Peter Molyneux Apologizes for Fable
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.
Where's the apology for Black & White? :-P
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.
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
... 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...
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.
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.
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.
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?
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.
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