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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.

16 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 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. 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 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. 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.
  6. 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.

  7. 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."

  8. 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?
  9. 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 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!
  10. 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