Fable III has no experience, health bar
"Experience seemed 1990s" - Molyneux.
Presenting at Fable III at X10 in San Francisco, Peter Molyneux has revealed that the RPG - if you can still call it that - has no experience points or health bar.
Health is represented by the screen-colouring effects common in action and FPS games - Fable III has no HUD most of the time - while your character grows in power according to how many followers he or she has in the game's world of Albion. Levelling up is also represented by your weapons, which grow and change appearance according to how much and how you use them.
"It's an RPG without a health bar or experience," Molyneux said in a demonstration. "Because we put the levelling up into the world, with followers, you don't need experience."
Why make the change? "The absolute main reason is that most people didn't really understand it," Molyneux told Eurogamer later. "When you asked people how to get red experience, they'd say, 'I don't know, sometimes it's green, sometimes it's red, sometimes it's blue'."
Molyneux came to feel that experience was out of date, and out of step with Fable's themes. "Why do you just get experience for combat? It seemed wrong. This game is expressions and getting married and doing things in the world that should be as significant as fighting. So as soon as we said the word followers... just saying the word followers, what people think of you, meant more to the entirety of the game.
"Experience seemed 1990s, it seemed old school."
It was the same thing with the removal of the health bar, he said. "We haven't removed the health bar, we've just copied other games. First-person shooters, the health bar's in the world. When your health gets low the corners of the screen go red, sometimes it goes black and white - that's a health bar man, it's just the same as a little bar, it's just that people see it.
"As soon as you say those things you think, Jesus, why was I so stupid beforehand," Molyneux said. "It just seems like these are legacy things."
These are the changes which Molyneux feared fans would be "pissed off" by. "If I remove experience and health bars, and I put levelling up from a 2D interface to a 3D interface, some people are going to get really upset, but that's not a reason not to do it, man. It's actually a reason to do it."
But he still thinks of Fable III as an RPG. "I still love the idea of levelling up... I love seeing myself and my hero grow and get more powerful. That to me is what role-playing is all about. I love the idea of being able to choose, that's another thing about an RPG."
For more on Fable III - including the weapon morphing system, the online features, and the Touch mechanic first revealed at Gamescom in Cologne last year - watch out for a full feature preview shortly.
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Comments (69) Latest comment 2 years ago
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(actually, it doesn't bother me at all, I'm sure it will be a good game anyway)
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But if you want to pull off silly expressions and get a giggle for 5 minutes buy Fable.
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I think this approach is great - consider sports and fps games (Fight Night and MW2 for example)...without a health bar or XP chart, your involvement as a gamer is deepened...
...your player/character/soldier...even vehicle (Forza) can *show* upgrades, achievements, experience, losses etc just by the impact and affects received by, and imposed upon the protagonist and their universe.
Mass Effect 2 uses expressions of team mates and crew to insinuate and suggest thoughts, ideas, grievances, agreement, hatred, worship...
...if Fable 3 is doing away with traditional health and xp bars, I welcome it wholeheartedly.
Think about it...in the real world, when you gain a promotion (or indeed are demoted) at work, there's no scalebar floating around you flashing away...the gain/loss is show in your salary, responsibilities, respect from peers.
When you move out of your parents house to claim your independence, you celebrate with a party, a gathering of friends, make new friends, smile and be happy.
Again...no bars flash above your head.
Taking a new lover, wife/husband is (generally) a happy experience, reflected by good karma, smiles, happy demeanour...
I welcome a change to any established control system (Heavy Rain), success measuring scale (Fable 3) or other inventive change, which seeks to challenge the way we gamers become involved with our games and avatars.
Yes, it is brave.
Yes, it may turn a lot of people away from buying - or even playing - the game (as earlier comments here suggest).
Ultimately, it's new features or behaviours in games that need to be introduced more, before games become the same vitriolic drab experience, churned out again and again.
Oh, final point/question of my waffling post:
Gamers: why not broaden the scope of your minds?
Free yourself from habitual learnt button-mashing, trigger-pulling expectation, and really consider HOW GOOD and genre re-defining some of these new in-game mechanics could actually be for new titles.
You never know - you might just like it
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I absolutely love Molyneux's usability innovations. Removing all the HUD clutter, having to deduce how much you've grown in experience in the game world instead of meaningless stats, the dog, the glowing trail...
I just really don't like Fable. "How many followers you have", if I picture how that plays out in Fable, with just more uninteresting people standing in your way doing the same animation over ander over, which you then have to micromanage in a totally pointless minigame. Ugh.
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Piss off.
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It would be nice if Fable III finally delivered on the promises of Project Ego but the news that the Health Bar and Experience have been drops makes it sound like it's going to be even less of an RPG than the previous two games and more of an action-adventure. It could be a good thing though considering that neither Fable nor Fable II excelled as RPGs IMO.
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But the system from one of his best known games of the 90s didn't....
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Why make every genre the same? Throwing in a rechargeable health system really changed the way ME2 played, it made it far more like a shooter and far less like a tactical RPG but I when I buy an RPG I want it to play like an RPG, if I wanted to play a shooter I'd have bought a shooter.
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I've never understood the Molyneux / Fable angst that seems to follow evey announcement he makes. I've enjoyed his games since my Amiga days and while his finished products may fall short of his initial ambitions he's passionate about what he does and he's prepared to take risks, push boundaries and remove some of the unecessary 'clutter' that can be a barrier for a lot of people.
I for one would rather there were more devs like Lionhead. I remember the hate he got for banging on and on about the dog in Fable 2... How people would grow attached to it, that it would be integral to the game. I remember the moment in the game when I realised *just* how attached to it I was. It had snuck up on me, and when the moment came, all of his prophecies and proclamations about the dog rang true for me.
I could have strangled Molyneux then and there; for trying something and succeeding beyond all my expectations.
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Come on... health bars are simply replaced (like in most FPS and 3rd person - Uncharted). And XP bars are not a biggie - hell FF14 is doing the equipment = level thing. If a dinosuar like FF has adopted it - its hardly a "scary new feature"!
Good - begone silly bars and hopefully some more immersion... but I would hardly call this big news. And if anyone does get hung up on it... you need to get a life
And as a regular pen and paper role player for over 30 years, XP is just an incidental overhead that we don't really get hung up on anymore. Most pen & paper RPGs have evolved beyong XPs a long time ago as they seemed anachronistic and false... glad to see the computer counterparts finally catching up!
So "meh!" to the "astonishing news" and PM's amazing ability to hype up a non-event.
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People like this should not be allowed to buy games - "You just pressed the corresponding coloured button on your joypad you fucking idiot"
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Fable II is the one game I'd buy a 360 for.
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So do plaid shirts & everybody's wearing them nowadays.
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I'm not a huge fan of Fable, I thought it was a bit weak as an RPG, great as an entry level game for those interested in going RPG but offered little to the enthusiast. This game doesn't look any different in that regard, though ditching the whole experience system and running it through followers and equipment is something we've seen before in Overlord and it didn't work particularly well there, with the Fable following it might work here but I'm sceptical at the moment.
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It might be a slightly bigger thing in the computer world. I'd say that in pen & paper and computer games the "RPG" stands for two different things: In p&p, for "role playing", in computer games, for levels, xp, skills and all that stuff that p&p inherited from wargames. If a developer says "we've added RPG elements to our game", you can bet it won't be a minigame about your character having PTSD after the battle, but some sort of xp/progression.
So, this might be a bit of a risk. cRPG's haven't really changed much in years.
Edit: but yeah, that was a pretty anticlimatic reveal.
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it aint the 60s any more.....Keep up with the times grandad!!
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Obviously it's best to wait until the game is available before making a judgement - I really liked Fable 2, so I have no reason to think they'd do a bad job this time. Still, I'm not really convinced with how he equates progress with 'pissing people off', you don't have to alienate your fanbase to be progressive. But lets wait and see.
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Fable 2 was a lovely little game. This looks good. I would say however, that PM's emotions seem to be ironically polarised to "Black & White". Nothing is "OK", "good" or "bad" - everything is "wonderous" or "terrible" to him. I wonder if he can understand or empathise with someone who neither likes or dislikes his games? I don't think he understands the concept of "meh".
A great mind, but a bipolar one!
He quite scares me actually.
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Not really, I don't care as long as it's designed properly, I wish he'd have more faith in our willingness to accept change.
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Don't get me wrong but, I prefer old-school style RPGs.
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And if you want a fun, charming and harmless action adventure game with vague links to an RPG, that you can play co-operatively and don't have to set aside 30-100 hours on dialogue trees to fully appreciate, buy Fable.
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No wonder so many people hate it.
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But at the last moment they changed their plans.
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It'd be nice to see the streamlining and accessibility of Fable combined with a more detailed system under the hood. What about a Fallout or Elder Scrolls game with the "invisible stats" philosophy applied?
What I really want to see happen to the Fable series is a stronger connection between the more traditionally videogame-like aspects and the "fluff." Maybe we'd see less complaints from the sort people who charged straight through Fable 2 without stopping to play around and then whinged about it.
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Yet noone is bitching about FFIV that wont have lvls.. lmao funny funny kids now days
I think you'll find that FFIV came out around 20 years ago and had levels as well as a class system. There's even a remake of it on the DS and PSOne.
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I agree with you... hopefully games like this will help bring the RP into computer RPGs.
The point I was trying to make about XP's and levels is that in the majority of p&p RPGs they don't exist either. After a session you get a few points to spend on skills you used and you can buy equipment. And it looks like this will do the same.
For the RP side I think things like "Heavy Rain" wil provide some alternative avenues for exploration of the deeper more emotional side of roleplaying. And some day I think MMORPGs may develop the concept of a personal narrative that you evolve as you develop, rather than screens of icons with standard skills. In the long run MMORPGs are a blind alley as they are not personal enough, everybody can't be "the champion of the universe" and feel special
Its a long time before a computer game will come close to a p&p RPG, but the evolution is happening and its going to be an interesting ride.
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eermm what?
Am i a God/Genius, how hard is it to understanding, using MAGIC gets you MAGIC exp, using RANGE gets you RANGE exp, using FIGHITNG gets you FIGHTING exp. I forget what they were actually called but serious, if your too stupid to work that out you don't deserve to play an RPG
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You can't discount the ability of stats to enable a player to help them structure the confines of a role they wish to play. (or to anger the red Mage in us)
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What I don't understand is why people didn't "get" why experience was different colours. It's pretty simple, blue button gets blue experience etc. I don't know how they could have made it much simpler at the time.
I'm totally for taking experience to a new level, I hate the numbers and bars etc, I think they totally need to be shaken up a bit.
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