Peter Molyneux discusses Fable III design

Published March 12, 2010
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In a session called, Complex Challenges of Intuitive Design, Peter Molyneux and Josh Atkins from Lionhead Studios showcased the new design elements for Fable III. Peter started the presentation by describing why he loves RPG games so much. The problems with RPGs is that they are hard to market. Fable has been evolving from a traditional RPG to an action/adventure type of game and many of the design decisions are causing this evolution.

In looking at the current design of Fable and Fable II, the team looked closely at what was working and key to the success of those games. These elements included the ability to morph, the face that every choice had a consequence, and finally the drama and emotion. But, the team also had some analysis that stated that over 60 percent of the players used less than 50 percent of the game features. This means that the team built a lot of content that was never used.

The key design goals for Fable III included the following: simplify the interface, reduce player complexity and amplify the emotional connection. To simplify the interface, the team has replaced the 2D GUI with a 3D world that allows the player to move about a dressing room and access a 3D butler character to aid in changing clothes and customizing the character. The team has also removed the health bar and replaced it with a visual that shows when the character is near death. The front end has also been redesigned to be simple and clear.

To accomplish the goal of reducing the player complexity, the team has worked to clarify morphing. This is done by allowing the weapons to morph. Many female players complained in Fable II that their character looked like a European shotputter. In Fable III, the design is to let the weapon that yielded have an impact on the character. For example, if a character swings a sword, then they will naturally become stronger and larger, but magic users will be more agile and slimmer.

Another design change to make the player complexity simplier is that experience will be represented by the number of followers that you have. If your actions upset others then you will lose followers and vice versa.

For the emotional connection, the team found that the dog in Fable II was a strong bond. To create even more connection to the characters, the design team has introduced the concept of touch. Using touch, you can comfort a child or take them by the hand.

Another emotional connection is the story itself. In Fable III, the player becomes king about halfway through the story and this feeling of power will be a strong feeling. It also provides a means in the story that you need to answer for all the promises that you've made in your journeys, which could make you gain or lose followers.
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