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CN: But it's interesting to talk about
process, right? Like last time we spoke, we talked about your script writing
and your process with the actors and scriptwriters and that. I think that kind
of stuff, for our audience, is exactly what's useful. On the other hand, inspiration
is something that you can't talk about concretely. It comes to you.
PM:
Well, there are two ways inspiration comes... One is, I look outside
this window now, and I can almost see two or three game ideas that you could
latch onto, and I think that's part of the process of being a designer.
That's
the sort of the more mechanical side of inspiration. And a lot of times, you do
think deeply about how you're going to get people to feel like this, or how you're
going to get them to experience that.
If you think of Fable, it's how you get people to feel like they've got choice. And
that's one side of inspiration.
The other side of
inspiration is that moment where you're never quite sure when it's going to
come. It can come at the most surprising, shocking times. I think the worst
time for me that I've ever had an inspirational idea, which was an idea for a
feature in Black & White, was
actually when I was being intimate with my wife.
CN: [laughs]
PM:
Having to sort of stop and write it down was... Yeah, I wasn't
popular. My mind wasn't on the job. It was at work.
Something that makes me think about is the creative tension in
games. I think a lot of it arises from the fact that there's a tension between
the demands of software development, which is feature-driven, and creative
expression, which is driven by inspiration. It seems like what you said might
speak to that, to an extent.
PM:
Yeah, here's the key thing. If you really want to get in some
features, and sometimes they're very, very difficult inventions, to get a key
feature in a game...
You know, if we take the dog, it was an invention, just
like inventing anything. It's all very well for me as a designer to come in and
say, "Hey, let's have a dog in the game." That's one sentence, and
there you go. But actually, what's required to invent that is a lot more
process-driven.
The dog started in a very,
very different direction than where it ended up. It started with your ability
to be able to praise and reward the dog, stroke him, hit him, and his behavior
being driven by that.
We got to that prototype, and we kind of see this
prototype and kind of look at it and think, "You know what? This doesn't
make the dog feel real at all. It makes him feel completely artificial."
CN: Like a Tamagotchi.
PM:
Like a Tamagotchi. It kind of trivialized him. The player would have
to worry about... They weren't worrying about being a hero. They're worrying
about, "Has my dog seen this? should I be punishing the dog about that? And
should I be rewarding him about this?"
That wasn't the direction of the
game. The direction of the game was that this dog was a dog, and he kind of
learned the things that you did, and you didn't have a button to press to
change his mind or behavior.
And so, how that changed
was a real process. It was this experiment that started where you had a dog,
you could stroke him and you could hit him, and what was fascinating about that
is the one we had...
A lot of times with prototypes, the gameplay testers play
the prototypes, and 90 percent of the gameplay testers, when they actually
touched this dog demo, immediately went to the dog's bottom and started
fondling the dog's bottom, which is obviously completely... That's not what we
wanted.
[all laugh]
PM:
We didn't want people to feel like they could do that. But that
really showed us, "Hey, this doesn't feel like stroking the dog. This
doesn't feel like owning a real dog." The next process was to say, "Okay,
this doesn't work. This isn't the core mechanic. The core mechanic of Fable is
actually running around the landscape and exploring. How can we help the dog
with that?"
We had this one moment,
there was an experiment, in which we used the Fable 1 engine, and again I'm going to show you this [in my GDC
presentation]. In almost all games, when you're traveling with something, the
thing that you're traveling with tends to stick behind you. Companions always
travel behind your or alongside you.
Well, what we did was we
just very simply said, "Well, let's put the dog in front of you." And
suddenly, you could see it -- in this demo. And suddenly, the emotion of
feeling like you were with something that had its own mind suddenly was there.
It wasn't because of any brilliant AI, it was just simply moving the
coordinates of the dog so it was in front of you.
That is all part of that
process, but it's done in a way so that you're not limiting the amount of time
that you're going to executing that idea, because this is where it gets really
scary. If you've got an invention, an idea, or a prototype, and you're eating
into your development time, you're actually limiting the amount of time that
you can polish that feature, so we did a lot of prototyping here, which enabled
us to polish the dog... Does that make sense?
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There's nothing wrong with the interviewer, the interviewee (for whose design enthusiasm I have great respect) or the facts of the interview. It's that, as a PC gamer, this interview creates two opposing bad feelings.
On the one hand, since Fable II has only been released for consoles, and thus as a PC gamer I haven't had the chance to enjoy playing it, the "dog and family" section was a bit of a spoiler.
On the other hand, the last official word I saw from Lionhead (in January 2009) was that they weren't working on a PC version of Fable II, period. So I guess despite being eager to spend money on a game that -- unlike many others -- treats exploration and emotion seriously, seeing spoilers for Fable II is ultimately irrelevant for a PC gamer like myself.
I suppose my point is that this interview did a great job of making me want to play Fable II or any other of Lionhead's upcoming and presumably innovative games... but because I do my gaming on a perfectly good personal computer, the innovation I'd happily pay for is off-limits to me.
Definitely some mixed feelings here.
The pc gaming industry has to start paying attention to who they are alienating...hint..not the pirates !
Still the question of how to make good interactions - is emotion more important (even strictly scripted in actions games like MAFIA), or is choice (like FABLE)... uh... when are you going to show us what u've got Pete? :P