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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 4 of 4
 

MK: That's why I find it so interesting, because you gave the player -- as well as having an overlaid story, you give the player a bunch of simple tools with which to interact with these people of the world. Was that something you prototyped?

PM: I'm going to write this down, I'm sorry. That's really good inspiration. I've never heard that toy sword...



MK: Well, I can give you another story that I specifically wanted to tell you. You know how you come back, after being away from the Spire?

PM: Yeah.

MK: She had her husband and her son, and she'd been away, and it was just a baby when she left, right?

PM: Yeah.

MK: And he goes, "Oh, this is your son," right? And she obviously reacted like, "I don't know what to do with my son because I've never really dealt with children in the game before."

So, she thought, "I'll do a puppet show." And she's all scarred and scaly and everything, and she's like, "I'll do a puppet show for him."

But she got it wrong, and she was like, "Argh," like punching. And the child was scared. And she went, "Oh no!" So she held the buttons, and she cast a bunch of monsters. We remember him going, "Mommy, don't kill me!" and running away. He might not have said that. She built a narrative out of just these simple interactions.

PM: Wow. I can tell you -- and this is not giving you any exclusive or anything like that -- this is the sort of stuff that fascinates me absolutely as a designer.

I think it was a small step towards what is quite a goldmine of emotional gameplay, which is kind of -- as you say -- giving the player the tools to kind of build their own relationships with people in the world. There's one thing missing, though. And I...

MK: You can't say it.

PM: I can't say it because I see [Microsoft PR rep] Carol in the background shaking her head. There is one missing, and we've got that one thing. We've been kind of thinking about that one thing, and it will be powerful. When I show it to you, you will exactly understand...

MK: Just to kind of talk around that, do you think it's maybe that you limit what the player is actually able to do? And it helps them fill in these gaps?

PM: Absolutely. It really does. I mean actually it's not... The things you could do in Fable 2 were slightly less than what you could do in Fable 1. There was no boasting. And what we wanted to is kind of simplify it and make it so...

This is what I think about all the time, how can I make things simple so it's really enjoyable to do, rather than more complicated? It's better to do ten simple things than a 100 complex things, if it's really enjoyable doing those things.

I think, again, there were small steps we're taking on a much, much longer road. And this kind of feeds into other things that we're doing -- trying to make things so simple that you can build up that sort of narrative in your own mind.

CN: That puts me in mind to what Ueda did with Ico and Shadow of the Colossus. A lot of people think those are some of the most emotionally effective games they've ever played, and they barely have any dialogue. His philosophy is subtractive rather than additive.

PM: It is, it is. And I still think with Fable 2, we should have distilled more. I think of it as "distilling", taking a lot of things and kind of refining it down and distilling it down. I think when you do hear about what Lionhead's doing next, you will really, really see that. Wow, I can hardly wait to show you.

If you thought that Fable is in any way approaching that, just a tiny little baby step toward the thing that we're going to show you is a huge leap forward. You and your girlfriend will enjoy this like you've never enjoyed anything else in your life.

MK: She just plays them, and that event attracted my attention. I just really was so interested in the way you managed to make both a narrative you've written, but also allowed the player to experience a narrative that they wrote within that boundary.

PM: That's exactly what we're going to show you.

MK: And going back to the concept of... I think that's how MMOs fail, because you can talk to everyone, right?

PM: Yes.

MK: You can say whatever you like, and then you don't know what to do with that.

PM: That's right. There's no consequence. It's too much freedom. That's such an interesting thing. Gosh, I just realized how I'm going to present something.

You know, freedom... The funny thing is that the concept of freedom is that freedom ultimately leads to bewilderment. If you really were free to do anything in the world, I think you'd end up being confused, and that's a very interesting point, a design point, actually.

 
Article Start Previous Page 4 of 4
 
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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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