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  Peter Molyneux: The Essence of Interaction
by Mathew Kumar, Christian Nutt [Design, Interview]
9 comments Share on Twitter Share on Facebook RSS
 
 
May 1, 2009 Article Start Previous Page 2 of 4 Next
 

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?

 
Article Start Previous Page 2 of 4 Next
 
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Comments

Bart Stewart
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Speaking of emotions, mine are mixed concerning this interview.



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.

Dave Sodee
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Agreed, now that it has been out a longtime for the console a pc version would make sense. I think Fable did reasonably well and Fable 2 would as well as long as they do not add too much restrictive drm or install limits.



The pc gaming industry has to start paying attention to who they are alienating...hint..not the pirates !

Sverre Kvernmo
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Spoiler warnings are appreciated.

Simon Carless
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Fair comment, Sverre - we've added a spoiler note at the beginning of the text.

David Tarris
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I love how people can talk of exclusive content in such discriminatory terms. The only thing stopping you from enjoying Fable II is not the big bad corporations, but simply your own financial judgment of not buying an Xbox 360. As much as I'd like to play Killzone 2, I'm not going to berate Sony for making a financially prudent decision, I'm just going to have to not play it, find a friend with a PS3, or, gasp, buy the product that they want me to buy.

Peter Misak
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I agree with Bart Stewart -- I am a PC gamer, too. I own no consoles, just a few PC machines and I've played Fable. To some degree, I was disappointed because Fable 1 was more a toy than RPG, altough it was kind of cute. I would consider buying a copy of Fable 2. I respect Peter Molyneux, but leaving PCs out of focus was a bad move in my eyes and I have no longer such (if any) interest in Lionhead games.

Voivodul Vlad
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The interactions in Fable II, is indeed effective but also a bit too mechanical and not human. I mean, you just pick from a set of icons to match which ones the NPC with whom you're interacting likes most. The conversations are also Sims-like murmurings - you don't really "talk" to people (not like what Mass Effect did). Well, I'm not saying ME is better because reading a lot of texts on screen also feels dry... graphical representation would naturally help to present how people think of you...



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

Jon Boon
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I'd like to play it as well, but I'm not about to spend money on a console that seems to be designed to fail. Therefore, if it doesn't come out for the PC, I guess I won't enjoy it, which is too bad as I did enjoy the first one.

Peter Vessenes
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I second what Bill said -- missing out on the current era of console gaming is a pretty big loss, especially given the cost of an X360 compared to a new Nvidia GPU.. Are you sure your GPU will outlast your Xbox 360? I cut my teeth on Zork and Sierra games, and have owned nearly every console released since the Atari 2600. I've also spent over 20 years gaming on my PC. My PC's are currently for work, flash gaming and Warcraft. Everything else is better on the console. I don't know, but I'd expect that Fable II would feel a little limited on the PC, it really is designed for a console gamer.


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