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  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 4 of 4
 

At GDC 2010, you gave a speech about all of the things you were going to bring to Fable III to increase its reach, and you talked about your goal of hitting 5 million units. But it seems that Fable III didn't quite reach the goals that you'd hoped for, at least perhaps creatively.

PM: Yeah. I think last year we were just on the cusp of possibly getting everything we wanted in the game, or possibly having to come down and edit very heavily to finish the game in what was two years. You have to remember that, you know, Lionhead -- especially me -- has never created projects in less than two years. This was the first time we ever did that.



Just after that point, we then sat down, and, partly because of the way that we worked -- the process, the way that we designed, and the way that we crafted -- meant that the game came together very late. That is one of the things that we're changing; that is just such an old school way of working.

You have these ideas called pillars, and then you rush away and develop these pillars. About nine months before the game is due to be finished, you've got to bring that whole thing together and then -- "Oh, wow! The game's this long!"

Every game, unbelievably, you sit down: "Good grief! It's twice as long as I thought it was going to be!" You just can't afford that in terms of development when you're developing by the second.

So when we came down to it, the edit -- I think the ruling section in Fable was the one that really suffered a lot here. The edit was very harsh and hard to actually make the game fit.

That being said, I still think it was a good game! I just don't think it was a great game that took us to 5 million units. I know I probably should say it's a great game just respective of whatever it was, but the Metacritic score was sort of low-'80s. I think I'm pretty ashamed of that, to be honest, and I take that on my own shoulders, not the team's shoulders. I think that, when you have something like that, which you can feel as a kick in the teeth, you have to pick yourself up and fight even harder.

That being said, it still sold millions and millions of units, and it's probably going to net out, with the PC version, closer to the 5 million than perhaps you would think; but it's not the dream. It didn't end up being the game that I dreamed it would be, because I thought the mechanic of the ruling section were really good ideas. I thought they were good ideas, but we just didn't have time to exploit those ideas fully.

I've been here before, and it just means that you've got to make whatever you do next twice as good. You're going to make the process and the planning process much, much better because, in the end, that's where you really suffer.

So you're chasing a moving target.

PM: Yeah, you're chasing a moving target. God, it would be so lovely to talk about an example here, but I can't; but I think there are some very, very obvious things that you should do if you're a studio like Lionhead -- very simple and obvious things.

I'm not breaking the confidentiality by saying this: you've got to look at the quality of what you make, and you've got to ask yourself, in all honesty, "Is it good enough?" Or should you be doubling down and saying, "We're really going to surprise people with the quality of what we make"?

You should say that about the uniqueness of what you're making, as well. I hate the fact that people know what to expect from something like Lionhead. "We know what Fable's going to be; we know what's coming next from Lionhead." I hate that idea. We should, again, double down on freshness and originality without sacrificing -- because often originality can sacrifice quality -- without sacrificing quality.

We should take a deep look at what people really enjoy about the experiences that might have made and try and focus on those rather than focus on the gimmicks, which we kind of love to develop. That is being a little bit self-critical, but I think that there's times that you have to be self-critical. I think the worst thing that could have happened to Fable III is if it sold 4.99 million, because I think that would have made us slightly complacent, and complacency is always the worst place to be, in my opinion.

In particular, something that interests me about Fable is that you talked about things like making leveling and taking it from an abstract into the way your character develops. Moving things out of the GUI and putting them into the game concretely, thinking that would make the game more comprehensible. How did you find the reaction people had to those sorts of changes?

PM: This is absolutely an example of everything I just said. So just take that example. I thought the idea of leveling outside the GUI, but leveling in the environment and the world was actually quite a good one, but I'm not sure...

The real dream of that leveling process was that, as you went through each gate, there would be these tough choices for the player. Which chest should I open? This one or that one? The feeling that you're going through the game at your own pace, but having to make these tough choices, was never actually realized.

This is another thing where the process of us doing the game -- the game came together so late that we had so little time to balance and refine what those chests meant and the leveling-up implications of it; there was just a few weeks to do it. That meant that what could have been a great mechanic turned out to be a good idea.

I don't think that good ideas are a reason to do something; I think it has to feed into the overall experience to be a great idea. I liked the idea of not pressing the pause key and going to some abstracted GUI; I think that worked reasonably well, and people didn't argue about it.

The dream was that there would be an intelligence about that place, which was led by the John Cleese character, which made it feel really alive; and again we didn't have the time to craft that into what that dream was.

It's because of those things that, now, when we approach development, it's very different, because we want to know precisely how long the experience we're crafting is up front, rather than waiting to the end, so that we have a clear idea how each of these mechanics is used, how they're meted out, how they're exploited, and how they're really used to amplify the whole drama of what that is.

So we've got a very, very different process of designing now, which means that, this time around, if we did have a Journey to Rule or if we did have -- I'm not saying that I'm giving you any clues there -- then it's going to be part of that golden thread that we're making up to the player. We've spent a long time thinking about that and doing our research on how you can have a creatively-led production process and how you can take the complete randomness out of the way that a lot of ideas are developed and evolved.

 
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Comments

Kevin Patterson
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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
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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
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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
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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
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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.


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