GAME JOBS
Contents
Peter Molyneux On Building The Future
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 7, 2013
 
Sony Computer Entertainment America - Santa Monica
Sr Game Designer
 
Trendy Entertainment
Gameplay Producer
 
Sony Computer Entertainment America - Santa Monica
Senior Staff Programmer
 
Trendy Entertainment
Technical Producer
 
Telltale Games
Lead Environment Artist
 
Sledgehammer Games / Activision
Level Designer (Temporary)
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 7, 2013
 
Tenets of Videodreams, Part 3: Musicality
 
Post Mortem: Minecraft Oakland
 
Free to Play: A Call for Games Lacking Challenge [2]
 
Cracking the Touchscreen Code [4]
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor
Features
  Peter Molyneux On Building The Future
by Christian Nutt [Business/Marketing, Design, Interview]
5 comments Share on Twitter Share on Facebook RSS
 
 
June 27, 2011 Article Start Previous Page 2 of 4 Next
 

Games like Fable III are quite large productions. You look at the way the console space is moving -- again, companies like Activision or EA are doubling down on big games that target the core audience. A lot of the breadth is coming in through the indies, but it seems like big package games are heading the other way.

PM: That's right. The bets get bigger and bigger, and the quality... I think that we have got a long way to go on the quality of Fable, and you just have to take a deep breath, knuckle down, and do it. If you look to the quality of a computer game just ten years ago, it is astounding, the difference. That's not going to stop anytime soon. What we thought of as being breath-taking, awe-inspiring, jaw-dropping graphics of something like Half-Life now seems incredibly retro. It's just... Take a deep breath and move forward.



It is getting a lot more process-orientated -- and it has to get a lot more process-orientated -- because you're dealing with so many balls you have to juggle in the air. Mocap is really here now, and it's here to stay.

That leads you to make a game in a completely different way because you can't experiment so much with mocap. You've got to have a short list, and if you've got voice talent in your games you can't mess them around and say "Try this line."

We're already mid-process in change, and we've kind of looked at that; we've taken some pretty big steps along that route with what we are working on now. We are taking some fairly big steps on the quality.

But what's so fascinating about it is there's so many things that are increasing in quality. One of the things that really, in my opinion, dramatically increased in quality is the ability of teams to do the most amazing demo. It's like that E3 show-stopper demo. There is a real craft in doing that; there are separate teams that just do an E3 demo or press demo.

I begin to say to myself, "Well, hang on a second. This is a bit like what Hollywood does with trailers, which I absolutely hate." You see a trailer for some action film, and you know you've just seen the best bits of the movie. I think games are starting to go down on that side. The amount of craft that we put into the public perception and the demo and the stage presence of it and the pacing of it is astounding. It's amazing, really, because, of course, that's totally distraction off the game.

Do you think it stops the team from concentrating on the right thing?

PM: Absolutely. In fact, we've always struggled a little bit with that, because I've hated actually doing demos for demos' sake. You have very little time to make a game, and a great press demo for a really important product can suck weeks of time away from the team. Obviously, if you're a well-planned team, you've probably scheduled that into it, but it's incredibly distracting for everybody. So I've always chosen picking up the machine and showing off what we've got, but those are the old days. Those days aren't going to come back.

Especially if you have to put something on Xbox Live for the users to download prior to the release, as well.

PM: That's right. All of these are part of the lead-up event. So often, there's a struggle because you know that you see some demo from us, or from anybody that's a year away from launch, there's no way that that game could be that balanced as the demo suggests.

To that end, you demoed Milo, and there was some back-and-forth on whether it was going to become a product itself. It became more of an R&D effort to increase technology internally. Is that what we sort of arrived at?

PM: I can't say anything about Milo. I've got in such trouble -- an amazing amount of trouble, like standing in the corner of the room and being shouted at sort of trouble. I've always been cheeky in the past, and I've always pushed the boundaries of what publishers would like me to say, but this is literally standing in front of a court and being stripped down repeated times. (Laughs)

The reason that it interests me to an extent -- not what the fate of Milo is -- is that there could probably stand to be more pure research-oriented development, the expectation that everything that developers come up with inside an organization doesn't have to play out as product. Nintendo does a fair bit of that, but it doesn't seem like that's built into a lot of other companies.

PM: Yeah. I do one or two things that we're doing that you might be interested in. I agree with you, by the way, because you end up driving down a dead end if you just make stuff for the game that you're making. At some point, you'll reach a dead end, and then you'll have to go back again; when you go back it's very expensive and incredibly time-consuming.

One of the things that we do at Lionhead -- and I'm thinking of inviting some press along to this -- is we have a creative day where people at Lionhead can show off their ideas, and we give people working on those ideas blocks of time that they can work on them and they can form little mini-teams.

Some of the stuff in Milo came from one of those days -- the object recognition stuff came from that day. We all come together in a whole-day thing. Everyone shows off their project and their idea and what they're working on. Sometimes it's a website, sometimes it's a piece of art, sometimes it's a whole game, and sometimes it's a game mechanic; but I think that it's incredibly healthy to do something like that.

 
Article Start Previous Page 2 of 4 Next
 
Top Stories

image
How Kinect's brute force strategy could make Xbox One a success
image
Microsoft's official stance on used games for Xbox One
image
Keeping the simulation dream alive
image
Gearbox's Randy Pitchford on games and gun violence
Comments

Kevin Patterson
profile image
I loved Fable 3...... The ending in Fable 3 was so much better than Fable 2, that made it better at least for me.

The thing about Fable 3 that wasn't so good was the real estate. I LOVED having that feature but it was tedious managing upkeep, I felt it took away from the fun.

One of the best things about games like Fable, is being able to go back to the places you have been in the previous games. While the games have had some of that, I wish lionhead would have more of that in the next Fable game.

I also felt the game jumped too far into the future for the 2nd game, I miss the hero's guild, and none of the fable games since Fable 1 has had a villian as interesting or as menacing as Jack.



Great Interview...Thank you Peter for your games, and your idealism.

Andrew Pace
profile image
To me, Molyneux has forever marred his image. He continually apologizes for his marginal games, which would be okay on their own. His position is made worse every time he releases a new Fable, because he comes out and tells the world that the latest installment is going to be the greatest game ever.



Are his games good? Yes. Do they deserve the criticism they get? Yes. Does Mr. M. come across as an arrogant twit? You decide for yourself. Can he recover from this? Maybe, provided he stops building up his games to the point that the world expects nothing short of perfection.



I strongly believe that everyone in the game industry could learn from Molyneux's foot-in-mouth faux pas: There's one thing to be said for a great game that can stand on its own merits. It's a whole different story when you don't deliver on your overly-grandiose promises.



I could say a lot more about my own feelings on Fable 3, but suffice to say that I think the last half of the game was a chore, and lacked any real substance in terms of plot and gameplay.

Mark Venturelli
profile image
The impression that I get from Molyneux when he talks about his games is that he's really the "idea guy". He just shows up and throws ideas at the actual designers, doesn't bother to play the game too much, doesn't bother too much with details, doesn't bother too much with what actually makes games good or bad. I don't know if it's actually the case, but if I was one of the designers it would make me sick to have someone like him taking blame on the not-so-good game *I* designed, as they were *my* mistakes to make, not his. It would be interesting to see what Lionhead could cook up if the designers stepped up and took 100% creative control over a project.

Nathan Verbois
profile image
I've loved the first two, and I've only played the demo of the third, but it already 'felt' like the best. I can usually tell within minutes of playing a game whether I'll like it or love it, and I'm certain I'll love Fable 3 as soon as I can afford to pick it up. For the record, I have never felt disappointed by how any of the games have turned out. They are each wonderful games that I've completely enjoyed, and I expect the same from number 3.



It's important to always shoot for the moon, even if you don't make it. I say, keep it up, Peter!

Joe Webb
profile image
I like Molyneux's ambition and doubt he deserves as much wrath as usual. But from a design POV there were some things in Fable 3 that seemed like they were a result of them trying to build the game around tacked on Kinect (then Natal) capabilities which were taken away at the last minute; the villager interaction stuff would be a prime example. I don't think they simplified that for ease of play, I think the new system was developed around Kinect (as hinted at by Molyneux earlier) and then abandoned. If that's the case it's a shame they didn't go back to the one from Fable 2. Not being able to choose the specific expression aside, you lose the ambient villager interaction that happened before; for example, farting AT one villager and making them hate you while the others around find it funny and like you. There's a lot less stuff going on based on the tastes of the villagers and it just feels like a game that would've come before Fable 2.



Although the "Sanctuary" menu replacement is long winded and a bit annoying (not to mention the Butler's DLC adverts every time you pause) its a valiant effort from a design point of view, to move away from typical menu-heavy RPGness. But I think the point that he's missing is that, for people who don't play RPGs, it's not necessarily because they're too complex, but because that demographic simply isn't interested in Fantasy. I consider myself relatively hardcore but the iconography and setting of a game still dictates my enjoyment quite a lot; probably why Fable 3's interesting, cliche-breaking Arcanum-style swords-and-steampunk setting made up (at least in my mind) for it's retrogressiveness in playability.


none
 
Comment:
 




UBM Tech