rights for Halo back to Bungie for (1) $4 million in cash, (2) a license to use the Halo engine to make two future titles, and (3) for full "right, title and interest" to the Myth franchise and Oni. T2 valued the IP acquisition of Oni at $2.8 million, and the Myth IP and Halo engine license at $1.5 million each.<ref>[http://www.sec.gov/Archives/edgar/data/946581/000112528202003845/b320556.htm SEC 10-K filing for Take Two Interactive, 10/31/02].</ref><ref>The sale of Bungie to Microsoft has an interesting historical footnote: according to Ed Fries, who was VP of game publishing at Microsoft, Steve Jobs angrily called Steve Ballmer immediately after the Bungie acquisition was announced; sources within Bungie state that Apple themselves had been close to offering to buy Bungie at the time. In order to appease Apple (a business partner of Microsoft) over the loss of a major Mac game developer, a new company was formed to port Windows games to the Mac, named Destineer, and headed up by none other than Peter Tamte of Bungie. Destineer would go on to port Halo to the Mac in 2003. ([http://www.develop-online.net/news/36173/Steve-Jobs-raged-at-Microsoft-over-game-studio-sale], [http://www.develop-online.net/news/36183/Ex-Bungie-dev-Apple-got-close-to-buying-us], [http://www.insidemacgames.com/features/view.php?ID=173])</ref> | This deal didn't seem to change business much for Bungie, but considerably more shocking news was revealed on June 19, 2000, when Bungie announced its acquisition by Microsoft. It turned out that Bungie's monetary woes had not been solved by T2's influx of cash, and so MacSoft founder Peter Tamte had been hired by Bungie to find a buyer for the company. Bungie worked out the following deal with Take-Two in order to be free to join Microsoft: T2 sold its 19.9% stake of Bungie to MS for its original purchase price of $5 million; T2 then traded its publishing rights for Halo back to Bungie for (1) $4 million in cash, (2) a license to use the Halo engine to make two future titles, and (3) for full "right, title and interest" to the Myth franchise and Oni. T2 valued the IP acquisition of Oni at $2.8 million, and the Myth IP and Halo engine license at $1.5 million each.<ref>[http://www.sec.gov/Archives/edgar/data/946581/000112528202003845/b320556.htm SEC 10-K filing for Take-Two Interactive, 10/31/02].</ref><ref>The sale of Bungie to Microsoft has an interesting historical footnote: according to Ed Fries, who was VP of game publishing at Microsoft, Steve Jobs angrily called Steve Ballmer immediately after the Bungie acquisition was announced; sources within Bungie state that Apple themselves had been close to offering to buy Bungie at the time. In order to appease Apple (a business partner of Microsoft) over the loss of a major Mac game developer, a new company was formed to port Windows games to the Mac, named Destineer, and headed up by none other than Peter Tamte of Bungie. Destineer would go on to port Halo to the Mac in 2003. ([http://www.develop-online.net/news/36173/Steve-Jobs-raged-at-Microsoft-over-game-studio-sale], [http://www.develop-online.net/news/36183/Ex-Bungie-dev-Apple-got-close-to-buying-us], [http://www.insidemacgames.com/features/view.php?ID=173])</ref> | ||
The acquisition of Bungie by Microsoft also meant the dissolution of Bungie West as Bungie moved their employees to Redmond, Washington. Some Oni developers stayed with Bungie and went on to work on the Halo series, while others ended up at independent game studios, such as Giant Bite (co-founded by Chu & Evans) and Tyrant Studios (founded by LeBel). | The acquisition of Bungie by Microsoft also meant the dissolution of Bungie West as Bungie moved their employees to Redmond, Washington. Some Oni developers stayed with Bungie and went on to work on the Halo series, while others ended up at independent game studios, such as Giant Bite (co-founded by Chu & Evans) and Tyrant Studios (founded by LeBel). | ||
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===Oni=== | ===Oni=== | ||
Clearly Take Two expected big things from Oni (see their valuation of Oni above, as well as their promotional efforts under the "Hype" section). They had assigned Rockstar Toronto to work on a PS2 port of Oni around the end of 1999, and released it alongside the Windows and Mac versions of Oni; however, the port was considered to be an inferior version of the game due to technical limitations and control issues. | Clearly Take-Two expected big things from Oni (see their valuation of Oni above, as well as their promotional efforts under the "Hype" section). They had assigned Rockstar Toronto to work on a PS2 port of Oni around the end of 1999, and released it alongside the Windows and Mac versions of Oni; however, the port was considered to be an inferior version of the game due to technical limitations and control issues. | ||
At first, Take-Two seemed intent on investing in Oni as a franchise. Shortly after Oni's release, a simple game billed as an [[:Image:WAP_Cell_Oni_-_Konoko.jpg|Oni prequel]]<ref>[http://web.archive.org/web/20020221045402/http://www.fgnonline.com/pc/news/17352.html Fastest Game News Online, "Oni Prequel Announced"].</ref> (developed by Quantum Sheep) was released for [[wikipedia:Wireless_Application_Protocol|WAP]]-enabled cell phones. It was then rumored around April of 2001 that T2 intended to make an Oni 2<ref>[http://oni.bungie.org/newsarchives/2001/apr01.html Oni Central News Archives, Apr. 2001].</ref> (developed for PS2 by Angel Games<ref>[http://kotaku.com/314074/joust-3d-cancelled-and-other-secrets?tag=gamingjuicy Kotaku article, "Joust 3D Cancelled, And Other 'Secrets'"].</ref>, later known as Rockstar San Diego), but the game was apparently canceled at an early stage of development, possibly because Oni itself did not meet T2's expected sales quotas. | At first, Take-Two seemed intent on investing in Oni as a franchise. Shortly after Oni's release, a simple game billed as an [[:Image:WAP_Cell_Oni_-_Konoko.jpg|Oni prequel]]<ref>[http://web.archive.org/web/20020221045402/http://www.fgnonline.com/pc/news/17352.html Fastest Game News Online, "Oni Prequel Announced"].</ref> (developed by Quantum Sheep) was released for [[wikipedia:Wireless_Application_Protocol|WAP]]-enabled cell phones. It was then rumored around April of 2001 that T2 intended to make an Oni 2<ref>[http://oni.bungie.org/newsarchives/2001/apr01.html Oni Central News Archives, Apr. 2001].</ref> (developed for PS2 by Angel Games<ref>[http://kotaku.com/314074/joust-3d-cancelled-and-other-secrets?tag=gamingjuicy Kotaku article, "Joust 3D Cancelled, And Other 'Secrets'"].</ref>, later known as Rockstar San Diego), but the game was apparently canceled at an early stage of development, possibly because Oni itself did not meet T2's expected sales quotas. | ||
While Bungie merged into Microsoft, and Take Two was assuming command of the Oni IP, Mac users were in their own delicate position: transitioning to Mac OS X. Having been in development years before OS X released, the original build of the Oni application was a Carbon app, meaning it was written primarily for Mac OS 9 with only basic OS X compatibility. Unfortunately the Carbon build was not without issues when running in OS X. | While Bungie merged into Microsoft, and Take-Two was assuming command of the Oni IP, Mac users were in their own delicate position: transitioning to Mac OS X. Having been in development years before OS X released, the original build of the Oni application was a Carbon app, meaning it was written primarily for Mac OS 9 with only basic OS X compatibility. Unfortunately the Carbon build was not without issues when running in OS X. | ||
Then, at the end of 2001, [http://www.omnigroup.com Omni Group] released a Cocoa (native OS X) build of the game which they had produced for free<ref>[http://www.omnigroup.com/mailman/archive/omni-press/2001/000008.html Omni Group press release, "The Omni Group Releases Oni for Mac OS X!"].</ref>. However, Apple would later switch to Intel processors, moving away from the PowerPC chip that Oni was built for. This and other elements of the OS and hardware have changed over the years, making the Omni port unable to run on modern Macs without fan-devised patches. Recently, Feral (the Mac version's distributor outside of the U.S.) has expressed an interest in putting out an Intel-native build of Oni<ref>[http://oni.bungie.org/community/forum/viewtopic.php?id=848 OCF thread, "Oni Intel-native build for OS X"].</ref>. | Then, at the end of 2001, [http://www.omnigroup.com Omni Group] released a Cocoa (native OS X) build of the game which they had produced for free<ref>[http://www.omnigroup.com/mailman/archive/omni-press/2001/000008.html Omni Group press release, "The Omni Group Releases Oni for Mac OS X!"].</ref>. However, Apple would later switch to Intel processors, moving away from the PowerPC chip that Oni was built for. This and other elements of the OS and hardware have changed over the years, making the Omni port unable to run on modern Macs without fan-devised patches. Recently, Feral (the Mac version's distributor outside of the U.S.) has expressed an interest in putting out an Intel-native build of Oni<ref>[http://oni.bungie.org/community/forum/viewtopic.php?id=848 OCF thread, "Oni Intel-native build for OS X"].</ref>. |