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Peter Molyneux Talks Next-Gen Combat and Wii

An anonymous reader writes "Speaking at the Games Convention Developer Conference in Leipzig, Peter Molyneux gave attendees a sense of what he believes the future of combat in games will be like, some of which he is trying to get his team to include in Fable 2. He also showed videos of some prototypes based on his concepts. Later in his presentation, he responded to a user's question about Nintendo's Wii, saying that he's not sold on motion-sensing controllers."

57 comments

  1. Conflict of Interest by Prien715 · · Score: 4, Insightful

    Let's not forget who owns his studio. Methinks he may not be speaking freely.

    --
    -- Political fascism requires a Fuhrer.
    1. Re:Conflict of Interest by MindStalker · · Score: 3, Insightful

      He has always shown to be a creative and innovative thinker, dispite who owns him. Either way I think his point that some games really arn't appropriate for motion sensing. You can't hamsting them all into such a control setting. Lucikly the classic control seems to be good enough that it can take over in these cases.

    2. Re:Conflict of Interest by AKAImBatman · · Score: 2, Insightful
      Methinks he may not be speaking freely.
      I think it's actually a bit more complicated than that. Obviously, Microsoft is a competitor to Nintendo. Which means that the employees (many of which worked very hard on bringing the 360 to life) are going to hold personal pride in that machine, even to some detriment of their objective judgement.

      Most likely, the environment at Microsoft is one of extreme pride toward the 360, and a general belief that the system is superior to all others. Being that Peter is now immersed in that environment, it's hard to believe that it would not affect his own thinking and judgement. Which means that he's likely to be very positive toward the 360 no matter what happens, and the Wii will have to work very hard to garner his affection.
    3. Re:Conflict of Interest by Anonymous Coward · · Score: 2, Insightful

      I think he's right, in all honesty. And there's nothing wrong with it.

      I think the Wii will have plenty of fun games, but they're not going to be like the 'traditional' video games. It'll be a blast to swing a sword at enemies. Can you imagine a fencing game? That'd be AMAZING fun! Or how about a gamewhere you're the conductor for an orchestra? I can see that being quite enjoyable. A baseball game would actually be FUN, instead of "Who can time the button presses better".

      But you know what? I can't fence for much more than an hour. Baseball's a little better, but I'm still not too interested in the game and would use it as a glorified batting cage, and I'd use the conducting game as much as I play Guitar hero... as often as I have friends who want to play it. The very thing which makes the controller EXCITING, is the thing which makes it unsuited for certain types of games, which can be just as fun as any game which will be on the Wii. Changing the type of control doesn't automatically make it more fun. It allows for different games to be made, and the invention of new genres.

      And, no offence, but I don't see the Wiimote being used to great sucess on many first person shooters once the novelty wears off. After all, how many FPSes outside an arcade use light guns? And I don't just mean require, I mean even SUPPORT them? Sure there are a few, but it's not that appealing, to be honest.

      Still, if I were to get one of the next gen systems, I'm honestly split between the 360 and the Wii. On the one hand, there are games out NOW that I want a 360 for (Stupid poverty, grumble grumble), like GRAW, Oblivion, and to some extent Prey, as well as upcoming games like Gears of War and Halo 3 (duh). And Geometry Wars, but that doesn't really count. On the other hand, there are games coming out for the Wii which look just as fun, like Twilight Princess. If I had the money to do it, I'd buy both.

      The point is, Molyneux is saying that his statement "I think motion-sensitivity is very, very useful, but I think the obvious way of doing it -- unless you're dealing with a 15 to 20 minute experience at most of actually being hugely physical -- is not where the opportunity lies here." is entirely accurate. There are obvious opportunities fun games which offer short, repeatable, fun experiences. There are less obvious opportunities for eccentric games which offer longer periods of enjoyment. But for the traditional "sit down and veg" games like FPSs, the controls aren't that well suited. Why do you think the Wii offers a traditional controler with it as well? Hint, it's not just backwards compatability. But I bet game developers will basically ignore it, because it's a game for the Wii, and ignoring the Wiimote would be like writing a game for the original XBox which couldn't use the hard drive...

    4. Re:Conflict of Interest by SScorpio · · Score: 1

      Your lightgun example for the 1st person shooter is off. In Metroid Prime 3: Corruption which is 1st person and uses the Wiimote, the controller is not used as a lightgun. Instead it is used as a mouse with mouse look enabled like in all standard FPSes. As someone who hates the dual analog FPS setup in current games I see this as a very welcome change. Time will tell about how well this works though.

    5. Re:Conflict of Interest by eison · · Score: 1

      So what you're saying is, Dance Dance Revolution could never catch on, because people will get tired from all the physical activity?

      The market seems to have a different opinion.

      --
      is competition good, or is duplication of effort bad?
    6. Re:Conflict of Interest by AcidLacedPenguiN · · Score: 1

      I disagree with your sentiment. You asked "how many games outside of arcade use lightguns" to which the obvious answer is basically "none" This is an unfair question though because rail shooters and first person shooters aren't the same thing. The reason why there are no FPS games that support lightguns is spread between the design and the economics of development.

      #1 every lightgun game that I know of is designed as a rail shooter, you don't (or have VERY limited) control the game. With that in mind a regular controller cannot suffice. This is where the Wii controller improves, apparently it can act as a control (nunchauku attachment) and as a lightgun (pointer) a the same time

      #2 for the most part, lightgun games have had to use custom hardware to deal with problem #1. This is generally an expensive ordeal, especially if the company isn't Sega. I guess what I'm getting at is I imagine that it will be easier for a dev studio to work on implementing lightgun styled controls if the first party control already does precisely what they want in the first place.



      Well, those are my inflated $0.02.
      --
      disclaimer: I've been known to store numbers in my ass for which to dig out when quantities are required.
    7. Re:Conflict of Interest by Anonymous Coward · · Score: 1
      So what you're saying is, Dance Dance Revolution could never catch on, because people will get tired from all the physical activity?

      NO! He's saying that dance mats aren't a good replacement for the controls in every type of game. Read his comment again. Disagree by all means, but you shouldn't have been able to mangle the message that badly.
    8. Re:Conflict of Interest by Scoth · · Score: 1

      I think my main concern with Wii (and, for that matter, more immersive stuff up to Holodeck-like things) is the learning curve. With, say, Legend of Zelda all I have to know to execute complex sword techniques is how to press a button, perhaps holding it for awhile or combining with another button or stick move. Assuming 100% unassisted mode with a Wiimote or other controller, I'd then have to learn swordfighting to stand a chance since I'd have taken over the sword itself. Likewise with sports games - rather than a button to swing and maybe a stick to move the bat angle up and down, I'd have to learn how to be a major league hitter. On some level this might well be a lot of fun, but I'd see it possibly turning off casual gamers who weren't particular into the game's particular idiom. I still think there's a good-sized market for it, I just see most games having varying levels of reliance on the Wiimote or similar.

  2. I want to wii... by Anonymous Coward · · Score: 0

    ...all over Molyneux studios owner.

  3. Seriously who cares? by Anonymous Coward · · Score: 0

    What this guy thinks? I'd rather hear from the designers of WOW or Battlefield 2, two games that are actually successful, popular and not over-hyped. This guy can only coast on populus for so long.

  4. Bushido Blade... by nweaver · · Score: 1

    Bushido Blade, now there was a fighting game with "Sharp" weapons: one hit kills, perry and dodges, feints, etc.

    The environment wasn't very interactive, but it was also a PS1 game.

    --
    Test your net with Netalyzr
    1. Re:Bushido Blade... by Miniluv · · Score: 1

      Glad to see I'm not the only person who thought that game rocked hard. I've been dying for a refresh of it for either 360 or PS3. Wii might be cool if they found a good way to use the controller to emulate actual sword play.

    2. Re:Bushido Blade... by Chris+Burke · · Score: 1

      Yeah, Bushido Blade was great, one of the most "real" feeling combat systems in a fighting game. I particularly liked how you could deliver a non-lethal blow to legs or arms that would leave them crippled. Especially when they could no longer stand, and could only flail about them with their weapon. Putting them out of their misery was so satisfying! Also, due to the lethality of the weapons, it made fights feel very strategic, all about positioning and creating openings. Lots of fun.

      That game needed a lot of polish, though. It was a fantastic demonstration of the concept, but felt like it was rushed out the door. I don't know if Bushido Blade 2 fixed the problems or not.

      --

      The enemies of Democracy are
    3. Re:Bushido Blade... by jizziknight · · Score: 1

      That was an awesome game. I wish more games would implement the "where you hit the person makes a difference" factor as well (or even better) as Bushido Blade. I loved the fact that you could throw a knife into someone's head at the start of the match and kill them, but if you only kept hitting the person in the arms or legs it didn't do a whole lot of damage.

      --
      Everything I say is a lie. Except that... and that... and that, and that, and that, and that... and that.
    4. Re:Bushido Blade... by CastrTroy · · Score: 1

      Sounds a lot better than the "Press the buttons as fast as possible" or "Memorize 16 button combos" type fighting games we are used to. It would be nice to have a different kind of fighting game.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    5. Re:Bushido Blade... by Kiffer · · Score: 1

      I loved Bushido Blade, I remember playing it at a Gaming convention in UCD, using the projector in a lecture hall, the characters were huge... and we stood on top of the second or thrid row desks... because after an hour of playing sitting down your neck was really sore...

      The weapons were great, at one point we picked the two weakest characters and the two heaviest hammers, after what must have been an hour long fight neither character could stand or had enough strenght to land a killing blow on the other.
      They just shuffeled around on their knees tring to swing a sledgehammer with one hand...

      Of course the One hit kills could get a little anoying ... choose the fastest sword, start match in low stance and as soon as the fight starts do a high attack... *STAB to the head* kills instantly ... the only way to stop it was to do the correct block as soon as the match started ... which ment you could make people think that you were going to do this but then attack low instead and cripple their legs... which gave you a huge advantage.

      I played at least 12 hours of Bushido Blade over that week end... I had never played it before and I never found a copy for sale anywhere afterwards... :(

    6. Re:Bushido Blade... by steveo777 · · Score: 1
      Best way to play Bushido Blade is to get a couple of kendo sticks and go at it with your opponent. It'd be great if the Wii let you battle someone across the counrty, though I doubt the response time would be great without a very low ping.

      Think of it. You battle your brother in law for who gets to/has to host Thanksgiving that year. The one who wins, is the one who kept his head! Just don't let Jack Thompson get ahold of this.

      --
      This sig isn't original enough, it's time to come up with something witty...
    7. Re:Bushido Blade... by Neo_piper · · Score: 1

      I can't see the fast paced parry/strike/parry of sword combat really working unless the game comes with a 3 pound Gyroscope attachment to the Wiimote for collision simulation. Sword fighting at NextGen prices that isnt even as good as using sticks with a "not-in-the-face" rule just dosn't sound like fun to me...

  5. Off-key by Red+Flayer · · Score: 4, Insightful
    FTA, Molyneaux:
    "I realized, when I looked at myself in the mirror, I actually looked really stupid." Molyneux continued, concerned with the controls causing fatigue, "Even with nothing in my hand, I get tired very, very quickly."


    I'm not gonna touch the obvious joke about pr0n here.

    But if I've learned anything while playing videogames with friends over the decades, it's that people often look like idiots while playing, and it doesn't lessen their enjoyment.

    And if I've learned anything about repetitive physical exercise, it's that the more often you do it, the less tiring it becomes... you know, cardiovascular and muscular conditioning?

    Molyneaux works for MS. And while some of his past work has been great, I think he's a bit ff-key and I of course, as others have pointed out, have to question his motives.
    --
    "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
    1. Re:Off-key by MojoBox · · Score: 1

      what exactly looks cool about playing videogames anyways? If anything the typical person playing games looks vaguely catatonic.

      As for Molyneaux, I could give a rats ass. B&W2 blew, Fable sucked, B&W had some neat ideas but was ultimately just dull. Why exactly is it this guy get's fawned over?

    2. Re:Off-key by RyoShin · · Score: 1
      And if I've learned anything about repetitive physical exercise, it's that the more often you do it, the less tiring it becomes... you know, cardiovascular and muscular conditioning?
      Something else to mention is that a lot of these games will have you standing up now and then, just because you either need to for an action (like in certain WarioWare minigames), or because you're getting into what you're doing on screen.

      It's been stated time and again (including articles on Slashdot) that you become tired more quickly when sitting, because your body goes lax without having to exert the effort to support itself. So you'd actually be more awake and alert standing up than sitting down.

      And has this man not played DDR? That thing is fun as hell, and you look especially spastic doing it.
    3. Re:Off-key by Aaul · · Score: 1

      I think it's mostly because of his past with Bullfrog. Syndicate, Syndicate Wars, Theme Park, Dungeon Keeper, Populous. Molyneaux was the designer of Bullfrog's games, and they are arguably some of the better (if not best) games created during the MS-DOS era of gaming. I know Dungeon Keeper was one of my favorites, and Syndicate Wars was pretty damn cool, too. After Bullfrog died and he founded Lionhead, and after the huge disappointment (for me, anyway) of Black & White, I stopped following their games.

      He's well-respected for his past games at Bullfrog and is notorious for being a PR nightmare for his teams because he'll go off on a tangent about some feature that may or may not be finished (or even feasible). This usually ends in disappointment for those who were looking forward to said feature because it either gets cut, or is vastly different/inferior to what he described. I think that's one reason he gets so much attention these days.

      I think he should explore making a next-gen sequel to Dungeon Keeper and Syndicate. I know I'd buy both.

    4. Re:Off-key by elrous0 · · Score: 1
      the typical person playing games looks vaguely catatonic.

      I have a similar reaction to people walking down the street while talking on a cell phone. They always remind me of something out of a George Romero movie, particularly if there is a whole crowd of them.

      Maybe I wouldn't have such a negative reaction if any of them was actually talking about anything that was important enough to warrant an email, much less a phone call.

      -Eric

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    5. Re:Off-key by Breakfast+Pants · · Score: 1

      And that was important enough to warrant a post?

      --

      --

      WHO ATE MY BREAKFAST PANTS?
  6. I RTFA... by Wampus+Aurelius · · Score: 4, Insightful

    To demonstrate these ideas, Molyneux showed off two test sequences -- one on a staircase and one in a bar. Though these featured characters from Fable, Molyneux insists this was just done to save time and these are not tests for Fable 2.

    Later,

    Towards the end of Molyneux's talk, he made it clear that this panel was not a thinly veiled way of promoting the combat in one of his company's upcoming games, though these are naturally ideas he and his team are considering. "A lot of what I've talked about here will never make it into any game, but maybe some of it will," he said. We expect to see Fable 2 at Microsoft's X06 event next month, and we'll be on the lookout to see how much, if any, of the ideas in today's talk make it into that game.

    It doesn't sound to me like he's saying anything about what is going into Fable 2. Rather, the author seems to be trying to mention Fable 2 as much as he can, despite the panel not having any information at all about the game. This was simply a talk from Molyneux about what would be cool to incorporate into a game, not what is feasible or what will go into any games he might be designing.

    1. Re:I RTFA... by KDR_11k · · Score: 1

      Molyneaux never talks about his games, only ideas he had. Usually he presents those ideas as if they were already implemented and all but they rarely make it into the final product.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:I RTFA... by Knuckles · · Score: 1

      Well, not in this talk, it was simply all made up by the anonymous submitter.

      --
      "When I first heard Daydream Nation it quite frankly scared the living shit out of me." -- Matthew Stearns
    3. Re:I RTFA... by KDR_11k · · Score: 1

      Of course that doesn't make it any less accurate, Molyneaux makes everything up on the spot, too.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    4. Re:I RTFA... by Knuckles · · Score: 1

      Touché

      --
      "When I first heard Daydream Nation it quite frankly scared the living shit out of me." -- Matthew Stearns
  7. Who cares? by Soygen · · Score: 1

    Seriously, who cares what he has to say about motion-sensing controls? Aside from the fact that MS writes his checks and he is obviously out of shape, I have a hard time caring what he thinks.

  8. Let me translate from that 1up piece by Anonymous Coward · · Score: 0

    Direct quotes attributed to Mr Molyneux.
    "I realized, when I looked at myself in the mirror, I actually looked really stupid."
    I care more about how I appear to others when playing a game than anything such as, ohh I don't know how much enjoyment that game is bringing.
    Molyneux continued, concerned with the controls causing fatigue, "Even with nothing in my hand, I get tired very, very quickly."
    I'm extremely out of shape.
    He points at the way the Nintendo DS uses the stylus: "What I've found really fascinating is not using it to scribble with, but using it in a very clever, innovational way."
    But I don't get tired if I'm using a Nintendo DS two handed. Only that thingie on the system that's going to completly obliterate the competition made by the company who isn't the one who owns my company.

    I think Mr Molyneux needs to stop talking so much and go back to making the kick ass type of games I remember and love. Populous, Magic Carpet, Hi-Octane, Dungeon keeper! His last few games he's talked up so much that by the time they come out they can't help but not reach our expectations. I'm looking dead at you Black & White series and Fable.

  9. Pretty gimmicky by Jerf · · Score: 4, Insightful

    If I believed for a moment that the enviroment might be fully usable as shown, then this might at least make it to "interesting". But historically speaking, there will only be a set of motions that are "acceptable" and a whole series of other things the game won't understand, and setting up an environment won't be a matter of putting a table here and four chairs there, but fully specifying everything the player can do, which makes for a smaller environment because the developers have to do a lot of work per area.

    I base this on history: The canonical example in my mind is the megazoom in Black and White from an apple with a worm in it out to the full island view. Cute, but in-game, there was nothing else with the level of detail of that worm, other than that apple. The video, hyped as a promise of things to come, was actually the complete set of cool actions you could take. Molyneux seems to keep giving us that.

    Honestly, combat is the one thing that modern action-based video games do tolerably well at; it's the other aspects of the game I'd like to see improved first. (Note that I really do mean "tolerably well"; it's not perfect, but the fact that it has been the primary focus of gaming for nigh unto these many years shows, and the near-complete lack of attention paid to anything else but graphics also shows.)

    1. Re:Pretty gimmicky by Sparr0 · · Score: 1

      HL2 made steps in the right direction to solve that problem. It mostly followed the "do this, do that" paradigm we have been stuck in for a couple of decades, but a few areas really were somewhat freeform. "Here, you've got a room full of stuff. Use it somehow to get to that ledge." Narbacular Drop showed similar promise with the idea of using the portals to move objects around and let boulders interact with the environment in a planned-by-you way.

  10. Black and white mouse gestures by Anonymous Coward · · Score: 0

    Mmm, I would say he'd embrace the motion controller, since the mouse-gesture-thingy in Black and WHite just didn't work properly.

  11. I can't wait till Slashdot updates its quotes by Anonymous Coward · · Score: 5, Funny

    "I realized, when I looked at myself in the mirror, I actually looked really stupid." - Peter Molyneux

    Don't you just love quotes taken out of context?

    1. Re:I can't wait till Slashdot updates its quotes by Soygen · · Score: 1

      Hah. I wish I had a mod point to give you!

  12. Unique nature of controller may hurt the console by Anonymous Coward · · Score: 0

    The Wii controller does have a big advantage in that it allows for motion oriented gaming that no other console provides (I don't consider the PS3 controller to be in the same league).

    The problem for the console is that it may be difficult to include the Wii in multi-platform game releases. Development costs will have increased exponentially and many developers will want to have cross platform titles to cut costs.

    I'm not sure how many people are going to get more than one console. A lot of people just want one console. The Wii will be very cheap (as low as $170 at launch), but a lot of people will view that as 3 games they could have bought for their other system. Also being cheap doesn't guarantee a console's success, the Gamecube was much cheaper than the PS2 and was more powerful.

  13. Hmm... by Anonymous Coward · · Score: 0

    I seem to recall Molyneux being one of the first to PRAISE the Wii controller, though, as seen here: http://www.planetgamecube.com/newsArt.cfm?artid=10 742

    Seems rather strange that he'd do a 180. Maybe it's the money-hat effect.

    1. Re:Hmm... by Skraut · · Score: 1

      Yeah, you'd think he would do a 360 instead.

      --
      Introducing Microsoft Vacuum 1.0 The first Microsoft product that doesn't suck.
    2. Re:Hmm... by trdrstv · · Score: 2, Insightful

      I know Coorelation =/= causation. Maybe he had a change of heart, but it is worth noting that comment was made before his studio was purchased by Microsoft.

  14. Its been a while... by b1ad3runn3r · · Score: 1, Insightful

    I havent seen much innovation come to games in a long while. For the past 5-10 years all I have seen in games is increased graphics quality, which is *supposed* to improve realism, without increased content or gameplay. What happened to Alpha Centauri, Fallout, Tribes, Carmageddon, Exile, Zork, etc etc. Their descendants are utterly uninteresting. Prerendering ultrahigh pixelcount images of fixed paths that people can take, and canning combat such that instaheal potions are the norm have led to a bunch of plastic invincible gods beating on each other with even more outlandish moves for hours. How can you top summoning a platinum dragon to breathe on your opponent? Blowing up the world your opponent is standing on of course!! Developers need to stop and bring things back to the roots. Why not base a game off near-term asteroid exploitation... There's some outlandish stuff you can do with it, but essentially you can deliver on your promises, and since the graphics dont need to be ridiculous you can work on content. How about puzzles, and intrigue? What about a ***REAL*** space flight game, with trajectory plotting, fixed propulsion mass and kinetic interceptors... The Wii is the first good thing to come to gaming in a long while. No emphasis on graphics. No outlandish price. A honest-to-goodness innovation in control (one thing consoles were pitifully lacking in). Screw the graphics, make 100 different actions with that controller perform different moves. Make it sensitive to speed, so you do the moves at different speeds. Make those moves at those speeds count for something. Make spellcasting require you to move that controller in actions. FFS, make things you do count in the game rather than boxing the game so that a reasonable gamer needs to increase the difficulty to Ultra-Hard before he dies once in the campaign. Are we so terrified of alienating kids by killing them repeatedly if they dont adapt to a game that all difficulty and interest has to be bled out? I'm calm... *deep breath*

    --
    "Reality continues to ruin my life" - Calvin and Hobbes
    1. Re:Its been a while... by kfg · · Score: 1

      . . .a reasonable gamer needs to increase the difficulty to Ultra-Hard before he dies once in the campaign.

      Dying is a negative concept, reenforcing the idea that the gamer has "failed," which some might find disturbing.

      We prefer the term "value added rebirth."

      KFG

    2. Re:Its been a while... by Garrett+Fox · · Score: 1

      I agree; people should be developing games with new gameplay concepts, and forgetting about improving the graphics any further for a while. As for doing a realistic spaceflight sim, see Orbiter. I've looked into Sierra's "Outpost" games, which were meant to be fairly realistic space-exploitation sims but got panned as horribly flawed. How about an RPG based on Kim Robinson's Red Mars, or an action/adventure version of David Brin's Startide Rising using the engine from the Dreamcast game Ecco the Dolphin? A computer RPG based on World Tree? A version of The Ur-Quan Masters with more detailed planet exploration and diplomacy?

      The Legend of Zelda: A Link To the Past had a near-ideal control system: one button for Talk, Grab, Throw, Swim, Read etc., all context-sensitive. The other extreme is the otherwise-interesting realistic survival game Unreal World, where there are different commands for "Fell Down a Tree," "Chop Log Into Blocks," "Chop Block Into Firewood," etc.!

      --
      Revive the Constitution.
  15. Re:Unique nature of controller may hurt the consol by KDR_11k · · Score: 2, Insightful

    Considering the general difference in power between the Wii and the other consoles you won't be able to make direct ports anyway.

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  16. All talk, no action by SmallFurryCreature · · Score: 4, Insightful
    Yeah yeah, fable. I played it Peter and it wasn't good. Oh it worked and all and wasn't too bugged and nowadays I suppose that accounts for something but in the end what you produced was a rather mediocre RPG light with a confused style (was it comedy or drama?) and a lot of stuff tacked on that never played out the way it was supposed too.

    The fighing especially was a horror. Every single weapon handled exactly the same making no difference except for the stats.

    So talk all about how fighting in games is going to be in the future but when your own game is a throwback to the 1980 were the only difference between types of blades is their stats then don't expect me too be too impressed.

    Yes better fighting would be much appreciated but don't talk about it, do it. He already talked enough about what Fable was going to be like. Why are we still listening to him doing it all over again with Fable 2?

    It ain't the first time. Remember Dungeon Keeper? Remember Black & White. Both games wich in their first incarnation were more hype then delivery. Both times admitted by the guy and both times the press drooled all over it and then the sequel only barely admitting that their drooling over the original was a bit too much. I for one am not going to be fooled anymore.

    The gaming press just can't be relied upon to be objective when it comes to this guy. With 3 games so far that completly failed to live up to the hype why is this guy still hailed as some kind of gamer god?

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:All talk, no action by Carnage+Pants · · Score: 1

      I will be the first to admit that Fable wasn't the game it was touted to be. But, if one takes the game solely for what was in it, and ignore the hype, I thought it was rather good. It may not have had the best main quest, or have been the longest game, but it had character. That was a game where I could sit down for an hour, pillage towns, have sex with wives and generally just cause general mayhem and have fun with it. It was the statistics that kept track of your farthest chicken punt, how many beers you'd had, how many civilians you'd killed or even your sexual orientation that made the game unique.

      The questing in that game was pretty much garbage, but I could spend hours in that game just goofing around. The fact that I could play for an hour or two, and not get bored with such a simple combat system says a lot about the game. It had some style and a sense of humor that's not present in a lot of other games.

      It may not be the best game ever, far from it, but I think it deserves more credit than it gets.

    2. Re:All talk, no action by urantia007 · · Score: 1

      I totally agree. I heard abit hear and there about fable on xbox never took any notice really, then one day i played it on PC and i thought it was pretty dam good. Just one of those types of games that's been absent for too long! as i love good fantasy games that arn't stuck in corridors going around shooting anything that moves (usual FPS) If you check out the credits for fable the devlopment team is friggin small! compared to most game devs that in itself impresses me. Some ppl like the OP gets sucked into hype generated by the media then pins the blame on Peter M. How pathetic.

    3. Re:All talk, no action by Anonymous Coward · · Score: 0

      He's no Will Wright, that's for sure.

  17. Molyneux vs Miyamoto? by payndz · · Score: 1

    Molyneux may not like the Wiimote, but I have to admit I'd rate Miyamoto's opinions on what makes a good game higher than Molyneux's. Especially after Molyneux's more recent, interesting-idea-let-down-by-bugs-and-rushed-execu tion titles.

    Totally OT, but I once ran into Peter Molyneux at an E3 party in Atlanta. He was wandering around with a drink in his hand, looking annoyed because nobody wanted to talk to him. Kind of amusing to watch.

    --
    You must think in Russian.
  18. I for one, will not be buying by ShadowsHawk · · Score: 1

    I bought B&W and played Fable for a bit. All I can say is that I'm simply not interested anymore. I learned my lesson when I shelled out hard earned money for a poorly implemented concept. He's fairly innovative, but he seems incapable of delivering.

    1. Re:I for one, will not be buying by MojoBox · · Score: 1

      All the great ideas in the world are good for nothing if you can't deliver. For example, I have this brilliant idea for an infinite energy device! I don't want to say too much in case I can't get it to work, but I will say it involves magnets.

  19. Re:Unique nature of controller may hurt the consol by Anonymous Coward · · Score: 0

    >>Also being cheap doesn't guarantee a console's success, the Gamecube was much cheaper than the PS2 and was more powerful.

    You can't really compare the gamecube&ps2 to the wii&ps3. The difference in this generation of consoles is reportedly much larger. If the ps3 is really 4 times as expensive, I know I'll be buying the console for my kids that allows me to get a few games for it as well.

  20. Hooray! by Rydia · · Score: 1

    Considering Molyneux's past record in... well... every aspect of game design, let me be the first to say: "Hooray! The Wii will be awesome!"

  21. Molyneux wants Dragon's Lair back. by nifboy · · Score: 1

    The best implementations of context-sensitive actions have NEVER been built around the environment, but rather focused on the enemies being fought. Zelda: Wind Waker does this with a big shiny A is for Counter button. Kindom Hearts 2 uses triangle as a more general-purpose "action" button (which is only unique by being separate from the dedicated "Smack things" button) but the majority of battle actions are relative to either the environment, or more usually the enemies, but never really both. Trying to coordinate the environment AND the enemies such that the player can quickly, easily, and regularly put the two together generally means the player has very little freedom to break outside of the "script". Dragon's Lair is the perfect example of this taken to an extreme.

  22. WHAT A TWIST!!! by Anonymous Coward · · Score: 0

    I should add that i got this from the 1up boards.

    Before Lionhead was bought by Microsoft

    GSUK: There seems to be a backlash mounting against the PlayStation 3, while the Wii seems to be going from strength to strength. How do you think the next-gen console war is going to stack up?

    PM: Well, I have been through console wars before, but this one strikes me as particularly interesting. Nintendo has done a great job of convincing us that next gen is about game play rather than high-tech specs. Microsoft has done an incredible job of expanding games online and making them more mass market. Sony, in my view, seems it has been rather more lazy with their message. How all this pans out really depends on one thing and that is the brilliance of the titles that appear on each platform over the next two to three years. Marketing the hardware is nothing compared to the games that run on it, so I expect the system with the greatest games on it to end up on top.

    GSUK: Black & White was hugely innovative on its release, and its gestured command system has ironically been matched by the Wii. How important is innovation in interface design to you?

    PM: Without any doubt the biggest revolution we will see in games will be to do with what the player holds and how they control a game. I can see the joypad continuing to evolve over the next generation, and this will result in completely new games concepts.

    http://www.gamespot.com/news/6155521.html/

    After Microsoft bought Lionhead
    LGC 2006: Molyneux Not Sold on Wii-type Controls
    Motion-sensing needs to be used in not-so-obvious ways.
    by Luke Smith, 08/22/2006

    11 of 15 users recommend this story.
    Without specifically taking aim at Nintendo's Wii, designer Peter Molyneux was critical of motion-sensing control schemes at his Combat in Games speech in Leipzig, Germany. Molyneux, excited at first by the prospect of motion-sensing controls mimicking in-game action, has since seemed to sour on the idea: "I realized, when I looked at myself in the mirror, I actually looked really stupid." Molyneux continued, concerned with the controls causing fatigue, "Even with nothing in my hand, I get tired very, very quickly."
    Still, the Fable 2 architect isn't dismissing the control scheme: "I think motion-sensitivity is very, very useful, but I think the obvious way of doing it -- unless you're dealing with a 15 to 20 minute experience at most of actually being hugely physical -- is not where the opportunity lies here."

    Where does the opportunity rest in motion-sensing controls? Not with obvious implementations, Molyneux maintains. He points at the way the Nintendo DS uses the stylus: "What I've found really fascinating is not using it to scribble with, but using it in a very clever, innovational way." Molyneux suggested that innovation in motion-sensing will have to stretch beyond the replication of sword-swinging motions to break new ground.

    http://www.1up.com/do/newsStory?cId=3153037/

  23. Re:Unique nature of controller may hurt the consol by Anonymous Coward · · Score: 0

    You won't be able to make "direct ports" anyway thanks to the Cell processor and its "revolutionary" structure. If anything, I would think the biggest barrier to porting would be the wiimote and its zany control mechanism, not the graphics.

    That said, I really admire Nintendo. They have the guts to create a huge rift in the console world, running right down the "control scheme" line, and trust that they'll end up on the right side. That takes some Colbert-sized balls.