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There is a Fable interview with joint MDs Dene and Simon Carter, and art director, Ian Lovett at C&VG. It's part one, part two will be posted tomorrow:
Can you begin by describing how much freedom the player truly has in Fable?
Dene: When you're writing a console game it's really important that people should know what they have to do. If you give someone direction, it usually takes the form of some kind of mission or goal - as soon as you decide there is a goal, the evil way to pursue that goal is to kill the person you are talking to.
We could've ended up with a game that lasted about an hour as, if you're confronted by someone going: "Oh! Help me! There's a party of school children who..." [makes strangling sound]. You kill them. Then you're faced with a situation where there's no-one to talk to and nothing left to do.
We're having to be very careful about freedom. We're giving you plenty of opportunities to be evil, but there have to be limits. We have to make sure there is a bunch of ebbing and flowing stories going on and people are interesting and so on. Each goal has a very clear set of rules, which people will need to follow to achieve something.
You give people different ways of approaching things depending on what they've done. Let's say the town guard says: "We want you to take down a bandit." You won't get that if, when you've been given those opportunities before, you've always slaughtered the guard. The world reacts to the way you play the game; people react to the way you've treated them. | Source: Voodooextreme |
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