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Fable First Impressions

Xbox First Impressions by Ronan Jennings

10 August, 2004

Once upon a time there was a clever game developer. He was an eager man who always tried his best, and for this he was much loved by the people. Each time he made a game, he would pour his heart into its creation, hoping to push the boundaries of his profession. His lofty goals weren't always met, but he was admired for his ambition nonetheless.

Then, one day, the clever developer gathered the people together and told them of a new game he was making. It would be a role-playing game, he proclaimed, the greatest of its kind. The people were intrigued and, as the developer left to begin his long work, they braced themselves for the day when it would finally be in their hands...

Hero-worshipping

'Fable' Screenshot 1

The ending to this story hasn't been written yet, but having spent some time with a near-complete version of Peter Molyneux's Fable, we can say that it's probably on course to be a happy one. But while the game formerly known as Project Ego is already a polished and impressive one, it's still hard to say if it will be the success that developer and Lionhead satellite studio Big Blue Box is aiming for.

Much has been made of Fable's two most touted features, the morality system and character evolution, and the overall thrust of your adventure - living the full life of a hero; swords, sprogs and your character's ageing and choices in life all taken into consideration. But, we reasoned, there's not much point implementing these clever ideas if the game itself doesn't handle convincingly. That is, after all, what led to a lot of people giving up on Black & White. With this in mind, we set out to answer a few of the questions we had about Fable the game - specifically, what would people make of the game's atmosphere, aesthetic, combat and controls.

The areas of the game that we saw in our quest were based mainly on the saved games of testers at a Microsoft software lab in Dublin. The good thing about this is that we got to see areas of Fable that a simple trade demo might not have given us access to, but the downside was that some of the characters were affected by cheats, which made the combat difficulty harder to judge. To begin with though, we started a new game.

Learning the ropes

'Fable' Screenshot 2

The first thing that strikes you about Fable - and it soon becomes clear just how important this aspect will be to the finished product - is the game's quirky complement of characters. Instead of the typical medieval-fantasy setting we were expecting, full of boring peasant types and monotonous accents, we found gaming's equivalent of Blackadder. Many of the NPCs will bring a smile to your face through voice and mannerisms alone. This might seem like a moot point, but once we saw how the game shaped up further on, it became a crucial factor.

For example, Fable begins with the first 'quest' given to your character (only a teenager to begin with) by his father. He wants you to buy a birthday present for your sister, but he also adds that he will give you a gold coin for "every good deed you do in the town". Now, in any other game, this would have been a bad start. Why would any father say that to his child? How would he know about the good deeds you performed, in any event? Fortunately, Fable doesn't take itself too seriously. While in any other game you might immediately find your suspension of disbelief, well, suspended, here we found ourselves unperturbed as we danced around Fable's whimsical, fairytale world.

A better example is the second quest we stumbled into. This time, a merchant asked us to stand between two crates of his and guard them, so that they wouldn't be damaged or stolen. After we agreed and he left, a young boy challenged us to destroy some of the crates in the name of reckless youth and pure evil (well, maybe not). Naturally, hitting stuff was more appealling than standing still, so we complied. All in the name of research, you understand. A few seconds later, the merchant came back, irate that we hadn't guarded his goods, and we received our first evil points.

The event itself was pretty boring, but the consequences were immediate. Once we arrived at the centre of the village, a guard (very 'Allo 'Allo) pulled us aside and said he suspected we had been up to no good, and that he was keeping his eye on us. And so he was. Having double-crossed a cheating husband a few minutes later, this bumbling PC Plod proceeded to give chase around town. And it didn't really matter to us that he somehow knew everything we'd done within a minute of us doing it - we were too busy chuckling at the comical sight of this jolly bobby darting around like something out of Benny Hill. Right from the outset, the emphasis seems to be on making the consequences of good-versus-evil dilemmas fun, rather than getting too bogged down in how people would really react to your actions. That's not to say Fable doesn't have a darker side to it - we found examples of that further on - but, from what we saw, it's more interested in keeping us entertained.

Technical knockout

'Fable' Screenshot 3

Graphically, Fable is actually a bit hit and miss. While it is technically excellent, we were a little underwhelmed by some elements. On the plus side, there's a lovely filter effect in use, which coats everything in a soft glow, the environments feel very organic, and the world is populated by well-animated NPCs, including the main character. On the down side, of the three or four villages and towns we visited, all seemed quite similar; there was a lack of bright colours in view and the building architecture was nothing to write home about - just enough to write here. Waterfalls and glimpses of far-off vistas were used to beautiful effect, but conversely we didn't come across any area of particular expanse. In fact, every area we visited was distinctly closed in - for an RPG at least - but hopefully there will be exceptions to this over the full course of the game.

In terms of navigation, however, there can be few complaints. The top right of the screen shows a little radar, on which there's a map of the surrounding area. Green spots seemed to indicate people you approach for quests, or interact with on that level, while there were also spots for exits and enemies. It could be argued that having a map that shows where to fetch quests is slightly RPG-lite (although perhaps you can turn it off), but equally it should make navigation easy enough for anybody who doesn't want to spend time searching for the next piece of action.

Camera control with the right stick, meanwhile, is responsive and not in the least bit annoying. Much like Sudeki, you can zoom in or out with it, and spin it left or right, but you can't look up or down. There didn't seem to be a first-person view and the tester talking to us confirmed its absence when we asked.

Village life

'Fable' Screenshot 4

All in all, our impressions of the first village were very positive. The graphics were pretty, the Danny Elfman music was excellent, and the characters were instantly likeable. Far more encouraging, however, were the simple examples of consequence we saw - if every action we take in the full game earns responses like those of the 'bobby' guards then Fable's morality system will certainly have enough to separate it from that of KOTOR and other such games.

However, the time we spent with later areas of the game did place the experience in a slightly different light. Most of our concerns here lay with how NPCs react to your character - one of Fable's most interesting features. For example, in one of the saves we loaded up, our character (now an adult) was in a small, populated area, so we decided to see how much havoc we could wreak by killing people. For a start, it didn't seem possible to even hit most of the NPCs in the area, so Morrowind-style slaughtering of whole village might not be a possibilty in Fable. (Not that we ever did that anyway, honest.) What we did manage to do was convince a villager to follow us around - which is presumably only possible if you have sufficient hero status - and started hitting him instead. After the first hit, he muttered his disapproval, but once we continued he eventually started attacking us and we killed him. Straight away a stream of guards came our way, ordering us to pay a fine or face the consequences.

Naturally, we faced the consequences. Thankfully, our character seemed to be pretty strong and we were able to dispose of around 20 guards with relative ease, gaining more and more 'evil points' with every kill. The thing is, the NPCs that we couldn't attack reacted a little strangely to this mass murder; two old women were suitably defferent after the attack, speaking in fearful tones at their "master", but they both spoke the same lines and their body language said nothing of their fear. This was only a brief moment, though, and we legged it out of the village soon after, so it was hard to say if the whole place would have reacted so underwhelmingly. Once again, however, we'd have to point out that the overall whimsical nature of the world probably counteracts this kind of response; it's almost as if the NPCs expect such erractic behaviour from the 'hero/villain' class of society.

Sim Hero

'Fable' Screenshot 5

One thing that can't really be forgiven, however, is how many of the inconsequential NPCs seem to use the same models. In the case of the aforementioned old women, both were utterly identical, and we saw similar cases in other areas. Still, we really didn't see enough of the game to know if that was a recurring problem, and characters of more importance were far better realised.

Also worth mentioning are the comments townspeople throw your way when you've grown into an adventurer. One bizarre example was the term "chicken chaser", which was being fired at us from all directions in a place called Bowerstone City. We can only assume this related to an earlier quest, though we'd love to think it came as a result of constantly kicking chickens, which was something you could do in the first village. We'd imagine such comments are many and varied - and they add to your character's customisation wonderfully - though we'd also imagine they can get pretty tiring if repeated endlessly and by every NPC in a given area.

Other nice examples of NPC tomfoolery included being trailed by a hero-loving villager, only for him to mutter "I thought followin' an hero would be more exciting than this", and being referred to as "your highness" by another for some reason. Overall, we can't wait to see how our own character will end up being treated when we play the game through fully, which has to be a good sign. In fact, when you consider there's an ability to 'gesture' in the game (farting and waving being the two we remember), and earn new expressions, you even get the impression that Fable has been influenced by The Sims.

Will he, won't he

'Fable' Screenshot 6

Of course, Fable is an action-RPG, and no matter how good the rest of the game might end up, it would all be ruined if the combat resembled a vacuum cleaner's obituary ("It sucked"). Thankfully, that doesn't seem to be the case here. At its heart, Fable is just another hack and slash affair, but through the 'Will' system Big Blue Box has made the experience sufficiently compelling.

Basically, combat boils down to one of three things in this game. First up is your basic melee combat. You can lock on to enemies, block, dodge and dish out damage. On its own, the melee combat feels slightly cumbersome - even frustrating when faced with multiple enemies at once - but the feeling of contact is quite pleasing, and even becomes addictive after a while, particularly thanks to the 'flourish' system, which multiplies experience earned depending on how many melee attacks you can string together in combination. So, while far from groundbreaking, melee combat is at least satisfying, and as your Strength and Speed improve over the course of the game - touched up in various sub-categories as you earn experience orbs, in a system slightly reminiscent of Sudeki's - you can expect it to become smoother and more varied, too. There's also archery to look forward to.

But where the fun really comes into play is with the magic system, or Will. We only got to see a few examples of this, but they included an ability that slowed down time (does any game not have that these days?), a Star Wars-style lightning attack, and a Berserk mode for increased power. Each of those complemented the melee side of things very well indeed, and there were a whole list of attacks to earn. In fact, it looks like you'd have to play as several different characters to access them all.

We spent most of our time fighting in an arena later in the game, where each round brought with it different enemies (the prize money was doubled for each round we completed without stopping for healing, etc) so we got to see a variety of them. There were slow-moving zombies, aggressive werewolf types, two huge rock trolls and an extremely large scorpion boss. None of them were particularly clever (in fact, some were a mite buggy) and in general they alternated between simple ranged and melee attacks. For the most part, like the majority of RPGs, it seemed less a case of how skillful you were at the combat, and more a case of battering away at enemies until one of you dropped dead. In saying that, we had a lot of fun in this area, and that's more than can be said for many action-only games we've played recently.

That's the end of that chapter

Overall, the time we had with Fable was very encouraging. Aside from the things we've already mentioned, a number of other things stuck in our mind - the 'Demon Doors' that offer difficult quests for high reward; the narrator's voice, which sounds like Alec Guinness, warning you when your health is low and the like; the special 'cards' that let you change your haircut at the barber; the collectable keys scattered over the game and the chests that will only open if you've found enough of them.

However, despite feeling relatively upbeat about it, there is still some serious doubt lingering over Fable in our minds. As much as we enjoyed our time with it, it's the sort of game - typical of Peter Molyneux really - that we can't really assess piecemeal. The early sections of the game are fairly on the rails before branching out and letting you make your mark on the world, but will the game's emphasis on giving you choices dilute the quality of the path you do take? Will your character evolve and change at a satisfying pace? Will your actions utterly change the course of the game, or only change the reactions of bystanders? Will we ever find out what "chicken chaser" means? With the game due out in a couple of months' time, we're reserving judgement until then - but here's hoping for a fairytale ending.

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Comments: 1-50 of 62 in total | next 50 »

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ssuellid
10/08/04 @ 13:09
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Sounds like it could turn out to be really good or a big disappointment.
kincaide
10/08/04 @ 13:14
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I hope we don't have another Sudeki on our hands
Machiavel
10/08/04 @ 13:15
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Another dumb Good/Evil point system, determined by the designers. Oh dear. Yet again, a game of action and consequences where only the actions are valued for their black and whiteness.
Dizzy
10/08/04 @ 13:18
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>Yet again, a game of action and consequences where only the actions are valued for their black and whiteness.

As opposed to?

Well as systems become more powerful.. expect more complex AI/Physics to dominate games. The last year or so is just the beginning of this, so give the designers some credit for trying to break ground. Luckily it is not a convulted plot, apocalyps, crosdressing Japanese RPG.
Edited 1 times, most recently on 10/08/04 @ 14:18
Twisted
10/08/04 @ 13:19
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WTF who's "Ronan Jennings"
deathgibbon
10/08/04 @ 13:25
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dear god i hope not kincaide...

looks VERY promising and with the extremely freeform structure it should be better than all the RPGs that force you along. i read this sort of thing earlier on kikizo so i didnt bother reading this one as well. only problem? on kikizo it mentioned the game WILL force you along if it looks as if youre going to settle down after you find a wife.
UncleLou
10/08/04 @ 13:26
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Good article, though it confirms my doubts rather than invalidates them.

Oh, and many of the things that make Fable sound nteresting have been in Gothic years ago. ;-)

/ducks and covers
Sid Nice
10/08/04 @ 13:27
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The video's of the gameplay that eveyone was raving about did nothing for me.
Machiavel
10/08/04 @ 13:33
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as opposed to?

Weighing actions AND consequences for their black/whiteness? Stealing is bad - but stealing from a bad man? And all that. Okay, so not every game needs to present the illusion of choice like Deus Ex but I would have liked to see Lionhead show progression from the prescribed good/bad actions of "Black and White", which is arguably not a matter of extra resources for AI but just accepting that players determine their own morality, rather than bounce off the programmer's own.

Of course, till I play the game I should give it more the benefit of the doubt. And you say there's no convoluted plot or cross-dressing?

/flees ;)
CyberClaw
10/08/04 @ 13:34
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UncleLou, yea but the grafics end in Fable is way more powerfull. The muscle growing, you know. The appearence is a very important part of my RPGs. I'd love NWN to have more costumisation options. Fable is near heaven with it's real time costumisation of your own character ^^;

Machiavel, everything needs to be detirmined in a game. That includes what is good, evil, what is expensive or what is cheap. Stating that, just sounds dumb to me. It's like saying in a game (about it's shopping and merchants) "Another dumb economic system, determined by the designers".

The good/evil in Fable is the best so far, IMO, and instead of the normal It's a good or it's an evil action, the actions are usually tones of gray, and instead of affecting 1 major reputation affect minor reputations on each group. Helping a person might hurt another, to one person you become good, while to other you become evil. Genious to me, dumb to you, but then again, you don't want to play games, do you?
Machiavel
10/08/04 @ 13:54
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The good/evil in Fable is the best so far, IMO, and instead of the normal It's a good or it's an evil action, the actions are usually tones of gray, and instead of affecting 1 major reputation affect minor reputations on each group. Helping a person might hurt another, to one person you become good, while to other you become evil. Genious to me, dumb to you, but then again, you don't want to play games, do you?

Shades of grey sounds fine to me, as is broadening out the dynamic from one Good/Evil scale rating. You can't honestly say you thought Black and White worked, as initially interesting as it was, when 99.9% of people playing it would end up a kind of muddy white? For me, being a true Devil required some ridiculous strategic decisions (as you had to be totally bad) and being truly Good, well, led to an insipid and narrow range of play.
Abscido
10/08/04 @ 13:56
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"whoever you want me to be darling ;)"

Heh, I never thought I'd see myself say that! :)
Blerk
10/08/04 @ 14:00
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A strange one, this. For every point which makes me go 'oooh, sounds great' there seems to be another which is more 'oh....'.

More gaming marmite from Peter, I suspect! But will I like it?
Nause
10/08/04 @ 14:08
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Don't condem it yet, remember it's still not finished.
Edited 1 times, most recently on 10/08/04 @ 15:08
pjmaybe
10/08/04 @ 14:15
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Ack...

If they're gonna do that, I mean have good / evil points, they could at least not run the thing so it's biased towards good.

You're not telling me that an evil guy with a huge axe is going to find life in a fable-like kingdom THAT bad!

Peej
disc
10/08/04 @ 14:52
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should be pretty finished if they wanna have it out in a month...

actually.
marilena
10/08/04 @ 14:59
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I don't see how this system is the best so far. It's exactly the same stupid thing that has been done in every RPG with good/evil choices (ok, there are a few exceptions, but only a few).

The whole point of being evil is lost when everyone knows you are evil. Has no developer ever heard that murderers try to hide what they did? If I understand corectly, being evil in Fable will always come down to killing a lot of people, because all the guards will atack you. But what if I want to be a bad guy posing as a good-doer, like it happens in real life? I can live with the simplistic nature of the good vs evil choice, but I can't live with the simplistic way it's treated.

Also, another thing that bothers me and has always been done the same is that, in games, good and evil cancel each other. This means that, if I save someone's life, I'm forgiven for killing someone else. Or, worse, if a help a hundred grannies cross the street, I'm forgiven for murder. Again, stupid. My good and evil deeds should coexist separately and have separate consequences on me, not merge into a single, all-determining counter.
Edited 1 times, most recently on 10/08/04 @ 16:00
alcolepone
10/08/04 @ 15:32
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kincaide, have u played sudeki?

that preview seemed to "forgive" a lot of things.

it'll be interesting to ses the final product
Lord Chalfont III
10/08/04 @ 15:34
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All this hype, and it will probably sell 5,000 copies worldwide...
Chris Gardiner
10/08/04 @ 15:39
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Tough one to preview, this, since its strengths are apparently the sort that'll come out in prolonged play, rather than dipping in and out to look at specific components. I'm thinking of plot, the quest-tailoring system, the passage of time malarky and so on.

Nice to see a First Impressions that takes this into account, and discusses the potential without assuming it'll be fulfilled. Glad to hear the combat and magic are fun, mind. That's a hurdle jumped right there.

We wants it, preciousssss...
IronGiant
10/08/04 @ 15:44
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I just hope they recoup the investment that's gone into this game.. i honestly can't see this setting the sales charts ablaze.
onyxbox
10/08/04 @ 15:49
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It will be another MS Mega hype game that will turn out to be a pretty good game but hardly AAA again.

Betcha'

Nause
10/08/04 @ 16:22
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Well I heard end of october or november so thats still a few months away to tweak.
Royal Fool
10/08/04 @ 16:38
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Wow, who knows? Maybe this game will actually live up to its potential after all?

I always had doubts about the whole morality system and the way it would affect the world around the player. Everyone remember the apple gimmick in Black & White? Journalists all gasped when the game zoomed onto a barrel with an apple on top. And a worm popped out of it. Then when the game was released we realized that was the only huge detail of that caliber.

The morality system in Fable, with it's own consequences, sounds a lot like most other games out there that attempt the same thing. But they never realize it properly, as Machiavel points out; strictly black and white. Let's hope that while Fable may have it exactly the same way, they do it properly.
wattoo
10/08/04 @ 16:44
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doesn't sound like you can pretend to be good while being bad if the copper knows instantly when you've commited a crime. it's a shame really, because there would be scope for lovely stories like secretly setting a barn on fire while nobody is watching and then when everyone has gathered round, being the guy who charges into the building to save the child. I spose a bit like being Mr Glass from Unbreakable.
disc
10/08/04 @ 17:31
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dunno about that rhytm :)

but whatever you say...
Abscido
10/08/04 @ 17:32
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"These preview builds that get shown to journos are very often up to six months behind where the development teams actually are"

The version I saw wasn't a preview build. According to the testers present, it was up to date - also, they work on localisation in Microsoft Dublin, so I'd imagine it couldn't be *too* far off the final build. In saying that, I'm sure BBB have been working away with it in the mean time.

(See, even my posts are even-handed! ;) )
marilena
10/08/04 @ 18:05
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"wow, some of you guys are dreamers.
its easy to sit thier and say what you want, but do you think its easy to implement it into a game? what about time? costs? e.t.c? "

You have no idea how comments like that get on my nerves. Get this: I don't care! If making a good game is too dificult to them, they should find other, easier jobs. I've played good games in my life, so I know for a fact that they're not impossible to do. Problem is that a lot of developers have dificulties thinking outside of the box and just do what has been done.

And really, that's what I have against Fable. Molyneux started with the declared intention of making the best RPG ever, but Fable has absolutely nothing groundbreaking to offer, no matter what thay might say. It really looks very normal and conformist.
Abscido
10/08/04 @ 18:10
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"my preview would have been a damn sight more upbeat about the whole thing"

Well, if you're looking for a bit more to get excited about, one of the testers (and remember, these guys aren't PR, just testers) said he couldn't choose between Halo and Fable for what he considered the best game on the Xbox. Not much to go on, admittedly, but encouraging nonetheless. Thing is, we just won't be able to tell for sure until we play the game through. Personally, I think it's going to be a LOT of fun, the kind of game you'll play through a bunch of times.

Also, it's worth mentioning that the world map is of the 'point-to-point' type, similar to FFX and most other RPGs these days.
Beano
10/08/04 @ 18:41
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"Instead of the typical medieval-fantasy setting we were expecting, full of boring peasant types and monotonous accents, we found gaming's equivalent of Blackadder."

Well that's it then - I'm preordering now !

Let's hope there's a Baldrick-like character somethere which can be kicked around for having another "cunning plan".
disc
10/08/04 @ 19:36
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point-to-point worldmaps are completely worthless... no point to them at all... (see the pun eh eh eh ?)
lemonfist
10/08/04 @ 20:03
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"fable is going to rock, ive already pre orderd it. FABLE IS GOD *gets on knee's* all hail fable"
Preordering just leads to disappointment and thus the dark side. Unless you're psychic.
rez606
11/08/04 @ 00:09
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personaly, im confussed, is it gona be as dissapointing as black and white was, where u had all these subtlties to the gameplay that never realy effected anything much in the end...

Perhaps the point to point map system will branch out depenedent of the choices u make at many different stages - that would be cool. but again the morality/ethics thing isnt gona be realitic or believable if you can just do sum pointless good deed and suddenly every npc forgets or forgives u for slaying an entire village a couple of hours ago...
@ministrator
11/08/04 @ 02:41
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If this game will be a disappointment I will go to Amsterdam and smoke myself *&^%$$# crazy !!!
3william56
11/08/04 @ 07:14
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Having guards, cops and the like know your Evil level sounds a bit too much like the flawed Wanted level in GTA. Get enough Evil points, and you'll be beset by enemies you'll have no choice but to kill, endlessly increasing your Evil level - just like the inevitable and tedious descent into 4 star wanted levels on GTA - a real pain if you'd rather play smart and don't want to play it as a chaotic run and gun (slash).

Both games need some sort of witness system - evil/wanted points only accrue when there's a witness to the crime, and only become global / permanent when the witness gets a chance to report it - if not, the evil/wanted points should die with the witness.
Scimarad
11/08/04 @ 07:27
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Starting to sound like typical molyneux stuff:-(
Chris Gardiner
11/08/04 @ 11:21
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Thanks for that C&Cs - interesting stuff!
CyberClaw
11/08/04 @ 11:28
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Yea C&C, you clarifyed a point many people aparently weren't getting. You are only attacked by others, if you are seen comiting a crime and ARE reported. What does this mean? There go 2 pals. You kill the first, and steal his fancy trousers. The seccond is running away, screaming help. He will try to reach the guards to report your crime. But, nothing stops you from stoping him with a well placed blade betwen the ears...

So, if you kill all the witnesses (which will be running for their sweet lives when they see someone being murdered), there won't be any crime reported, even if you are evil, look evil, and people fear your apearence.
read_only
11/08/04 @ 11:47
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The exciting part for me is that town environments sound higly interactive. A sure way to sap the atmosphere and immersiveness of a game is to arrive in a town where only two people will talk to you and you can't mess around with anything.
marilena
11/08/04 @ 13:05
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Good to hear about the wanted rating being different from the evil rating. And to see developers answering us without pretending they're normal gamers.
Scimarad
11/08/04 @ 18:48
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That actually makes it sound a tad more appealing....the stuff C&Cs said, not the stuff The Bodybuilder said.

Speaking of which, what is the attraction some people seem to feel for acting like a total asshole as soon as a game gives you some freedom? I mean I just do not get it...

Scimarad
11/08/04 @ 22:02
#42
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Sorry, didn't mean to suggest you were a psycho or anything :-)

Chris Gardiner
11/08/04 @ 22:24
#43
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"Speaking of which, what is the attraction some people seem to feel for acting like a total asshole as soon as a game gives you some freedom? I mean I just do not get it... "

It's weird, isn't it? I've seen entirely reasonable people the *second* they load up GTA3 start shooting grannies in the head with a sniper's rifle. I don't the appeal.

And that focus means that more interesting, or more do-gooder actions, may get less attention from the designers since its the psycho stuff people are going to be playing with.

One of the things that sounds neat about Fable is the ability to give people gifts - that could be loads of fun.
Chris Gardiner
12/08/04 @ 09:42
#44
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"I think in games like this about the only real interaction is killing people. It would be silly from any gamer's part to ignore the strongest type of allowed action in the game. "

That's a very good point. If other forms of interaction aren't there, what's a player to do?

Fable, o' course, has the gift-giving and gesture systems, which (assuming they're robust enough) should allow the player more choices.
CyberClaw
12/08/04 @ 11:45
#45
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Actually I'm hoping for Fable to change that. Other games lacked the moral weight on your actions. What stops us from murdering our fellow humans is the conscience, we develop from living in society. In other words, in a canibalistic society, you wouldn't have problems in eating human flesh, you see?
The problem in games like GTA3, and Morrowind, is that no one gives a crap if you kill someone or not. Guards and Cops will chase you and try to kill you, but that's more like a negative bonus you accumulate. Most people consider it a chalange to see how many cops they can hold off.

In Fable, the NPCs will fear you, kneel and ask for their lives, and in a general way, react to the shit you make. This will make you develop a small game conscience. Sure you are still prety free to do what you want, but do you really want to loop the head of some commoner if he is in his knees pledging for his life? Not just the "Ei, what are you doing" (NPC starts fighing back), but someone who really sees he's helpless against you. Sure, we will all try the dark side as an exclusive evil character, and we will all get some wacky pleasure of tackling off the head of some poor man whom can't stand a chance, but then we will be role playing a ficticious character. But, in our first time through, will we be evil? Or just a shade of gray (like normal humans usually are)? I'm pretty convinced most of us will roleplay some heroic version of ourselves in our first go...
Scimarad
12/08/04 @ 18:49
#46
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"Believe you, me. I will be the most villianous mofo in Fable too. I was in Morrowind. "

Er, no. I actually played a pretty good guy in Morrowind - Well, unless you happened to be a slave trader :-) I actually got put off the main quest because you had to deal with a slave trader and I thought "My character aint gonna do that!"

Personally I think playing evil gets old really quick and I much prefer playing someone who tends to do good - It's generally harder for a start...
tiddles
12/08/04 @ 19:24
#47
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I'm replaying the early levels of Star Wars: KOTOR at the moment, after my previous save was stolen (along with the Xbox it resided on, but that's incidental).

Entirely due to the slightly gormless face I chose for him, I've decided that my new guy is young, arrogant, self-seeking and at heart, lacking moral fibre. Basically he's probably on a fast train to the dark side, but it's interesting choosing the appropriate dialogue and actions for him - although he's broadly taking the "evil" path, he's not just flat out bad, and often ends up getting light side points anyway (probably because he's acted out of greed, or to assert his ego, and happened to do good as a result).

Of course, there are many limitations to the game's structure, but within that you can basically role-play a reasonably coherent character. You can't bugger off and set up a needlework import/export business, but you can still make your mark on the predetermined story arc, as long as you're prepared to use your imagination a little.

There was a point to this post originally.... Anyway, just thought I'd share ;)
Scimarad
12/08/04 @ 20:06
#48
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I think the problem with KOTOR is that you can't just be selfish, you have to be big, OTT, theatrical evil. On seconds thoughts, I suppose that does fit Star Wars quite well...

I started out being a bad guy(girl, actually) in KOTOR but in the end I came out fairly strongly on the 'light side'. Having said that I did get so pissed of with those arrogant fish guys that I totally f*cked over their economy...

Edited 1 times, most recently on 12/08/04 @ 21:08
Dynamize
12/08/04 @ 20:32
#49
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Most of the bad stuff in KOTOR was just being a thug though, slightly disappointing.
Replaying it myself at the moment, set out to be a right bast%$*, but I'm now slightly light side. Think it might be to do with money not being my motivation, so not a lot of "There better be a reward." askings. That, and widowed mothers in distress asking me for cash makes it hard for me to say no.
In fact, only one not-just-being-a-c!%& dark side act/choice springs to mind, and that's the quest "The double-double-cross.", and the outcome/effect of that one's disappointing.
Maybe I'm forgetting that it's labelled "evil", rather than "machiavellian", "Nietzschean" or whatnot.
Beano
12/08/04 @ 22:02
#50
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Does Fable support widescreen TV's ?

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