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Now,
did you record that just for internal reference?
PM: Yeah. Because the problem is that when
you've got a dramatic scene, you say to your scripters -- they're coders actually
-- "Yeah, Okay, the hero is talking to Balthazar, and saying these lines."
The poor old scripters have no idea how to
stage that. Should that Balthazar character be looking at you? Should they be
walking over here? Should they be nodding their head? Should they be shaking
their head?
So what we did is we filmed the entirety of
that process. The actors ad-libbed all over the place which was absolutely fine
-- because we rewrote the scripts again. And when the scripters went to put the
script in the game, they watched the video. And just then, watching the video
means that this was staged more far more easily.
[Molyneux
demonstrates in the game, showing a scene with a guard speaking to the
protagonist from atop a wooden gate.]
You see, this thing
was staged. And, before we did the staging, this guy here [atop the gate] was
down the bottom, here. And what happened was that people started trying to mess
around with that guy, because this is right early on in the game when you've first
gotten a lot of your abilities.
And people were trying to kill him and express
to him, and not paying attention in the slightest way to what he was saying.
But putting him up there meant that they didn't have to do that.
We would have probably got to the same
conclusion by putting it in the game. But we would have done that in the last
six months of development, rather than in the first six months of development.
So
then did you re-record the dialogue in a studio later, the final version?
PM: Yes.
So
you had the original version of the script. You basically, essentially
workshopped it through this process? The writer took this version including
ad-libs...?
PM: The ad-libbing. Everything was filmed.
We re-wrote the scripts on the day, so some of the scenes took a whole day
to... because there was so much ad-libbing going on. And, oh my God, you know,
because there were two cameras the whole time -- for what your gamer's view was
going to be, and what the cutscene could be -- because, as the player, you wouldn't
have control of that.
And there were some other moments where you
realize, "Jesus, you can't see his face!" You are over here [indicates screen] and you can't see
what he's saying. Going back to it, there were some moments like that, where we
had to iterate around.
And then at the end of that process we went
away, rewrote the story again, and we went back into the studio again one last
time, because there were some scenes that just weren't working, and then that
was all put into the game.
Then we got the voiceover talent. And you
have to work like that, because the voiceover talent here -- there's Stephen
Fry and Zoë Wanamaker... and these are big name people.
You can't mess
around with them and say, "Oooh! I don't know what you're going to say
next, but just make something up!" And that's what we would have done in Fable I, probably.
You
had your writer as integrally part of the process throughout?
PM: Yes, yes, yes.
Because
very often when people are brought in it's, "Deliver me a script",
and it just doesn't work, is the consensus, I believe.
PM: No, no, no. Absolutely not. In fact,
Richard came over. He's American, but he came over and he lived in England
for six months with his wife and children, and he was in every design meeting,
because the game mechanics in Fable II...
[Reaching for controller, indicating
screen]
Because, this dog here. The dog is actually a game mechanic but he
is part of the script and narrative as well. So he had to have an appreciation
of that, you know, to write the script.
I had this fantastic moment yesterday.
Because, you see, the other thing is, when you finish a game, you never meet
anyone who has really played the final version.
You know, the testers at
Lionhead, they're about as objective as a brick wall, because they have played
it a thousand times and seen ten thousand bugs. So you never meet anyone who's
actually played and enjoyed it.
And I was walking through the [Tokyo Game] show
and there's quite a few people now who have played the game cheekily without
waiting the final build, a lot of the regional people. These two people came up
to me almost at the same time. And they'd played the game. And it was just
fantastic to hear from their experience of the game. It really was. It was some
fantastic moments. I actually got really emotional. It was quite embarrassing.
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Also, it's always nice to read about a developer that realizes the importance of starting with story and emotional impact on the player. Molyneux is correct that Fable I's biggest failure was in emotionally engaging the player. I loved Fable but I don't remember a bit of the story. Reading about Fable II's emphasis on story from the get-go is very exciting to me.
Peter is a nice person that's pushing the limits like everyone should do, always been a fan of him!
That isn't the world of console games. Or at least it wasn't until console systems started supporting patches.