Upcoming Events
Workshop on Network and Systems Support for Games (NetGames 2009)
11/23 - 11/25 @ Paris, France

LOOP 2009
11/26 - 11/29  

EVA 2009
12/4 - 12/5 @ Buenos Aires, Argentina

ICIDS 2009 Interactive Storytelling
12/9 - 12/11 @ Guimarães, Portugal

More events...


Quick Stats
2904 people currently visiting GDNet.
2341 articles in the reference section.

Help us fight cancer!
Join SETI Team GDNet!



Link to us

Link to us

  Intel sponsors gamedev.net search:   
Fable 2 - The Big Three Features Revealed
Posted March 3 1:31 AM by Kelly Murdock
Fable 2 - The Big Three Features Revealed
Peter Molyneux has reached legend status in the game design world, so it is no surprise that any session that features him would be packed. In this session, he showcased his latest design work on Fable 2 and his work doesn’t disappoint.

Not only did Peter speak candidly about the design elements that were to be included in Fable 2, but he also showcased them with in-game demonstrations. A gutsy move for a game that is yet to be released, but the problems were minor and the game levels left all attendees drooling to get their hands on the released game.

The talk focused on three unique elements that are key to design behind Fable 2. The first of these was Drama. The entire Fable 2 world and story is designed to be memorable to the player. A good example of this is that player that saved the town from enemies would be showered with gifts by the townsfolk and people all around the area would thank and congratulate the player as they moved through the town. This type of reaction would heighten the drama for the player and give them an incentive to do noble acts.

The second unique feature is a new environmental combat system that lets the player multiply their experience bonus for completing more complex moves. For example, if you draw your sword and strike an enemy, then you’ll get a bonus for the attack, but if you draw your gun as the enemy is falling and shoot them as they are falling, you can double your bonus. Applying magic and causing the enemy to fall onto some sharp rocks will increase the bonus even more. This feature really lets the player get creative with all their fighting weapons to increase their experience bonus, which is so much involved than just button mashing.

The third and perhaps most compelling feature designed for Fable 2 is a Co-op playing mode. This feature lets players be invited to jump in and out of a session. Playing in co-op mode lets players play within the same scene without using a split-screen. It also adds an element of social interaction.

Using co-op mode, you can invite other players to come into your world for a quick visit to see something you’ve discovered or you can invite them to join a quest with you. When a player is invited in, the invitee can decide how the gold and experience gained during the visit is divided between the player and the guest. Any gold or experience that the visitor gains is transferred back to their game with them. This gives the visitor an incentive to visit and remain in co-op mode.

In the demo, Peter played a female warrior character named the Molynator. Peter’s character also had a dog that traveled with her that acted as an early warning system. It growled whenever enemies were close by. Fable 2 also has replaced the mini-map with a bread crumb trail that shows the player where they are expected to go.

Overall, the features described for Fable 2 are unique and intended to make the experience compelling and engaging. The demo level was beautifully designed and the game looks like a lot of fun.

 
 
Menu
 Back to GDC 2008
 See more Design
 Discuss this article