Fable 2

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Peter Molyneux Talks Fable 2 at GDC London
Wants his game better than Assassin's Creed, Mass Effect.

Thanks to 1UP contributor Daniel Boutros for submitting this story
Today at GDC London, held in BAFTA's Picadilly HQ, Peter Molyneux, one of the industry's most celebrated visionaries spoke about his thoughts on Next Gen entertainment, within the context of experiments in developing concepts for Fable 2.

Molyneux began by sharing his excitement about games like Assassin's Creed, Mass Effect and Alan Wake and followed with stating his team have to not just think about how Fable 2 will stand out above the crowd made up of these games, but also be push harder.

First, Peter recalled the team's core goal: "Fable 2 is a Role Playing Game first and foremost". He then went on to detail a handful of Fable 2's key facets, but made it known that these were not final concepts and the final and most impressive unique feature would not be revealed today...

'Dynamic Environments'
When playing RPGs, the feeling is "I don't seem to make a difference to the world."

In Fable, the story is set over the period of a lifetime. Peter Molyneux said that this was both frustrating to design for and yet, allows freedom to do things others can't do. A concept shot from Fable 2 was revealed - a beautifully painted campfire in the woods. Brightwood. When you are a teen in Fable 2, it's a spooky place inspired by Murkwood in LOTR.

The example detailed here was that in this location, you discover a Gypsy camp. If your character goes in and trades and is nice to everyone, you can do a quest to help the gypsies by clearing out woods of enemies called 'Hobbs'. However, if your character comes back in ten years, the camp will have changed into houses. Ten years further on, it's a little village. Ten years further, the village is a town!

But here's the twist; if you initially went into the camp and slaughtered everyone, the town wouldn't exist and that's an interesting thing for the player to experience, as everyone is likely to experience a different environment from one another.

'Buying Things'
Peter asks, "Why is it you can only buy swords and clothes? Why can't you buy a house? Or a shop and be a shopkeeper? Why not a whole street? Or a whole city? Or the nearby castle and be Lord of the castle? Why not buy a dungeon?"

Everything that you see in Fable 2 is buyable and when you buy it, you are Lord of the manor / Owner of the dungeon. It adds to your character as you have a feeling of wealth and ownership. It's a new mechanic; money. It can buy you security, power and pretty much anything else.

How does this enhance the experience? Ownership is empowering. It allows the player to 'unlock' content, and it adds to the simulation element.

Regarding the content unlocking, if you own a castle, there will be specific quests relating to owning that castle. "Sire, there are thieves stealing wine from the cellars!" If you own a cathedral, you get different quests - kill the priest or protect him - and so on...

What this also gives you is that when you beat the game, you haven't finished it as there's still content to be found and played through. This was a feature present in the original Fable (if you played through the evil ending and got the big sword and waited out the end credits), but the fact Lionhead is openly aware of it means that perhaps we'll get more bang for the buck this time round.

'How To Make The Character Feel Engaged'
Lionhead wanted this for Fable but now it's in Fable 2. You can play as either man or woman and your character will 'morph' to display their state more accurately. As for the story it will differ very slightly with each sex.

Lionhead also wants to introduce player to the notion of 'unconditional love'. Peter says, "I've played plenty of games, but I don't feel appreciated when I do something of worth. For example, in Final Fantasy, you get 1000 experience for accomplishing something but then they immediately say 'go do this'. At least they could say thank you!? You feel underappreciated and this needs to change."

One of the first characters in the game is someone who gives you unconditional love. The first scene is a bird flying through a forest, through a city, through a town... then camera follows the bird to the highest turret in Bowerstone. At that point, the bird takes a ^^^^. The camera follows the ^^^^ and it lands on your character's head. And then you meet your character's sister who's standing next to you. And that character is the first of many who will give you the feeling of being appreciated.

Also, Lionhead has expanded on the whole relationships issue i.e., getting married. For example you can choose to have unprotected sex, get your girlfriend pregnant (she morphs appropriately) and have kids. Lionhead considered a labour mini-game, but the force feedback wasn't good enough (the women on the team said it wasn't like labour at all), so the labour mini-game was scrapped. However, you can have kids and they too, will give you unconditional love.

When those doors open, you have a magical moment... you come back from a quest and your kid sprints out and hugs you gushing how he heard that you slaughtered that dragon and you're brilliant. Peter Molyneux again states, "That's what I want from the player - making you feel like you're great. Making you feel appreciated."

As for your family, they can live anywhere, as you can buy any house. To egg you on to be more ambitious, your wife is never satisfied. She's the one always encouraging you on to get more, bigger. "We should live in that castle", or "let's buy that bigger house over there", for example. You don't have to listen to her, but if the lady in question is as status-driven as she sounds in this specific example, she may not stay around for very long unless you up your fame or follow her suggestions.

Also, you can be good or evil as per Fable and if you're evil, when your kid sees you at the end of the day, he'll say things like, 'look at these cool tattoos and who I beat up at school!' to further add to your character, as your family is an expression of you.

On top of this, Fable 2, has expanded on good and evil by developing kindness and cruelty as concepts. The player can torment humans psychologically. Example: you are responsible for getting the money in the family household. If you're poor, your kid will run out and say, "dad, it's great to see you. but we're soooo hungry". And you can pull out an apple pie and eat it in front of your son. And he'll be all, "oh but daddy& can't we have a little bit?" Luckily, your kids will always love you, but also night that your wife won't.

Another thing the original Fable was criticized on was the total gameplay time. Some felt Fable was too long and beat it in 50 hours, some felt too short and finished it in 10, so Lionhead has addressed that using money...

Those who rush through the game will be poor, yet famous heroes as you get barely any money for acts of heroism. Others who take time, will be rich. If you take the time to do many quests, buy things that earn you money and so on, you earn more money and thus become richer. However, rushing through will only get your fame and celebrity, which isn't a bad or good thing, it just is. The game doesn't want to punish you for doing less than someone else, but you will be rewarded for doing more.

The Story
In short the story is focuses on four core concepts; the story arc, involving what the player has touched, in the game, having a really powerful opponent, and allowing for player choice.

In regards to story arc, the team looked at Joseph Campbell's much referenced and revered, 'The Hero's Journey'. The Hero's Journey talks of a structure that many common stories follow, such as Star Wars, Lord of the Rings and many other celebrated stories we know and love today. In many stories, including Fable, it's broken up in the following way:

Introduce the hero
See the reason behind why he needs to be hero
Introduce the bad guy / antagonist and why he's there
Set them both up to have a short fight where the hero loses
Have hero power up
Set them up to have a big confrontation
Have the hero win
In Fable 2, the team has focused on making the bad guy unspeakably bad. Peter says, "We want the player to despise him. I warn you however, if you have a family, don't expect them to last very long unless you be very aware of looking after them. As for the main story, we have a main thread, but unbeknown to you, we'll be picking things up and adding them into the story thread based on your personal journey.

For example, in my story the baddie may have kidnapped your kid, but in your story, he may not have kidnapped him."

Combat
Another big thing Lionhead is experimenting with in Fable 2. Combat in most games presently is repetitive, focused on the unblended and is routed in past design decisions. Combat in games should be dramatic, varied and innovational.

Fable's combat was accessible, but repetitive. It was twitchy and had many buttons, but if you swing a sword, it passes through objects. So the team looked at:

1. The reality of combat (see video when I figure out how to get it off the camera)
2. The location of where the player is.
3. A single corridor opening out to larger space.
When you're fighting down a corridor, you haven't got wide sword blows at your disposal as your sword would get stuck in the wall. Instead, you just have different moves, not different buttons. So now, you're thinking about how your space relates to your combat, as opposed to your swing. Peter then suggested, rather than detailed that a player may thrust a sword like a fencer in a corridor, but in a large open-space, swing their blade like a samurai. Of course, it's worth remembering that these concepts are experimental rather than final. Molyneux detailed the experimental concept using this example, "In this new context where the space auto-changes your swing, we had a moment where players rushed toward you in a certain environment, and it really made a difference to how you felt. Suddenly, combat gained a whole new depth."

"We then looked at the concept of, "What about allies and other opponents?" It's not only where you are, where you're fighting from; it's also who you're fighting with and where they are. One of your guys who's left handed when you're right handed will compliment you well if you fight to his right side, but otherwise, a right hander next to your left hand will be limited in his swing, and it adds another layer of depth, though there is nothing to show of this feature today."

Interesting concepts to say the least. He also went on to talk of how weapons like 'daggers' would no longer be useless, as the size would make them useful for narrow environments thus suggesting that the shape and size of an object would finally gain some relevance in a combat, beyond the previously relied upon size and power properties we're so accustomed to.

Graphical User Interface
One more thing Peter talked about was the removal of GUI. Fable 2 is looking at the presently well-relied-upon GUI system and wants to be rid of it. Fight Night was cited as an inspiration.

Lionhead looked at the concepts of no hit points meter, no stamina bar and no tutorial. The team then figured that the best philosophy was to put as much of the GUI in the world as possible and put part of the GUI into where the player looks.

Molyneux added, "There's no point in spending ages making a world look amazing if the player is always going to be referring to an onscreen map." Current thoughts are looking at putting anything presently relevant in your field of view, as opposed to on the corners of the screen.
 
Here is the Achievement list.


The Pooch Pamperer 5
Play fetch with your dog, or see another Hero's dog play.

The Archaeologist 5
Dig up something the dog has discovered, or see another Hero do so.

The Dog Trainer 5
Teach your dog a trick, or see another Hero's dog learn one.

The Persuader 5
Convince a villager to give you a present, or see another Hero do so.

The Show-off 5
Impress a villager with a perfect expression, or see another Hero do so.

The Romantic 10
Take a villager on a perfect date, or tag along to one. Location and expressions are all-important.

The Spouse 10
Marry a villager, or attend the wedding of another Hero.

The Parent 10
Have a child, or be there for the birth of another Hero's child.

The Hunter 5
Kill a sweet, innocent, fluffy bunny rabbit (remember, safety's off!)

The Gargoyle 25
Find the gargoyles' legendary treasure.

The Chicken Kicker 5
Kick a chicken a good distance, or see one getting kicked.

The Cliff Diver 5
Cliff dive 500 feet, or see another Hero do so.

The Workhorse 10
A Hero must achieve a high-enough chain while performing a job.

The Hero of Many Names 5
Change your Hero's title, or see another Hero change theirs.

The Teaser 5
Make bandits respond to expressions with fear, anger, mirth, and confusion... during combat!

The Property Magnate 10
A property must be sold for twice the price it was bought for.

The Rogue 5
Steal something undetected from a building while there are people nearby, or see another Hero do so.

The Illustrated Hero 5
Tattoo every part of your Hero's body, or see another Hero do so.

The Executioner 10
Sacrifice ten people in the Temple of Shadows, or see another Hero do so.

The Gambler 10
A Hero must win 500 gold at a pub game in one sitting, having tried each game type at least once.

The Bigamist 10
Get married a second time, whilst already married, or attend the second wedding of another Hero.

The Swinger 5
Take part in a debauched bedroom party with several participants.

The Pied Piper 10
Start a party where at least five villagers are dancing, or see another Hero do so.

The Party Animal 10
Get five villagers drunk in under three minutes, or see another Hero do so.

The Menace To Society 5
Commit an act of public indecency, or see another Hero commit one.

The Black Knight 10
Shoot the weapons from a hollow man's hands, blow off his head and then kill him for good!

The Duellist 10
String together a full-speed chain attack, or see another Hero do so.

The Sharpshooter 10
Hit three enemies with one shot, or see another Hero do so.

The Archmage 10
A Hero must kill five human enemies with one spell.

The Ruler of Albion 100
Amass a 2.5 million gold real estate empire, or be there when another Hero does.

The Hoarder 25
Collect every silver key, or see another Hero do so.

The Goth 5
A Hero must dye their hair black, and wear a black outfit and black makeup.

The Completionist 50
Get all expressions, pet tricks and abilities, or see another Hero do so.

The Paragon 15
Reach 100% good or evil, or see another Hero do so.

The Extremist 15
Reach 100% purity or corruption, or see another Hero do so.

The Celebrity 50
Reach 50,000 renown, or see another Hero do so.

The Artisan 10
Succeed at one job to Level 5, or see another Hero do so.

The Dollcatcher 10
Collect all the Hero dolls, or see another Hero collect them.

The Muse 5
Inspire the Bard to compose songs celebrating your great deeds.

The Companions 10
Perform a perfect co-op expression.

The Double Threat 10
Get a co-op combat bonus.

The Philanthropist 10
Send a gift to an Xbox LIVE friend, or watch another Hero send one.

The Whippersnapper 25
A child Hero must collect five gold pieces.

The New Hero 50
The terror of Bower Lake must be defeated.

The Hero of Strength 100
Complete The Hero of Strength.

The Hero of Will 100
Complete The Hero of Will.

The Hero of Skill 100
Complete The Hero of Skill.

The Sacrifice 25
A Hero must choose 'The Needs of the Many'.

The Family 25
A Hero must choose 'The Needs of The Few'.

The Egomaniac 25
A Hero must choose 'The Needs of the One'.
 
Wow that's a lot of achievements. Seeing as how I plan on playing through this game many times, I should be able to get almost all of them.
 
This is one of the few games that I actually plan on buying the strategy guide for. There is just so much stuff going on that it'd be so easy to miss out on a lot.
 
I was close to cancelling this game because of all the stuff coming out but I believe it has enough to keep me busy even after Fallout 3 and Gears 2 come out and it sits on the shelf for awile.
 
I was close to cancelling this game because of all the stuff coming out but I believe it has enough to keep me busy even after Fallout 3 and Gears 2 come out and it sits on the shelf for awile.

Don't forget we still have some Halo 3 to play too :D
 
Yeah I'm in for that achievement. I have the week off next week so I believe we can get it done before the week of the 21st.

I know what you mean. It'll be hard for me with the Sox still in the playoffs. I'm out pretty much most of this weekend. I should be available every night next week though.
 
I was close to cancelling this game because of all the stuff coming out but I believe it has enough to keep me busy even after Fallout 3 and Gears 2 come out and it sits on the shelf for awile.

This will be that game that you come back to over and over again inbetween other games.
 
Check out all the choices!!:google


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Well Peter said that a patch for online co-op should be available on release day, I hope he is right.
 
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