Peter Molyneux's Question Time
Fable III! Project Natal! PS Move! Dogs!
How time flies. It's been a whole year since we interviewed Peter Molyneux at the Game Developers Conference, and now here we are again, interviewing Peter Molyneux at the Game Developers Conference.
But he's got plenty more to talk about as it's been a busy 12 months for Lionhead. Last June Molyneux unveiled Milo & Kate at E3. Two months later, he revealed Fable III at gamescom. And just yesterday, he delivered a big long speech at GDC.
Afterwards, Eurogamer sat down with Molyneux for a chat. So how is Fable III coming along? How will it work with Natal? How does Molyneux think Move compares? And how long did he manage to last in the interview before mentioning the word "dog"? Read on for the answers to all these questions. Except the second one.
Eurogamer: Can you talk us through the new Fable III information you revealed in your GDC speech today?
Peter Molyneux: The big things are the GUI and the combat stuff. We talked about making it more like Street Fighter and Soul Calibur than the previous Fables, and how the old GUI was a real barrier towards people getting into some of the things that worked in Fable - but that people didn't realise worked.
In the old GUI, everything was list based. Ever since I've been doing game it's been all about 2D GUIs. We're replacing that and saying, 'Right, we cannot have a single list in the game - everything you've got must be in the world.'
That caused us to invent these things called the Guild Chambers, which you discover after playing for about 10 minutes. Slowly, you unlock different rooms in the chambers which give you different functionality.

Eurogamer: Like the dressing room?
Peter Molyneux: Yes. It's more than a dressing room, it's where all your clothes collections are. You've got literally everything from a sock drawer to a jacket drawer.
Then there's your armoury, where you collect different swords, guns and magic objects. There's also a little bit of extra crafting we're going to allow you to do within the armoury so you can enhance the weapons you've got.
We've got the treasure room, which is the place where we show off all your Achievements and we show how much gold you've got. It's really interesting because normally gold is expressed as a single number on the screen. In Fable I and II, that number just went up. Now you can physically see these piles of gold growing within your chamber. You can use Touch to pick up gold and rub it on yourself, if you so desire, which some people will really like.
Eurogamer: Is that what you like? Do you have a little treasure chest in the corner of your office at Lionhead so you can rub gold on yourself at any time?
Peter Molyneux: Absolutely, that's what I do every day. I open the treasure chest, pick it up and stuff it down my underpants. All those five and 10-pound notes.

When you first discover the gold chamber, you've got a couple of hundred gold and it's this tiny little pile in the corner of this vast chamber. When you become king, the chambers start filling up with these mountains of gold. Then, because you have all these promises you have to keep, these mountains of gold gradually dwindle away. It actually makes the feeling of wanting to be rich more impactful because you can physically see it coming in and going out.
Eurogamer: Going back to the dressing room, you revealed today that John Cleese will play the butler who picks out your clothes... How did that come about?
Peter Molyneux: The reviewers who reviewed Fable III said, 'Ah, the humour's very British, it's a bit like Monty Python.'
So we thought, 'OK, we'll just go out and get the best Monty Python team we possibly can.' This is the new world of these big franchises. You can go to people who, just a few years ago, would have looked at you like were some lunatic if you suggested they do a voiceover for your game. The cast of Fable III, of which John Cleese is a member - I don't know of another cast in any game that's as big and strong.
Eurogamer: Did you get to meet John Cleese?
Peter Molyneux: It's done in two stages. One has just been done in LA - literally last week they recorded him and that's the first stage. Because he has so many lines, once we've put all his dialogue in we'll refine it and go back, and that's when I'll get to meet him.
Eurogamer: Are you learning all his lines from the dead parrot sketch to do at him? I bet he loves that.
Peter Molyneux: I bet if I came in and started doing the silly walk, I'd really endear myself to him...
Eurogamer: Is anyone filming this meeting? Peter Molyneux vs. John Cleese, could be a six-part series...
Peter Molyneux: He is a very iconic character. I'm quite nervous about meeting him. He's got this very bizarre sense of humour and he's had a really interesting life and you know, this amazing iconic thing of Fawlty Towers - what do you say to a guy like that?
Eurogamer: "Will you be in my game?", apparently.
Peter Molyneux: How can I direct someone like John Cleese? 'Can you be a bit more silly, please?' It will be interesting.
Eurogamer: Going back to the new GUI...
Peter Molyneux: So before, it really was the case that people didn't change their clothes because they couldn't be arsed to go in and scroll through the lists. We realised you could get to the thing you wanted far, far quicker if we put it in the world rather than in a 2D list. And the length of time it takes to get to the 3D interface is shorter than it took to get to the 2D interface.
Then you've got the dog there...
Eurogamer: Let's just do a time check: you managed to go eight minutes and 34 seconds without mentioning the dog. That's quite good.
Peter Molyneux: That's how long into this interview before I mentioned the dog, is it?

Eurogamer: Yes. I think that's a new record. Although you did manage to get through 11 minutes of your speech this morning without using the word "dog".
Peter Molyneux: Haha! That's very well timed.
[Lionhead combat specialist, Josh Atkins, sitting in the background: "We should start doing that at work."]
The new dog is all about Touch for me. That's been a hard one to get through. Because I could have gone in and said, "Hey, let's have touching people," and when you work with a team it's like a force of will to sell it to them. "We don't want to do Touch," you know...
Eurogamer: Are they like, "Oh come on Peter, is this another one of your mental harebrained schemes?"
Peter Molyneux: Yes, it is. That's exactly it.
It's one thing to have a mechanic where you can go and touch things, but how are you going to use that to make me feel like this is something really important? It's only when we started realising that dragging people to their doom and throwing people in your dungeon actually feels so much more emotionally engaging.
Eurogamer: When I interviewed you at the last Game Developers Conference, you promised there were "three enormously big things that will surprise and shock you" about Fable III. Have you revealed them all yet?
Peter Molyneux: Touch is definitely one of them. The emotion of Touch, having these expressions, is definitely one. The Ruling section, the journey to rule and being king, that's the second one. I've yet to do the third one.
Eurogamer: So... Are you saving it for E3?
Peter Molyneux: If I had my way it would be today.

Eurogamer: That's what you said last year.
Peter Molyneux: Well I know, but I have to obey my lords and masters, otherwise I would just let it burst out. But not to give anything away, there's lots of really good stuff about co-op stuff, which is interesting. There are some nice cute things that we're doing just prior to launch. And obviously we've got new things like Natal to talk about as well. So I think all of that is going to come in one big lump, probably at E3.
Eurogamer: I recall asking you if one of the big three things was a cat or a parrot...
Peter Molyneux: Yes, we didn't do the cat or the parrot.
Eurogamer: I've got a new theory: two dogs. Is the third thing the fact that you get two dogs?
Peter Molyneux: I can tell you now, you will definitely see two dogs in Fable III.
Eurogamer: So does your dog have puppies?
Peter Molyneux: I didn't say puppies. I am being cheeky by saying two dogs, but it is two dogs. Two dogs and they will be sniffing in the way that dogs sniff. It's just who owns the other dog that's the interesting thing.
Eurogamer: So just to recap, in Fable III you can shove gold down your pants, sniff a dog's bottom and perform grinding American man hugs, as you said in your speech. This game sounds amazing. 10 out of 10.
Peter Molyneux: Haha! Yes, 10 out of 10 right there for those original features. What I said about the rabbits, though, and your dog, that's more exciting actually. There's a lot of play on rabbits and the fact your dog completely loses it around rabbits. It's going to make you laugh a lot.
Eurogamer: You've also been showing off the overhead map today. When you look at the game like that it almost looks like an RTS...
Peter Molyneux: It does, but don't think you're going to be sending troops and making tanks and all of that stuff - you're not. You're going to be able to feel like, 'This is my kingdom. OK, what's happening over there?' I've got to be careful of spoilers but there are some functionalities we haven't talked about, within the ruling section, which make that really important.
You're not going to be suddenly playing an RTS game, it's still very much an action adventure. It just so happens that if you are ruling Albion you need to see this map and have a feeling of what's going on. You will be able to do things like set taxes, and you will be able to see things going wrong - that's important.
Eurogamer: How concerned are you about the move away from RPG to action-adventure? Don't you risk alienating some of the series' fans?
Peter Molyneux: Yeah. I mean, I said this line about how people are going to get pissed off, and I think this is really what I was talking about. I'm a little bit worried about it but I think Fable had already made that transition already. We had tweaked the experience, we had a tenth of the numbers other role-playing games like Fallout and Dragon Age have. They've just got numbers everywhere.
Rather than saying, OK, we're an RPG but we're trying to broaden the RPG, what we're saying is we love the idea of RPGs in terms of levelling up and feeling powerful and collecting things. Those are great mechanics which you don't often see in the action-adventure category. So why not take all that stuff and then say hey, we're more like action-adventure than we are RPG?

I'm not saying we're not going to have all that cool stuff from RPGs. I'm saying that if you were to describe this as the first Fable to the press, you probably wouldn't say it's an RPG - you would probably say it's an action-adventure.
Eurogamer: What's the thinking behind the changes to the combat system?
Peter Molyneux: We're going back to games like Soul Calibur and Street Fighter, and saying, 'What makes those games such great fighting games? Why can't we have that sort of validity and smoothness?'
That again makes a game like Fable feel less like an RPG. Because traditionally RPGs are more about turn-based stuff than they are about making combat feel fluid and smooth. They're more about, OK I'm fighting with the +5 sword, rather than fighting with your own sword which has been crafted by you.
Eurogamer: Where does Natal fit into all this?
Peter Molyneux: Um... These are things I will possibly talk about later on... I mean I do think Natal does enhance the Fable experience. But you can expect us to use Natal to make you laugh and to surprise you and to give you this feeling of power.
There are some very obvious things we could do, like controlling the GUI in Natal, and it doesn't really excite me. What I want to do is give you things which really add to the Fable world. There's some cool stuff.
Eurogamer: Have you seen anything of the PlayStation Move?

Peter Molyneux: Yes, I have seen some of it. We're not really surprised, are we? I mean at E3 last year we saw they were having a wand, and that's kind of what I expected. It looks like they've taken a step forward but it's not as big a step as something like Natal, I don't think. This is purely me talking personally, but I think maybe it's slightly more a device for the core than it is for the casual market, because I think it's quite precise.
As a designer it's another one of those things I'd love to get my hands on and to play around with. As a consumer, everyone's talking about motion control now - I mean, I'm starting to get confused. It's kind of like the arms race, with the Wii MotionPlus and now the Sony Move and now I'm getting kind of confused.
Eurogamer: Is your invisible magic stick better than their magic stick?
Peter Molyneux: To be honest, it's all down to what us poor old designers do with this stuff, because all these guys do is make the hardware. Whether we utilise that hardware in a real way or whether we just take shortcuts, that's really going to be where we succeed or not.
All of this stuff is making all the designers sweat. I've met lots of designers at GDC and we're all very bleary eyed at the moment because every rule we've got, we're having to throw away. We haven't got buttons any more - we've got motions and arms legs and faces, and that really is tough.
I don't think the first wave of these motion control titles will be what you expect. Just as with every hardware chain, it's the second wave where they usually come up with stuff that's interesting. So the second wave could be really cool.
Fable III is due out for Xbox 360 later this year.
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Comments (67) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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A realistic and well considered comment
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I still cant wait tho to see wtf he has done with Fable 3.. lol
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'PM Thinks the core gamer will prefer Move to Natal'
This is purely me talking personally, but I think maybe it's slightly more a device for the core than it is for the casual market, because I think it's quite precise.
I've not seen his speech but he talks a lot about touch, being able to drag people to the dungeon and the like. I wonder if it was a subtle way of saying Natal will be called 'Touch'.
Anyway a rather nice interview, seems not to take himself to seriously. and can enjoy a joke. The sony bloke seemed a bit uptight compared to him.
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lol. Pretty much!
Entertaining.
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fool me twice, shame on me
fool me 3 times and i'm a fully fledged jackass
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And they say he's not an innovator.
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Some very good questions here and somehow you managed to keep Peter's love of over exaggeration and over-reaching ideas to a more realistic level and it became a much better, honest and genuine interview because of it.
Great comments on the new PS Move too, I didn't expect him to comment and although I'm not yet convinced by Fable 3 I'm still eager for more information. To be honest I felt the same way about Fable 2 until I sat down and played it.... and then it quite happily took up my gaming time until it was finished! The only disappointment was the co-op, and there are good signs here that this will be addressed too!!
To be honest I love Molyneux's genuine ambition to impress, and to try and take games in new and unusual directions... even if his scope is always bigger than what can actually be achieved it definitely doesn't hurt that there's someone out there pushing those boundaries
At first I thought he was too stuck up his own backside, but over these past couple of years I'm genuinely finding myself warming to the guy.
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Take a bow for the new revolution
Smile and grin at the change all around me
Pick up my guitar and play
Just like yesterday
And I'll get on my knees and pray
We don't get fooled again
Don't get fooled again
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Very good answer on motion control btw, as indeed the success will depend on the games for move or natal.
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Even best was to read the last paragraph, that we will have to wait for a second wave of games to really enjoy a breakthrough experience. Down to earth comment, unlike what we usually hear from PR people from the three consoles.
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They're the 'core' (tags in quotes are used in lieu of anything better)gamers favourite this gen anyway, it's the Wii market they've got their eye on so getting competition in that sector asap is vital
A lot of 'core' gamers don't want to move around playing games anyway, as is constantly mentioned on this and other forums
In theory, creating 'casual' software will be less of a processing strain, given that it is now taking system power
It gives them a clear identity, rather than Sony's IMHO slightly confused trying-to-appeal-to-everyone approach with Move
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In this interview, however, I must say I'm impressed by his ability to talk about gaming development in general, his thoughts of the upcoming motion controllers, and at the same time give us an impression of how his game will turn out and the ideas behind it . Ellie did a great job asking the right questions, and PM gave som interesting answers, very atypical to the usual bland answers you get from people in the know.
But speaking of Natal, I'm happy he's making a game for the 'first wave' of Natal-controlled games, as he has some experience with 'touch' controlled games in the past. All the way back to Populous, (most of) his games have been about manipulating the surroundings 'by hand', and as such Natal seem to in perfect alignment with his design philosophy.
In short I feel people like PM is necessary in order to breathe some life into the games - remember B&W? Tons of great ideas - even if half of them didn't pan out, it was still a game ahead of its time, and gave the other developers something to think about.
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I read on another interview a while back on this website I believe that did say that they did away with the co-op cam and let you wonder where ever you liked away from your fellow player.
zandergrin:
I'm not sure that he is sucking depth out of the game as the 2nd fable is just as if not more in-depth than the last one but simply making it more approachable. I do agree however dumbing down a few things wont make too much of a difference but as things go along will it become a little bit more than just a few things?
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Really how hard can it be to add a button (like lb in gears of war) to give an indicator of where yr co-op buddy is? Or perhaps add a different color trail (like the gold trail) so you can always find each other (and yeah touch if you need too
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he sounds so more honest, modest and realistic compared to the past.
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it will probably take until the second wave of motion control games to really get it right.
A realistic and well considered comment
You think? It was actually the first wave of Wii games that I thought really got it right (Wii Sports), after that, the waggle started creeping in..
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Scope of this magnitude is surely insanity!!
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Does this mean that Natal is not precise?
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A recent Milo showing from Molyneux where he asked someone up to try it out..it couldn't recognise them because they were wearing a black coat..they removed it and the camera still didn't work as he was wearing a black shirt. Someone else then had to draw a picture of a cat for the camera to recognise..it didn't register it and instead picked up the logo from the persons sweater.
"Natal is Sh*t", "slow and imprecise" ,"a big,buggy mess" according to one dev.
I ask if he knows of any other studios struggling with Natal.
"How about Rare and Lionhead? They're just going to try to make launch and then they're going to patch everything later," he says, laughing.
Later, when I bump into a colleague, I ask them if they have heard any behind-the-scenes rumblings about development trouble with Microsoft's casual entry device. He turns to me and says that yes, he has -- that studios are telling him they're struggling to get it working.
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Heh, I was trying to work out if that was a joke or not - still not sure...
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??
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The more I read about MS's Natal and Sony's Wave, the more I just want a next gen console to come out and blow me away in the traditional way.
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I don't recall reading that the only way to change your clothes was in your wardrobe room. Maybe its just a place for showing them off?... you could be right though
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You got a scource for that? Google says the only place to read those words on the whole web is this thread.
Found it. Guess you were paraphrasing.
[link url=htt p://uk.wii.ign.com/articles/107/1076978p1.html
]http://uk .wii.ign.com/articles/107/10769...[/link]
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Awesome. So what about a jumpers draw? or a trousers draw maybe? The possibilites are endless. Not to mention un-inspired and dull.
I hang my jackets up anyway.
[edit]
Just noticed I pretty much cloned Kangarootoo's comment, I'm obviously not the only one thinking that was a lame thing to say
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Maybe he means there will be dogs as part of the general populous or maybe he is talking about the online part of the game... maybe a little bit more than just 1 on 1 co-op...? Or maybe he is talking about a dog with two heads?
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My comment was really about the "and they will sniff in the way that dogs sniff" part.
"What, by rapidly drawing air through their noses by tensing their diaphragms?"
I guess though he probably means they will sniff each others' nuts.......... oh splitting sides, release me from this sweet agony.
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I just think he says funny things
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If you are going to do it at least give Tom the same drooling comments.
I agree with EarlBasset who obviously got negged to death for daring to criticise their imaginary future girlfriend but I think the comedy is becoming a bit too heavy handed now personally. Sorry.
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+1000
I've always found Ellie sounds like she's trying just that little bit too hard to be funny. I'll be reading an article and suddenly get to a bit where I think "hmm, that attempt at a joke was a bit forced and not really appropriate", scroll to the top and as expected, it's Ellie.
Look people, she's not going to jump into bed with you just because you praise her sub-par articles. Well, maybe she will, but have you seen pictures of her? No offence Ellie.
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Aaaaaah.
They should have their own sitcom.
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The only reason I visit EG is for the comments section. Somehow I've grown attached to a subset of the regular posters here (and yes, that even includes some people that tend not to agree with me).
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That's really bollocks. I really hate that dualistic approach. It's not about one or the other, it's about the two combined. Separating the two is asking for trouble. The Wii controller wasn't created by hardware guys that next went to Nintendo's developers and said: "This is what we created, now you find a use for it". Rather the opposite, developers of hardware and software worked closely together to create the final result.
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I find it an nice change from some of the earnestness in gaming writing. And it's not cos she has tits. I suspect I'm old enough to be her dad. Or a creepy overfriendly uncle.
Seems a strange thing to do to read an article by a writer you know don't like just to complain about it afterwards. The Mary Whitehouse effect.
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People simply are not intrested in playing games by jumping up and down in front of the tv.
Fable2 was so second gear I couldnt be bothered to play it after a few hours nice looking game though.
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Reviews are a subjective business, and I don't for a second believe that whoever gave it 10/10 for Eurogamer didn't do so entirely sincerely, but the score itself, and the overwhelming praise that the game and Molyneux in general seems to get in the comments section here whenever there's an atricle about him, boggles my brain. That Fable II is so widely praised, when I found it to be unispired, generic, boring tripe, never ceases to confound me.
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As for reviews being subjective business, can't argue with that. But a number of subjective opinions will give you a consensus and as you can see, its worst reviews consist of one average rating and one good rating.
Opinions are there to clash, but I reckon when both gamers and critics can agree on the quality of a product, it's gotta be something more than "uninspired, generic, boring tripe".
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That's a fair point. It may be that I approached Fable II with unrealistic expectations. It may be that I never gave it much of a chance after my memory of being bitterly disappointed with the oiginal. Or perhaps I just took a curmudgeonly disliking to the twee ye Olde England vibe and the fart jokes. I do realise that mine is a minority opinion but when I played Fable II it really did nothing for me. I never got that "well this is fun!" feeling when I was playing. It was more "ugh- no way am I spending 25 hours playing through this...".
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But people did like it. And I can see what Lionhead did with the genre and it really is quite impressive but, as I said, the part that got my was Bowerstone. Felt too much like a hub. Considering Lionhead's often lofty goals, I doubt they set it for it to be like that.
I will complete it at some point and I know I could just complete the main story in a day, but that's not what I like doing. And that's where the problem is for me. So I agree with the whole 25 hour comment...I can't see myself doing that either if my journey, not necessarily the main story's journey, is constantly taking me to Bowerstone.
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That's really bollocks. I really hate that dualistic approach. It's not about one or the other, it's about the two combined. Separating the two is asking for trouble. The Wii controller wasn't created by hardware guys that next went to Nintendo's developers and said: "This is what we created, now you find a use for it". Rather the opposite, developers of hardware and software worked closely together to create the final result."
If you knew how many game designers would uninvent the Wii if they could...
The vast majority of us never had a say in what we had to work with. We never have had. (That's like suggesting that the producers of your favourite TV show should have any impact on the design of televisions.) Yeah - they'll have been designer input for the Wii, but it will be a select few, and with an explicit agenda that a failing Nintendo should somehow try to regain its former glory and lots of cash. The Move and Natal similarly were designed with agendas. These things certainly weren't done with the concensus of a world-wide coalition of game designers. To paraphrase Molyneux - we just have to deal with this shit.
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it seems he also wants to sell more than 5 million copies
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Gamesradar - 9/10
[link url=http://ww w.gamesradar.com/ps3/metro-2033...
]http://ww w.gamesradar.com/ps3/metro-2033...[/link]
C&VG - 9/10
http://ww w.computerandvideogames.com/art...
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He also never adresses the fact that while he can get you attached to a dog it seems that they have completely given up on telling anything other than a bloodless lukewarm story. While RPG's are definately not only about linear storytelling the only role you seemed to play in the previous fables was that of a gamer exploring a grab bag of moderately succesfull ideas.
How is going into a base, probably waiting for it to load, even if you can fast travel there, to change weapons or clothes any less of a pain than a list based menu.
Finally stats allow players to set rules for themselves on how to play and then play it. Without that it makes it harder for players to experiment with roles outside there comfort zones without a lot of self discipline which isn't necessarily all that fun.
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Thank the gods for that! Really looking forward to Fable 3.
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That's putting it a bit to the other extreme. As a 3rd party developer, it's your fate, true. But if MS (or Sony or Nintendo) don't consult their own game developers before and during the design of new hardware, they're a bunch of fucking idiots IMHO.
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*Really* looking forward to Fable III.