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Best Of GDC: Peter Molyneux's Top 10 GDC Proclamations
by Eric-Jon Rossel Waugh
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February 26, 2008
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Based in China with over 400 staff, Virtuos is one of the largest providers of outsourced production services
to the games industry, specializing in 3D Art, Animation, Co-development, Engineering and QA.
Its international
management team is led by Gilles Langourieux former Founder and Managing Director of Ubisoft China Studios and
backed by Legend, the number one IT group in China. Since its creation in late 2004, Virtuos’ clients include
leading developers as well as 14 of the top 20 games publishers worldwide.
Website: http://www.virtuosgames.com
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At last week's Game Developers Conference 2008 in San Francisco, Lionhead co-founder Peter Molyneux held a session to show off his in-production mega-opus for the Xbox 360, Fable 2.
A portion of his talk - which was on the dynamic world and growth prospects in his next-gen title - had already been revealed at an earlier Microsoft keynote.
Nevertheless, one can always rely on the charismatic Molyneux himself as a topic of interest, and so Gamasutra decided to concentrate purely on what he said.
Let us, then, revisit the session and stroke our chins to the form of Molyneux's message.
Since most of these quotes are more fun out-of-context, the explanations have all been spoiler-tagged. Highlight the text below to reveal, and have fun!
10) Regarding the new female avatar:
"The engine isn't finished. Her buttocks are wrong."
9) Regarding the newly dynamic world:
"There is an acorn, and it is a golden acorn. We're taking acorns to the next level."
8) Regarding the practical benefits of one-button combat:
"Just press the blue bloody button and get on with it!"
7) Regarding families:
"Having a little child run out and you say, 'oh, that's just lovely, isn't it' – that's part of the drama."
6) Regarding full life consequences:
"This time I'm going to make it really tough to be good. Truly being good is all about sacrifice. How much are you going to sacrifice to do good?"
5) Regarding a range of combat beyond pressing the bloody button:
"Even more... I was going to say 'fucking'. Can I say 'fucking'? Oh what the hell, I'll say 'fucking'. Even more fucking cool is combining that with magic."
4) Regarding the watered-down sex in the game:
"It's you Americans. There's something about nipples you hate. If this were Germany, we'd be romping around naked on the stage here."
3) Regarding the slim heads-up display:
"Mini-maps are shit. They're shit because you make these multimillion-dollar games, and people play them staring at these little dots."
2) Regarding playing as a woman:
"I keep finding myself rejected by men, which is a new experience for me."
1) And promises, promises - while showcasing a feature that draws the player to relevant location elements:
"Pull the right trigger to see The Most Interesting Thing in the World."
BONUS SEMI-QUOTE: Regarding body model warping during pregnancy
The term: "Big wobbly water bags".
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I was there at his ego-building lecture (usually I avoid those). There were some interesting things done with interface and systems, but I have a lot of questions around the fun viability of the complex family/dog simulation; while it will make you care for the family characters and your pet (that was quickly proven), I am very skeptical it will be very fun to have to tediously manage such a system and I'm not really sure how that applies to a Hero fantasy anyway (classic heroes always get the boy/girl but do not have to manage anything on the relationship side).
In my mind the jury is still out on this...