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Molyneux Apology Explained

Thanks to the BBC for a follow-up to an earlier story. Following Peter Molyneux's apology to the Fable community last week, the BBC spoke with the game designer about his decision. "[I] owed a duty to fans to explain why some features did not make it into the finished product."

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  1. Re:I still think it's cool that he apologized by Babbster · · Score: 3, Informative
    "Tried" to do something different doesn't help the game consumer at all, nor should it be a good point on the resume of a guy who's become a legendary game developer (Populous? Dungeon Keeper? Awwww, yeah). I've liked what I've played of Fable so far, but the reality is that it isn't anything that fresh or that new. In fact, there are aspects of it (the linearity, the restricted movement within zones and the small size of the zones) which are actually steps BACKWARD for the genre.

    If we're giving credit for an RPG trying to do something big, Morrowind still has to come out on top in that area. It had a very open map where you could go anywhere in the game that you could see, it was dense with subplots and nonlinear gameplay (you could go a hundred hours of play and barely touch the main storyline) and it was free of traditional load screens (yes, there were pauses but I found them quite tolerable compared to the usual RPG load times). Morrowind's main flaw was it's combat system which was, at various times, either cumbersome and annoying or just boring.

    What I hoped for from Fable was a marriage of Morrowind's open-ended nature with more dynamic AI and more interesting interaction with NPCs. What I got instead was, in essence, a pretty standard RPG with time passage - annoyingly fast time passage, by the way, where you can age years just completing one mission if you stop to play with the environment even a little bit.