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Molyneux on emotional games
Says they'll push things forward.
Enthusiastic developer Peter Molyneux has revealed how he thinks the games industry needs to innovate in order to grow - by creating games that make a player feel loved.
The Lionhead boss was addressing an audience of games industry peers in London last week, as part of EA lecture, 'The Industry Speaks: The Future of Entertainment'.
Speaking of the development of upcoming Xbox 360 title Fable 2, and its new features, Molyneux said: "The big feature is the emotions that I want to you to feel. And for me, that is where the revolution comes."
"We have felt the emotion of killing and maiming and the emotions of power. But we need more complex and interesting emotions. That is where real innovation is going to come from."
He said that online play has the potential to bring players together, and open gaming up to a much wider audience, provided it was possible to make players feel loved.
"The innovation that you, me and friends are playing a game together and we're experiencing male-bonding as we all cry over the same thing. That is my ultimate plan. One of the emotions I hope, if I do my job right, is the emotion of being loved. Not of you loving something, but something loving you," he said.
Arguing that true online gaming hasn't been established because current MMOGs aren't reaching a mainstream audience, Molyneux said: "There has not been an online game yet. Yes, there's World of Warcraft, and it's fantastic. I sat in my underpants until four in the morning playing that game for about six months and I realised I was one of the millions of people doing that. But that's not really innovation. That only works for geeks like me. My passion is to introduce everyone to what online games are."
As well as emotional goals, the designer also stated that games need to offer deep experiences that go beyond pleasing an established gaming audience.
"We need more compulsive concepts," he said. "We need less games about zombies and aliens, less games about huge guns, and that will help us reach out to more people. We need unbelievably deep games."
"If we build something and it looks real then it's got to behave real. No longer can we have adventure games where one book in a bookcase is readable."
"Even our physics engines that are around now, when you look at them in games, they're amazing. But they're only amazing to us. That's not good enough for other consumers. They need real physics, not game physics. The games industry has a huge way to go to reach this kind of resolution."
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Comments (99) Latest comment 6 years ago
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hmmm
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Rally starting to dislike this guy. The words arrogant Pr**k come to mind.
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Peter, nobody cares. Stop blabbering on and just make Syndicate 3.
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Now that's deep.
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Instead of babbling, the lad should try to create at least one good game. All his Lionhead ones are severly lacking in my opinion.
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..and can I add Silent Hill 1 to the list of emotional games that PM seems to have let pass him by, the 'bad' ending of that left me emotionally scarred.
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has Peter finished yet?
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I'll add God of War to that list of emotional games... the end just made me feel sorry for the poor brute.
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Now that's deep.
haha
The entire article just kind of bugs me. For all his talk about adding more emotion into the game, he talks very little about how he plans to actually catalyze these emotions within the gamer itself. Like another poster said, games like Ico are probably the best example of how a game can be emotionally gripping. Even I, who didn't care for Ico gameplay-wise, loved its atmosphere and emotional quality. With Fable I don't feel the same.
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OI PETER! shouldnt you be at work? (making a dungeon keeper and syndicate sequel)
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I could accept his rubbish if he was 99yrs old but come on, he's only 98.
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How is he a shit designer? He created some of the best games of all times. Games like: Populous, Syndicate, Theme Park/Hopital, Magic Carpet, Dungeon Keeper, Black and White, Fable
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Peter, sometimes the door is already open.
And what's that about a feeling of being loved? Strange, I never got that from a book, film or play. Must be inferior media then.
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He was 'involved' in those games. I seriously doubt (I wasnt there during those games creation) that he was key to the design/implementation of design. If you'd seen some bloke on TV made out to be the best racing driver in the world, then when he took you for a spin in his Micra he couldnt pull out of the driveway you'd change your mind too.
The true champions of design stand in Peters shadow. I dont blame them, they've done well out of it
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Very well put.
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I'm not saying its not a nice sentiment, but its wolly enough that it doesn't really mean anything. If you asked him to sit down and spec out how he was going to achieve this goal I'm not sure you would find anything that new.
Fable and B&W as examples. Both nice games, Fable in particular IMO, but original? Perhaps a bit in some areas.
I've probably said 20 times before but well implemented is far more important to me than original. Of course original is nice, but I've seen some truly original ideas turn into gameplay nightmares. And I've seen some completely unoriginal games that were a joy to play.
I'm not with all this PM hate, I just see this sort of thing as part of his job. If we ask people to do talks on this sort of thing we have to expect a certain amount of chaff because thats what gets headlines. I can't remember the last time I saw someone do a keynote on control systems or keeping the player updated with what they are supposed to do next (in an RPG for example), but these are crucial aspects of many games. They just don't sound as "new frontier" so they don't get press.
As for real world physics over game physics, I'll risk looking like a fool by directly contradicting someone far more experienced than me, but I really honestly don't think the mainstream audience care that much either way. I think they just to be entertained.
EDIT: too many typos, you get my drift.
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Best post today
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'He was 'involved' in those games. I seriously doubt (I wasnt there during those games creation) that he was key to the design/implementation of design. If you'd seen some bloke on TV made out to be the best racing driver in the world, then when he took you for a spin in his Micra he couldnt pull out of the driveway you'd change your mind too.
The true champions of design stand in Peters shadow. I dont blame them, they've done well out of it
--Stop trying to downplay his earlier achievements. He is not just a game designer, but an actual programmer as well, it's more than being just "involved", he has actually done the dirty work of building games from the ground up.
You make it sound as if he's nothing more than a PR representative. You only have to look at Wiki for the roles he's played: Designer/Programmer, Producer, Project Leader/Lead Programmer, Executive Producer, Concept/Design Leader Programmer, Executive Designer etc.
Now say what you want about his rhetoric, and admittedly sometimes he talks nonsense and has acknowledged being overambitious (which has hampered some of his newer stuff), but he is still one of the most exciting and interesting game designers around at the moment. The games industry needs people like him, his back catalogue speaks for itself in that he is trying to push the boat out rather than create your usual chart filling rubbish.
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While I don't want to take anything away from his previous achievements, which he has many, populous syndicate, etc. He is no longer a good designer or programmer and has complety lost touch with the gaming community. Probably due to counting all that money he got from Micro$oft.
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Fable is his game,
etc............................................................................
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Please.Dont.Quote.Wiki.as.Source.of.Truth. There, I said it. If ever I start my own company, I'll credit myself as Supreme Ruler of Earth. Titles on a game means nothing.
Secondly - Yes, maybe I appear overly annoyed with old Molly but hey, I am tired of the stuff I've heard him come out with. I'm not afraid to say he's a thoroughly nice bloke outside of game design/work though. What very few people realise is that there are some absolute stars who have made/designed Peters 'hit' games, and these people you do not know the names of. Great at headline features and talking Molwaffle but hmm...
Peter doesnt answer to anyone in design, that is probably the biggest problem. Some people need a ceiling to hit their heads against once in a while.
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In Fable this became even more apparent. It's a collection of well thought out features. But they all stand alone. Each one seems oblivious of the other and in the end you only get satisfaction from the action not the result. A lot of cause's and no effect.
It becomes even preposterous during the final chapter of Fable, when enemies suddenly turn friends and the entire good/evil balance is shifted by just one final decision. Like deciding at Heaven's gates whether you'll take a one way ticket to Hell or not.
Now what bugs me is that Molyneux doesn't seem to 'get' this. The way he has been talking about Fable 2 is just another list of features. The 'unconditional love' thing was mentioned in relation to being able to have kids. Such as having a son waiting for you when you return home and trying to emotionally connect to the player through that. The thing is, if Fable is any indication, this will play out as "arriving home, cutscene of kid running at you, saying something, you make good/evil decision towards kid, cutscene ends, game continues". That's another isolated feature and if used purely like that will result in another trivial bit that won't change the experience in the long run.
I really, really hope Molyneux & Co. will realise the features of Fable 2 have to work on more levels than just the superficial one, as the way he explained the child currently makes it sound more like your house-gyroid out of Animal Crossing and potentially as uninvolving as receiving a title in Fable (which of all things you could buy, making it... isolated). Even better, when there is synergy between all the elements people will start feeling involved and emotional about is as by magic. (ICO for example has almost no noteworthy game-elements yet the experience is there and many tend to remember it as being extremely powerful).
I'm hoping second time's a charm in this case. I may not like his promises and some of his decisions but Molyneux does have the drive and passion for games that is sorely lacking in other places.
[edit] Fixed some typo's.
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He has been credited with many classics, games that truly broke the mold. He attempted the same with Black n White a game that was heralded as an icon of ground breaking Molyneux genius. I personally found the game lacking in all the areas that count.
As many here cry out, just make Syndicate 3. I'd have to agree. He probably feels pressured into trying to out do his past successes which I feel he never will. Proclaiming to the world that games need to be better to survive, that real emotions need to be used is not news.
Gamers already know this and more importantly so do developers. I can't help but feel the developers of the previously mentioned Ico standing up in a darkened room waving their hands excitedly while coughing *cough, over here *cough, we did it.
There will always be the likes of Unreal Tournament games that i most definetly do not want to feel such emotions as love. I use those games to fuel an adrenaline fueled hyperacivity. I use other games to fill my various needs.
Games will evolve I just do not believe that Mr Molyneux will be the man that ignites that revolution.
He should take note that he will be remembered for his games not his unsubstantiated rhetoric. Make games Peter, games that we 'loved and adored' we the consumer after all are the ones that ultimately choose how the industry evolves. Attempting to force feed us 'originality' will ultimately fail if the game doesn't entertain.
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Please don't dig out that old "you aren't qualified to speak" angle. Its is utterley meaningless and there is NOTHING more pointless in informed debate. If someone writes a constructive point, it can stand on its own feet and they don't need to wear a special hat just to be allowed to write it.
T4RG4 expressed his points constructively. At no point did he suggest you "trust me I'm a Dr", so dismissing him because he isn't "a Dr" is pointless. By the same measure you aren't qualified to dismiss anyone's opinion. So how about you express an opinion and back it up with some structured thought instead of just trolling?
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Christ dude, I've just realised you appear to work at Lionhead. Do you realise how much of a sock puppet your comment makes you look?
If you'd actually had something constructive to say you might have been OK, but now you just look like some hero worshipper.
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Explain to me how bollox, rubish and involved translate into constructive and I'll agree with you. If I was worried about looking like a sock puppet I'd hide my email but that's the whole point: someone is claiming to know something about something while it's plainly obviously that certain someone is just annoyed.
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Not really surprising the extreme views. I'd say the reality is somewhere between the two.
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There is a reason however that her name is mentioned within almost every videogame forum there ever was. Because during play you invest time and effort with your group of adventurers. You watch them grow as their story unfolds, you can also choose during the Gold Saucer segment who to flirt with on 'the date'.
Personally I chose Aeris. I was completely captivated by her responses from the admittedly limited options I had. So when she was ultimately murdered in front of my eyes, i couldn't help but sit back in my seat in total shock.
Personally I had a lot of emotions running through me at that moment. Which did include the classic psycholigical effects after a 'real' person dies.
'Denial' 'Loss' 'Anger' 'Lonliness'
Ten years ago this game was released. Admittedly there hasn't been much else to compare it with until recently. But the fact that that milestone has already been achieved kinda spits on Peter's grand gesturing.
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unfortunately the general concensus is lionhead studios have done nothing of consequence gameways.
all of the innovation happened while Peter was with Bullfrog.
i have 'nuff respect for magic carpet, populous, dungeon keeper and syndicate ...
everything else was downhill from there,
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How 'bout the "Emotion Engine"?
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My views on this and other forums are simply what I think, words not wrapped in cotton wool.
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"someone is claiming to know something about something while it's plainly obviously that certain someone is just annoyed."
being annoyed has nothing to do with it. A constructive comment is one that explains why a given belief is held. If the facts don't stand up then someone else can challenge the belief, again contructively.
Telling T4RG4 he is not qualified to speak achieves nothing. If anything it undermines you own cause, as instead of taking a potential opportunity to point out to him the flaws in what he has written, you have simply lost the faith of anyone on here who might have originally put some stock on what you had to say.
If working at Lionhead gives you knowledge that we lack when it comes to defending PM, you have utterley wasted that opportunity by resorting to "shut up, thats why" tactics.
As others have said, you are potentially biased. Now that doesn't mean you can't comment objectively, but as you have chosen not to do so, you have simply reaffirmed the belief of others on here that you are not able to do so.
And as haowan said, you should be careful. You represent your employer by identifying yourself openly and so your should guard your actions. I don't want you to get in trouble, even if I don't agree with what you have to say.
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...that reads like an arguement against trying anything new, as a far less experienced person than either PM or yourself I would say a bit of creative thinking and some decent physics emulation perhaps could make for some fun gameplay.
Portal?
EDIT: ..or it could just be that I'm obsessed with getting virtual Jenga on live arcade.
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Emotion in games.. Didnt the chap from The FrameStore say exactly that prior to Molyneux leaping on his bandwaggon.. and basically hijacking the idea..
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"that reads like an arguement against trying anything new, as an far less experienced person than either PM or yourself I would say a bit of creative thinking and some decent physics emulation perhaps could make for some fun gameplay. "
I think its a bit of a lateral jump to suggest that by disagreeing with his priorities I am suggesting that nothing new should be explored. In the pursuit of entertaining the mainstream, am I not able to pursue the development of new ideas?
My specific point was that I don't believe the mainstream care about real physics as opposed to what PM dismissed as "game physics". Game physics is just a bunch of numbers, sometimes more closely representing the way things appear in the real world and sometimes not. Why should one simulation be more entertaining than another, just because it more closely represents the real world?
Made up physics can be more original in its application than real physics, your portal example being a good case in point (portal is nothing like the real world is it?).
I guess my beef was with PM falling back on the old "we need better physics" angle, when in fact most of the original and new ideas we have seen recently (portal being one of them) have driving them a great idea rather than some pursuit of true world realism.
To try and recover some kind of a summary from my ramblings, I'll say this. I've not yet seen "realistic physics" in a game that was fun UNLESS it was backed up by entertaining gameplay. If PM was pressed on what he meant and how he thought it would make games more engaging, I think he would be pressed for an answer.
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Haowan - better or worse with everything doubled?
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I don't see Molyneux as arrogant or self-aggrandising in any way. Any time I've seen him speak (and I've actually met him in person) I've been struck by his genuine enthusiasm. If he's guilty of anything its that he lets his natural gamer heart get the better of his business head - he reveals alpha features that later get canned etc. I find this appealing, but always with the proviso that the way he makes his games sound early in their development will not likely be how they end up. If you can remember that, you'll do fine.
I though Fable a remarkable game in many ways. I do believe they bit off slightly more than they could chew, and had to shoe-horn some more traditional gameplay into what should have been a revolutionary free-form RPG. And it could really have done with being a bit longer.
In my opinion, if Fable had come out without fanfare and unattached to Molyneux, it would have got an easier time critically. It was a slick, polished action RPG that had great breadth (if little depth) and offered some really great atmosphere. I do agree with the earlier poster who said it perhaps did not amount to much more than a sum of its parts - it did lack something. I still loved it more than practically any other Xbox game, however.
Bottom line, I'm going to have to weigh into this stramash on the side of Molyneux. We'll see some great stuff coming out of LH in the future, I'm certain.
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re the general debate about emotional gaming, isn't part of the problem that different users will find different traits engaging, in the same way as we don't all respond to the same traits similarly in the real world? Is the point that it makes us want to love it back? This is what I infer from the tone (admittedly possibly incorrectly). If so it would require near infinite customization to user response - and also enough variation in its own responses that it didn't become clear that it was just going through the motions. I'm sure we all know *that* feeling... I guess maybe if one started with a game hamster, and worked up..?
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Yeah, its a bit old that photo now though. Taken before my days in the circus that cut out my soul and replaced it with a rotten and cynical potato. Ah... great days they were, out in the bush.
/hums boooorn freeeeee in memory of what was.
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That could be a fair point, but I'd defer to someone with more inside knowledge of B&W's development process to comment. Perhaps such damaging feature experimentation did occur.
Your point does demonstrate one thing though - the mass of Molyneux detractors are not a homogenous body. Your point is that he should have been LESS experimental and devoted more time to 'regular' tried and trusted gameplay. Others criticise games like Fable for being too traditional and not delivering on the revolutionary gameplay that was widely expected.
I don't think these two positions are necessarily mutually exclusive (nor are they by any means without merit), but it does illustrate to me that Molyneux is perhaps damned if he does, damned if he doesn't...
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Extremely well put. I totally agree that design isn't just about having great ideas, its about managing them into a well implemented end product.
If houses are all about location, design is about implementation (said as many times as makes you feel comfortable or as suits your TV programme title).
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I have had a bit of a hankering after, if not real then more complex and interesting physics after downloading a couple of demos on the PC a while ago - they weren't games but they were still fun to play with.
It seems like there's an untapped butt load of great ideas to be exploited there, things that mirror real life and so are understandable on an instinctive level. A bit like the opportunities exploited in the early days of 3d gaming.
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Yes, that's true: my speculation is just that, although it is based on industry experience. As I say I'm not against the guy and think he fights for good. Emotion in videogames is a big topic and he's right to be thinking about it in such a positive way (beats Jaffe/CliffyB any day). I just (just a personal IMO) think he needs someone above him to keep his ideas in check so that he doesn't work people into a frenzy about features that never get implemented.
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Sure he isn't god and he can be arrogant but if you have that many best sellers written on your name, wouldn't you? And besides, he is also asked alot to talk about things like this in the shitload of keynotes/lectures that he gives (the recent one about interaction was nothing new but interesting none the less).
And the ppl praying for Syndicate (wars) 2 should stop doing so. The only way that that is going to happen is when it will be mass production spam by EA. And we know how well EA worked out for other bullfrog games att.
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If Peter Molyneux was a Nintendo employee, you'd all be patting him on the back, and espousing the innovative and forward-thinking stance that Nintendo are 'famed' for.
Say what you like about the guys final output/quality, but at least his intentions are in the right place.
Does that not count for anything?
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Boo hoo hoo!
Halo3 4 teh l0\/3
@albundy: Nintendo???! What have they got to do with anything? Can anything remotely connected with Microsoft not be criticised without being interpreted as a Nintendo fanboy attack? How can you be sure it wasn't a crazed Sony fanboy attack?
?
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Saying your 24, a secretary and "blonde" does not prove you're not a geek.
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Dawn of the dead?
Independance day?
Terminator 2?
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In response to your flaming, legions of Ninty & Sony fanboys will have dived in and soiled this thread by this time tomorrow.
Hurrah!
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The biggest example has got to be the Wiimote. The whole mantra behind it was that it would make games easier, more intuitive and more instant for the never-gamed-before to just pick up and be up and running within 5 minutes. But time has shown this claim to be unrealistic, at best. Complete and utter horseshit, at worst. Wii games still seem to be requiring that initial lead time for learning the controls, like a regular control pad. So, what's the point of the thing then?
And more to the point (in order to get back on-topic), why do people not slag off the shit that spews forth from Nintendo's mouth the way they're getting on PM's and Sony's backs so readily? Riddle me that.
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Fable didnt grab me as well as Id hoped either(still a good game though) it had a funny feeling to it like someone has already said, lots of great ideas, a lovingly crafted world, much to do... but it didnt seem to gel, Im probably going to regret this analogy(not a big footy fan.. cept Pro Evo and the big games) but: Thinking of all the great features in there as a team of world class football players(all great in their own right) but seeing them play as individuals on the pitch rather than a well drilled team and noticing that something is clearly missing(which is dissapointing in its own right).
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@Calgon: 5 years as a gameplay programmer.
@albundy: It's got nothing to do with Nintendo, it's more to do with broken promises. The reason people flame him I mean. You're right though, his heart is in the right place which at least for me means he's hard to dislike.
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1/ And the Lord saideth to the Nintendopes 'Doubt not ye the wisdom of region locking, for it is a good thing'.
2/ And the Nintendopes agreed heartily, saying 'We worship you oh Lord and we praise you. For you are the bringer of innovation and can do no wrong'
Shit - problem posting. Half a post?
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Second half?
But, so what? Nintendo fanboys certainly don't rule any roost because there are more PS2 and probably XBOX owners than there are GC owners. They just get under your skin - that's all.
As for the Wiimote. Well, we'll see. It's different enough for me to have gone for a Wii over a 360, in the hope that there's something to it. PJ's take convinced me it was worth a go, even if it turns out to be a mistake. Perhaps I'll end up PXing it when the 360 'shrink' comes out sometime next year or the year after that, having enjoyed a lousy three or four quality games. Perhaps not. It doesn't really matter. There'll be no point pretending it's not crap if it is.
Anddd... back to your point - I refer back to my point. It's all about PM himself and this odd EG comments tradition, not the 360 or Microsoft. That, and this place is infested with Nintendo fanboys!
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You seem to be confusing everyone elses priorities with your own. I couldn't care less who PM works for and that has nothing whatsoever to do with my comments about what he said.
I hear what you saying about cynisism, and sometimes I am I admit. But PM courts cynism because, as has been said by others, he has a recent history of not backing up his "visions" with results.
YES he created some great games in the past, YES he gave us some of the early classics. But, again as has been said by others here, his recent history (whilst successful to a degree) has consistently failed to match his own hype. In that sense he is his own enemy (and has in fact admitted the same in interview). Pete and the Wolf springs to mind when viewing the lack of faith on this thread.
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I've got a few ideas about this:
- perhaps it's the gaming equivalent of the 'difficult third album'. Maybe it's difficult to get out of bed in the morning when you're a wealthy, successful developer. I personally don't get this impression from PM, but I don't know him.
- Maybe they're doing nothing different, but simply suffer under the glare of expectations and attention. No doubt this is true for all very successful developers. If you're not continually 'raising the bar' (to coin a hated phrase), you're over the hill.
I do think there's something to be said for a little bit of pressure to concentrate the mind. Perhaps PM's previous success relieved him of a little too much stress (although I'm sure people from LH would dispute that
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He may very well be brilliant at some things, I never really got to see any of that. I guess if I was being kind I could say he had an absolute confidence in himself which made you want to listen to what he had to say.
What I often did see though was some of the other very good people he had around him working their arses off to try and finish his games that'd dragged on far, far too long. I personally believe that if you are to have a good shot at designing a good game, someone needs to hold the vision and design as much of the entire project as they can (by all means have other people help you, under your guidance). Peter doesnt, as far as I could see, do this. He simply wanders in now and again, organises some meetings to discuss what he fancies that evening, then leaves your stuff in tatters because he's paid no attention to what his people have been working on.
If anything, I felt it was a shame. Fantastically creative company, great people, endless development time (felt like it!) and yet what? Games that promised so much yet failed to reach the heights they could of (let alone the heights promised by Molly). So many other dev studios out there pray for the opportunity that Lionhead have and it pained me to see a fair part of it wasted. Also, to say I felt sorry for some of the industry newbies working at Lionhead is an understatement. I dont know what the answer is... maybe Molly could have taken a couple of years off and come back to making games when he was ready to commit to it again.
Everyone always wants a piece of him, must be bloody annoying and very distracting.
I'll stop being a big fanny and shut my trap now.
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Maybe he's in the wrong place or promised too much in order to do 'modest' now.
Certainly interesting to read something from someone who really knows something of him - ta for that.
@haowan: Nah, he's not too bad. I don't think he foams at the mouth as he types for example, or howls at the moon because it reminds him of Halo. Besides, fervant Nintendo hatred is slightly more comprehensible than, say, simpering PlaySatan worship.
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He spends far too long chasing rainbows and then when the money men turn up and say"so wheres this game we paid for then" they bash together what they can and it all ends up being a huge let down and always too short.
It would be great if one day it all worked, but he is running out of good will quickly.
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I think he's got a valid point.
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Amen to that.
@Reapergold
No one is doubting his previous works. I think T4RG4 put it well when he suggested,
"maybe Molly could have taken a couple of years off and come back to making games when he was ready to commit to it again."
Maybe we are asking too much for people to be consistently creative for such a number of years. It seems of late that everytime someone talks about game industry legend, I can't actually think of anything legendary that they have done in recent years. Maybe its just not possible without taking a sabatical every so often. Perhaps PM's problem is that he himself doesn't realise that he has lost momentum (or maybe he does, but the pay is too good to stop).
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haha, you make me laugh pal; really...
Do you realise how annoying it is to brown nose in public...
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Makes me chuckle everytime (I didn't mind it actually).
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The game made you care about the two main characters and their lifes without being bombastic about it. I think it's important that you actually get to play as the charachter wich later is supposed to invoke feelings in you as the player. You can't just have a cute puppy that's yapping away through 2/3 of the game and then gets run over by a truck and expect that to be as emotional as when Aeris bites the dust.
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Wing Commander III (I think) had a lot of emotion for me... gutted and angry when I discovered the furry bear thing I'd been defending throughout the game was a traitor as had been suggested countless times. I took him down.
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I believe that much of the emotional content we receive from games comes from the amount we expend ourselves. The more feelings we concentrate onto one character the more we feel involved as events happen around them. The problem with this is that in most cases the gamer is divorced from actually receiving any direct emotion from any character. You are playing the story of characters and feel emotions towards those characters and imagine the emotion of your character. It is an impossibility for those characters to begin showing emotions towards ‘you’ the gamer not your in-game persona but ‘you’. Your game avatar is the buffer that prevents that sort of emotion leaking through.
As many have said Nintendogs seems to be the direction he’s taking here were you are being directly influenced by those cute wee dogs and in turn directly influence them. This obviously limits many game types to say the least.
During play of Final Fantasy Tactics you create and mold a group of characters. As the story progresses your feelings are pulled in many different directions, as any good narration should. However as anyone who played and enjoyed this game will probably testify. The feelings and personalities you gave the unspeaking, uninvolved characters you created was very powerful. I remember with complete pride my Knight/Lancer. Many times he would pull back a seemingly impossible round. I followed those hollow little characters and watched them grow as I developed them.
I personally do not see anything wrong with how it is currently. I think that to aim for some sort of corrupt version of love were you directly feel emotion from a game is quite strange.
Would you want to feel love from a game? I know I wouldn’t! I do however want to be pulled into a world and engage with the life and story of those around me.
Games have the capacity of doing this better than any other media, I just do not see what is wrong with the tools we currently have at hand. Great narration and characters with a level of involvement that sees you feel more a part of the game, will ultimately give you an extremely rewarding, emotional experience.
I understand what Mr Molyneux is saying and I partly agree. I just do not believe we need some sort of radical revolution of our games in order to achieve it, and I do not believe Molyneux will be the man to give us it.