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Peter Molyneux Apologizes for Fable

InFoMaD writes "On the official Lionhead Studio forums Peter Molyneux apologized for announcing features that did not make it into the final version of Fable." Their forums are already getting hammered. Post text available below. Text from the Lionhead Studios Post -

A message from Peter Molyneux.
There is something I have to say. And I have to say it because I love making games. When a game is in development, myself and the development teams I work with constantly encourage each other to think of the best features and the most ground-breaking design possible.

However, what happens is that we strive to include absolutely everything we've ever dreamt of and, in my enthusiasm, I talk about it to anyone who'll listen, mainly in press interviews. When I tell people about what we're planning, I'm telling the truth, and people, of course, expect to see all the features I've mentioned. And when some of the most ambitious ideas get altered, redesigned or even dropped, people rightly want to know what happened to them.

If I have mentioned any feature in the past which, for whatever reason, didn't make it as I described into Fable, I apologise. Every feature I have ever talked about WAS in development, but not all made it. Often the reason is that the feature did not make sense. For example, three years ago I talked about trees growing as time past. The team did code this but it took so much processor time (15%) that the feature was not worth leaving in. That 15 % was much better spent on effects and combat. So nothing I said was groundless hype, but people expecting specific features which couldn't be included were of course disappointed. If that's you, I apologise. All I can say is that Fable is the best game we could possibly make, and that people really seem to love it.

I have come to realise that I should not talk about features too early so I am considering not talking about games as early as I do. This will mean that the Lionhead games will not be known about as early as they are, but I think this is the more industry standard.

Our job as the Lionhead family of studios is to be as ambitious as we possibly can. But although we jump up and down in glee about the fabulous concepts and features we're working on, I will not mention them to the outside world until we've implemented and tested them, and they are a reality.

Thank you for reading.

Peter.

31 of 113 comments (clear)

  1. Missing apology! by Anonymous Coward · · Score: 4, Funny

    Where's the apology for Black & White? :-P

    1. Re:Missing apology! by sgant · · Score: 3, Insightful

      Black & White wasn't a bad game. Sure, there was a ton of hype about it, but not all of it from Peter. The press had a ton of hype about it also.

      And when all was said and done, it wasn't that bad of a game. Over-hyped for sure, but not bad.

      I had fun with it and it brought a smile to my face...what else should a game do?

      --

      "Leo Fender was in a 'state of grace' when he designed the Stratocaster." -- Paul Reed Smith
  2. Reality. by JavaLord · · Score: 5, Insightful

    It's Gutsy for him to come out and say it. His statement:

    However, what happens is that we strive to include absolutely everything we've ever dreamt of and, in my enthusiasm, I talk about it to anyone who'll listen, mainly in press interviews. When I tell people about what we're planning, I'm telling the truth, and people, of course, expect to see all the features I've mentioned. And when some of the most ambitious ideas get altered, redesigned or even dropped, people rightly want to know what happened to them.

    Anyone who has ever developed software for a living knows this is the truth. Early on you spec out cool features, come up with great ideas, etc, etc. Your game/app is going to be the "BEST EVER!"...then somewhere along the way in the development process reality kicks you in the face. Bad features sometimes get added, good ones need to be dropped for technical reasons or time constraints.

    The crappy part about it is, usually you only talk to people in your company about an app early on. Or maybe if you are in a small shitty company you talk to the press and no one cares. But the "big name" programmers are expected to deliever on everything they say and then some. It takes a lot of guts for Molyneux to step up and say sorry I couldn't give you everything I said.

    1. Re:Reality. by gl4ss · · Score: 2, Insightful

      yes. but the guys a pro. he should know better to not shoot his mouth off about things that are not certain.
      except that by now he has probably figured out that big hype == big pre-orders and that big promises == big hype.

      games biz is almost as much about the hype(pr) as of creating the actual games, big pre-hype enables them to get funding without questioning.

      and for example, the trees could still have been made to evolve probably somehow, just with a differenct tactic(without wasting some magical 15% of cpu time on it).

      and yes, he has the option to not tell about features that he just figured out last week and is not even sure if they're good or not.

      --
      world was created 5 seconds before this post as it is.
    2. Re:Reality. by nocomment · · Score: 3, Interesting

      and for example, the trees could still have been made to evolve probably somehow, just with a differenct tactic(without wasting some magical 15% of cpu time on it).

      I was wondering that too. Why not instead of gradually grow, they jump a little? But only when they are off screen and not visible, and not during combat, if the hieght changes were subtle you would not notice them grow, just one day they are bigger, and you don't have to have the cpu calculating every second how to draw them.

      --
      /* oops I accidentally made a comment, sorry */
      /* http://allyourbasearebelongto.us */
  3. I'd rather hear about it by Sentry21 · · Score: 5, Insightful

    I dunno, but as long as he makes it clear that whatever features are what he wants to have in the game, if adding them in is reasonable, then he should talk.

    I don't know about you guys, but personally, I love talking with friends about theory, however practical or impractical that might be. What would be cool in a game, how you could implement it, races, ships, whatever. I think Mr. Molyneux should talk with the enthusiasm that he has for his games, as long as he's not promising that those features will be there.

    Let's be realistic: trees growing doesn't matter. I mean, really, it's immersive, but also irrelevant. I'm not going to notice if it's not there (well I might, but I won't care). That being said though, just talking about the possibility opens up dozens of possibilities in my mind, ideas and theories that I can discuss with my friends, and we can say 'wouldn't it be cool if we made a game that could do this or that or the other thing?'

    As long as he's not influencing sales by guaranteeing anything, I'm fine with him saying 'we're working on realtime tree growth and you can watch the textures change as paint dries, and the shorelines will gradually recede or encroach depending on the phase of the moon and the changing climate and passing meteors'. If they really are working on it, then A+, and if it doesn't make it in, then hey, that's the way she goes.

    --Dan

  4. Standing firm by M3wThr33 · · Score: 2, Interesting

    Usually the creator of a title should stand firm behind the final product. It doesn't happen often enough with apologies that I honestly don't know what to think either way. The Nintendo side of me feels confidence in all my MS-hating ways to see hype fail, but at the same time, he made a game to the best of his potential and realizes he's human. I make games, I can understand his enthusiasm to add lots of cool features and see them get removed at the last minute.

    What I'd really like to see is an apology from Warren Spector for DX:IW, but all we got is that post-mortem on IGN on how he prefers console games and that it was a wonder the first Deus Ex didn't completely bomb.

  5. My only problem with the game by override11 · · Score: 4, Interesting

    ... is that I beat it in about 9 hours of gameplay. I guess I really expected it to take a lot longer than it did (and yes, I did side quests, maxed fame / karma, got up to 17 silver keys, etc, and opened all but 2 demon doors) While the character development was pretty kewl, I was disappointed at the end. I was left feeling like, 'Thats it???' Dont get me wrong, I enjoyed myself a ton while playing the game, and there are a ton of cool features scattered around, but overall I was disappointed.

    Anyone know of a nice long RPG in the works? I remember playing Wizardry 7 for months before I was able to get all the way through it.

    --
    No I didnt spell check this post...
    1. Re:My only problem with the game by scot4875 · · Score: 4, Informative

      Anyone know of a nice long RPG in the works?

      Not in the works, but already out: Tales of Symphonia by Namco for the Gamecube. Took me 49 hours to complete, and that's without doing much of the optional stuff (though there isn't a lot of it). I'm also not a slow player...

      I found the story a bit cheezy at times, but that's pretty standard for Japanese-style RPGs, no matter how serious they try to be.

      Beten Kaitos is coming out in November, also from Namco, and has been receiving positive buzz since its release in Japan last year.

      --Jeremy

      --
      Jesus was a liberal
    2. Re:My only problem with the game by MobyDisk · · Score: 2, Interesting

      Black-and-White was the same way. It was beautiful. It was fun to play just because you could sit there and watch things happen around it. But the enemy AI was so weak it was just as fun to play the game alone.

    3. Re:My only problem with the game by buffer-overflowed · · Score: 2, Informative

      Tales of Symphonia - Fairly good RPG. I call it the game of anime/RPG cliches, because it is, but it's fairly long(40 hours+) and fairly enjoyable.

      Star Ocean - 1-3 hours of utter boredom and then the game gets good. About at the 30-40 hour point.

      Shadow Hearts - Just came out a few days ago, haven't played it yet, but I've heard good things about the series.

      Baten Kaitos is coming out for the Cube in november. It's got a wierd card-based combat system.

      Paper Mario should be pretty good, albeit wierdly genre warping like everything else in that series has been. Comes out here in a week or so.

      Then, well, there's not much for a while.

      --
      The key to the enjoyment of pop music is to replace any instance of "love" with "C.H.U.D."
    4. Re:My only problem with the game by Paradise+Pete · · Score: 4, Funny
      Anyone know of a nice long RPG in the works?

      Well, this Life game I heard of takes about 70 years or so. Don't know if it's any good though. I have heard really good things about Life II, but it may turn out to just be vaporware.

    5. Re:My only problem with the game by Anonymous Coward · · Score: 2, Funny
      I hear Life II is open to beta testers.

      I can arrange for you to start playing if you'd like :)

  6. Refreshing... by Paladin128 · · Score: 4, Insightful

    I must say, it's nice to see someone with as big a name as Molyneux apologize to the community for this. Most people that are in the "industry pioneer" category tend to be just a bit arrogant. He made some claims about features, gamers were pissed they weren't there, and he took the blame. Admirable.

    Maybe next time, he won't blab every wild feature he plans.

    --
    Lex orandi, lex credendi.
  7. Could be worse by jammer2kbigfoot.com · · Score: 3, Interesting

    At least he doesn't act like Derrick Smart. We need more developers like him, willing to admit things are perfect. Never played any of his games, but like his style.

    1. Re:Could be worse by Anonymous Coward · · Score: 2, Funny

      We need more developers like him, willing to admit things are perfect.

      Don't be ridiculous; Dr. Derek Smart, Ph.D, is more than willing to admit that he's perfect.

  8. Fable Features by MilenCent · · Score: 3, Insightful

    A feature in a game like this doesn't mean much unless it adds to the gameplay.

    Is it possible for real-time tree growth to improve gameplay? In fact, yes. Remember, Nintendo was planning something a little like that in the (vaporware) N64 sequel to Earthbound/Mother, where the player could plant a seed in a location and come back later, when the passage of time detected from the machine's real-time clock would tell the game when it had grown to a point where it could be harvested for useful fruit. Not quite the same thing that Molyneux's talking about perhaps, but indicative of the kinds of ways tree growth can improve a game. However, if the tree growth is merely decorative it doesn't influence the game *that* much.

    I was actually fairly jazzed up about Fable until recently. The more I read about it the more I'm thinking maybe I shouldn't be so excited after all. I was hearing things before about a world that evolves around the player and dynamic gameplay, but now I'm hearing things that sound more like a 3D Zelda with Harvest Moon elements mixed in. Perhaps an interesting game still (HM isn't *that* bad, and if you're gonna copy, copy the best -- it's still better than almost anything else I'm aware of for X-Box), but it no longer is making me consider buying an X-Box again to check it out.

    1. Re:Fable Features by chris_mahan · · Score: 3, Interesting

      Actually, this should be a real enhancement, where plants (potato, wheat, lettuse, tomatoes, need to be planted, harvested, in order to "sell" to the local inn. That way, people can be farmers for real and when wizards and ghouls wan to kill the farmers just for fun, the local musclemen will go knock their heads, because they want to eat in 2 weeks/3 months.

      This should also apply to woodcutters. Want a wooden shield? Need some wood, buddy. "but there isn't a single tree for thirty leagues!". "Well, then, better plant some, no?"

      Also, fish, and ore. Ore should be interesting. It has to be mined. Miners are needed to go down there and the more "enterprising fellows" should be able to hire people to mine the mines and extract the ore. "Want a full body armor? Need 50 kilos of metal ore, buddy." "But, there isn't any ore around here!" "Well, then, better mine some, or get a wagon and go to the land of the dwarves and bring me back some."

      This would then effectively create a merchant class.

      It would also be fun to have food shortages, and fights outside the inn to break into the storage and steal their food so the 30 paladins could be bested by three enterprising thieves and three oxen carts, for lack of food.

      Of course, same goes for leather. Want leather greaves? Find me a cow and a tanner. "But there's not a single cow for miles!" "Well then, buddy, wanna wooden shield instead?"

      And a million GP won't make a difference when you hear "Wizard needs food, badly".

      Finally, rangering skills would be invaluables: "Just got this deer, we can eat folks."

      --

      "Piter, too, is dead."

    2. Re:Fable Features by hibiki_r · · Score: 2, Informative

      While I find Fable to be a good, albeit short, game, it has very little to do with Zelda or havest moon. No 'dungeons', in the zelda sense, about 2 puzzles in the entire game, lack of a sense of exploration (you walk on 'tracks', no expansive countryside/ocean to explore. It's more like a more RPGish version of an action RPG like BG:Dark Alliance. If you're looking for Zelda+Harvest Moon, you're better off with Dark Cloud & Dark Cloud 2 for the PS2.

    3. Re:Fable Features by prockcore · · Score: 2, Interesting

      Remember, Nintendo was planning something a little like that in the (vaporware) N64 sequel to Earthbound/Mother, where the player could plant a seed in a location and come back later, when the passage of time detected from the machine's real-time clock would tell the game when it had grown to a point where it could be harvested for useful fruit.

      And nintendo did exactly that with Animal Crossing. You can plant an apple, after a few days it'll be a full size tree, after a few more it'll produce apples.

      Plus if you don't play in a while, your town will be overgrown with weeds and the residents of your town will wonder where the hell you've been.

  9. Still Disappointing by Anonymous Coward · · Score: 2, Insightful

    I respect him for coming out and making a statement like that, but the game is still pretty disappointing. It's a decent enough RPG. You can see tiny glimmers of greatness as you play the game, which makes the game's flaws stand out even more.

    I am not just referring to missing features. Those were disappointing enough, particularly given how much this game was hyped. For years this game was presented as the second coming of RPG's. The results were so far from the boasts one can't help but be disappointed. If you promise to feed people steak, you can expect to hear some grumbling when you serve them a ham sandwich no matter how good the sandwich is.

    But more than that are the obvious game flaws:

    - awkward controls (WHY DOES AUTOLOCK KEEP POINTING ME TOWARDS THE FREAKIN BARREL WHEN I AM FIGHTING 5 BALVERINES!)

    - clichéd story elements... honestly, aren't we passed the forced failure being acceptable in a game, particularly one that claims as it selling point the concept of player choice?

    - the fact that temple donations make the game's alignment system seem pointless

    - and for a game that was supposed to be an genre changing epic RPG, isn't the game kind of short?

    I am just going to go into a corner and quietly whimper until Jade Empire comes out.

  10. Re:I thought it was a great game anyhow by Paladin128 · · Score: 2, Funny
    • ...brilliant audio, a fairly good storyline AND lady grey has nice boobies boot!
    13 year old fanboys... you don't say!
    --
    Lex orandi, lex credendi.
  11. Re:Just 15 percent slowdown by Paladin128 · · Score: 2, Insightful

    A few flaws with this:

    1) It's a console game. No patch. No hope of having more CPU power in a year.

    2) It was supposed to be something that affected gameplay as well... not just prettiness.

    --
    Lex orandi, lex credendi.
  12. 15%.. by kisielk · · Score: 3, Interesting
    Often the reason is that the feature did not make sense. For example, three years ago I talked about trees growing as time past. The team did code this but it took so much processor time (15%) that the feature was not worth leaving in.


    I'm no game programmer, but this seems a bit ridiculous... what kind of code were they using for this? Is time passing so fast in this game that you need to be constantly updating the trees?
    1. Re:15%.. by atarrri · · Score: 2, Insightful

      Seems to me that his programmers have some problems with optimization. Frankly I'm surprised that Microsoft allowed a game to be released with a sub 20 fps (my estimate) in many key areas of the game. So I'm not surprised at all that his programmers told him that it takes 15% of frame time to do growing trees. There are certainly methods of getting some form of growing trees in the game with minimal cpu usage.

      Common sense is that you should never ever mention features that have a high probability of getting cut from a product. Reason being that if the final product doesn't have those features the customers may be upset. Personally I wouldn't even have minded those missing features if the game still turned out great. IMO he shouldn't be apologizing for the missing features, he should be apologizing because Fable is technically unimpressive and ultimately not a very fun game at all.

    2. Re:15%.. by kreyg · · Score: 2, Insightful
      Molyneux probably has no fucking clue how much processor time the growing trees feature would take

      That is quite likely... on the other hand, it very well could have been a crappy implementation, or simply completely unoptimized - iterating over every tree in the world every frame could suck up a big chunk. Programmers are exceptionally scarce resources in game development, probably better to have them fix show-stopper bugs or implement features more central to gameplay than make trees grow.

      --
      sig fault
  13. Biggest Missing "Feature" by orion024 · · Score: 4, Interesting

    IMHO, the biggest missing "feature" of this game was the fact you could not play as a female. My wife was somewhat interested in this game (which is quite unusual), but when she found out she couldn't play as a female she completely and utterly lost interest.

    In fact, I consider the ability to play as either gender not a "feature", but a requisite when playing an RPG.

    1. Re:Biggest Missing "Feature" by Anonymous Coward · · Score: 2, Funny

      I was more disappointed that I couldn't play a transgendered bisexual.

    2. Re:Biggest Missing "Feature" by Lord_Dweomer · · Score: 3, Interesting
      Well, you understand if they were to do females accurately, they would have to portray her chest growing as she aged. How would you decide that in the game? How would you avoid pissing off a woman who wanted a bigger/smaller rack? Think of the nagging!!!!!

      --
      Buy Steampunk Clothing Online!
  14. Re:Impulse Control by CodeWanker · · Score: 2, Interesting

    Yup. I remember the painfully pretentious National Public Radio bit on Black and White. And it sounded like you'd get a Ph.D in philosophy by playing the game.

    --


    "Wow. Now THAT'S a lot of angry Indians." - Lt. Col. George Armstrong Custer
  15. Entertaining if unfinished game. by Zaphod-AVA · · Score: 3, Funny

    I didn't follow Fable during production, so I don't have any real problems with features that are missing

    *Try to get your combat multiplier even HIGHER!*

    from the game, but it is extremely clear that the game was released unfinished. While enjoyable, it suffers from a number of

    *Try to get your combat multiplier even HIGHER!*

    annoyances, to the point where the two missions you want more than anything in the game are to beat the crap out of the guy holding the camera, and kill

    *Try to get your combat multiplier even HIGHER!*

    the guy that made the controls 'default', but not customizable.

    -Z