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Forums - Gaming - Molyneux: 'We Didn't Have The Time To Craft [Fable III] Into What That Dream Was'

Gamasutra

In a new Gamasutra feature interview, veteran developer Peter Molyneux talks about how Fable III didn't live up to his hopes -- saying that this has resulted in a "very, very different process" for Lionhead Studios moving forward. 

One of the game's ambitious ideas was to take leveling out of the user interface, abstractly represented by numbers, and put it directly into the game -- tie it to the world, the character, and key moments in the story. Unfortunately, Molyneux says, this did not come across as hoped in the final product.

"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," he says.

The problem, he says, was with the way the development studio 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." 

This left the team with "so little time to balance and refine" the game, says Molyneux. "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." 

He also admits, however, that "we didn't have the time to craft that into what that dream was."

"Lionhead -- especially me -- has never created projects in less than two years. This was the first time we ever did that," he says. 

So how have things changed since? "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," Molyneux says. "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."

The full interview goes into further depth on the travails of developing Fable III, contains new information about Milo, and more -- and is live now on Gamasutra.



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RolStoppable said:
I remember Molyneux going on record recently to declare that his days of overpromising are over. Looks like the usual Molyneux cycle just started again.

"The last game wasn't all that, but next time we are going to get it right."

You know I do love and respect Molyneux greatly, He has so much passion for gameing and really does care about it on a personal level and wants to help push the industry but I can't really defend him anymore on overpromising his games.  He hasn't changed and he'll still always promise more than he can deliver.

But in a way I guess its better to take risks like that than just play it overly safe, so its a mixed bag.



ugh just go away, Fable: The Journey is going to score worse, everyone can see it but you.



 

It's a real shame, Peter has a really amazingly creative imagination, but no one can really take the ideas he comes up with and turn them into the golden games they could be.

I just wish he would be -part- of a team at Valve, they could harness that mind of his and use a really strong NDA to keep everything secret, forcing him to really really understand the joy in finding out amazing things WHILE you play and not @ E3. Besides Valve Time would suit him.

He shouldn't be a leader, but an engine of raw imagination.
He needs to keep quiet about games but I think he would make one hell of a novel writer.

I swear the day he stops promising, or better yet revealing any game machinery, is the one when we play a game that surprises us the way Portal did. Sell us on the story, leave the rest for us to find out and go "wow!"



Playing : PC  AOE, DiRT 2, Runes of Magic, Wings of Prey & Planetside 2  

Wii U : Nintendoland, Super Mario U  & Fifa 2013 demo

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Formerly unknown as Vengi

http://vgchartz.com/profiles/profile.php?id=2331

I was gonna say something like "yeah, you need about twice as long since F3 feels like only half of the game". Then I read they had to develop it in 2 years. It's a shame, the game could have been great with a bit more time.



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Why doesn't Microsoft just kick this guy off of his horse already? He's had his three chances. Get another company to be your first party voice, because obviously theres no one else to do it. Cliffy B can only be a dedicated third party for so long.



Ive never played any of his games. I dont want to play any of his games, but as a western developer I have to respect him. He's driven by the ability to move forward, even if he fails hes still driven to try something new. I dont see over promising as a negative but as a plus he sets high then tries to reach it.. all developers should do that instead of just keeping the bar at a safe level.



Molyneux over promised and under delivered, who would have ever thought that could happen?



Xxain said:
Ive never played any of his games. I dont want to play any of his games, but as a western developer I have to respect him. He's driven by the ability to move forward, even if he fails hes still driven to try something new. I dont see over promising as a negative but as a plus he sets high then tries to reach it.. all developers should do that instead of just keeping the bar at a safe level.

It's kind of a tradition to joke about him but he's made plenty of good to great games in many franchises. He may not deliver as much as he talks but that doesn't mea what he delivers ins't good. To me his biggest problem seems to be in polishing ideas, and with little time that can only get worse.



Yes! You tell 'em, Peter! You always did!



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