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Peter Molyneux: Fable II, From Conception To Reality
 
 
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Features
  Peter Molyneux: Fable II, From Conception To Reality
by Christian Nutt
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October 27, 2008 Article Start Previous Page 2 of 4 Next
 

Now that you're at the end, you've completed the game and submitted the multiplayer patch, how do you feel? I'm sure you feel relieved to come to the end of a project that was difficult, or challenging.

PM: It's a very, very odd feeling finishing a game. "Relief" is the wrong word. There's all the relief from people around you. The marketing people are relieved, and the production people are relieved, and the sales forecast people are relieved, and the people... they're all relieved.

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I personally go into a grieving process. I do. It's like I have a month of grieving where my brain is no longer full of Fable. And I'm not thinking about, "God, what am I going to say about Fable, what am I going to show? What does this mean and what does that mean? And God, isn't it going to be fantastic to see people play it?"

It fills the whole of your mind, and then suddenly [claps] it's over. And you know, the cat is out of the bag. And you kind of miss it.

I'm sure.

PM: You miss it in way. I've never had a game that I've truly been proud of. And that sounds like this is a PR line of being humble. It's not. I always had this tradition of going into a shop and buying the retail copy and going home and actually playing it.

And I always play it, and it must be like watching yourself in a movie. I think, "Oh God, why did I make that stupid mistake?" And I hope -- I think -- Fable is going to be closer than any game I've done before to what I thought it was going to be when I first sat down to the idea.

Well, that brings me to something. I remember when I first met you in 2004, and it was right when you were finishing up Fable I. And you told me at that time, if I remember correctly, that you already knew where Fable II and Fable III were going to go. How close did you get in the end, four years later, to what you thought Fable II was going to be at that time?

PM: Well there's the thing to that. I think, when Dene and Simon Carter and I were talking about creating Fable, back when we were doing Dungeon Keeper together, we talked about this great vision, and it was more about the vision of the story, and what it would be like to play through this.

And that's perhaps what I was talking about there. And I also, perhaps, was talking about, God, there's some things I would have loved to have done better in Fable I.

Sure.

PM: At the end of Fable I, we sat down and we kind of thought, firstly the reviews were... some of the reviews were very mixed. We asked ourselves, "How did we disappoint people?" -- with those reviews.

The second thing, the boards were unbelievably passionate about some things. Incredibly passionate and very focused on, "Why isn't there free roaming? I thought there was free roaming, this should have free roaming, it's supposed to be an open world." That was 100%, everybody was passionate about that.

There were some other things that were very confusing. The length of the story was immensely confusing because a lot of people said it was far, far, far too short and a lot more people said, "Actually, it's just the right length, and it was the only game I finished because it was that length."

Yes. That could be a real challenge.

PM: Yes, and it was a real challenge. So we had this list of stuff which we went away and thought we're really going to try and fix that. We did, we really did do due diligence on that. I mean there is, when you've got that blank sheet of paper when you come to a new game, there's a lot of voices screaming in your ear trying to persuade you to take it in a different direction.

A lot of those voices are the science of making computer games. Those are the most scary ones -- is that you have these market research people -- and Microsoft is brilliant at doing this, to come in and say, "51.3% of your audience did this and 68.8% did that," and you end up thinking, "Oh my God, how am I ever going to design this?" It's like someone mixed together 20 jigsaw puzzles and you've got to make a picture out of those jigsaw pieces.

But, at that point, it became clear that the real failing of Fable I is that we didn't make a truly emotional experience that people remember. I've never... did you play Fable I?

Oh, yes. I played it in your office, remember?

PM: Yeah, I do remember. Did you finish it, though?

Yes, I got to the end.

PM: Can you remember the story?

I can remember what happened. I'm not sure that I would say I remember it like a story, in the sense that you remember the story from a movie.

PM: Exactly. That was a stupid, dumb mistake and you will remember the story of Fable II and I want you to remember the story of Fable II for the rest of your life. That is my job.

 
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Comments

Nate Berens
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It was pretty inspiring to see a designer that was so clearly able to learn from mistakes of the past.

Also, it's always nice to read about a developer that realizes the importance of starting with story and emotional impact on the player. Molyneux is correct that Fable I's biggest failure was in emotionally engaging the player. I loved Fable but I don't remember a bit of the story. Reading about Fable II's emphasis on story from the get-go is very exciting to me.

John Petersen
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I often battle my own emotions of good and evil, and today I decide not to kick the dog.


Josh Barker
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I wasn't going to play Fable II immediatly because it seemed too similar to the first game but considering all the work they did on story and emotion which are the two things that make me most passionate about games, it's moved to the top of my list. It also makes me happy to see a vulnerable developer who isn't cocky and appears to really care. Great interview. Thanks!

Arjen Meijer
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It's a shame my Xbox is still broken I'd like to play it at home but ill wait for it to come on the pc i guess.
Peter is a nice person that's pushing the limits like everyone should do, always been a fan of him!

Billy Bissette
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I'm disappointed that Mr. Molyneux doesn't understand why people were so upset about the co-op patch. But he does mention the reason. He is thinking in PC terms, where people have learned to expect products to ship missing features and to sometimes even ship broken. The world where consumers have for many years been paying to beta test software.

That isn't the world of console games. Or at least it wasn't until console systems started supporting patches.


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