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Fable 2: Dev roundtable
CVG have recently visited the Lionhead Studio offices in Guildford and interviewed studio head Louise Copley, lead level designer Ian Wright and lead concept artist Mike McCarthy.
Can Read Full Interview Here:
Interview: Fable 2: Dev roundtable - CVG.com
CVG have recently visited the Lionhead Studio offices in Guildford and interviewed studio head Louise Copley, lead level designer Ian Wright and lead concept artist Mike McCarthy.
CVG said:After seeing the game in person, in feels like you've gone out to attract a more casual audience to Fable 2, as well as traditional gamers?
Louise Copley said:We've tried broadening out the game a lot. I think that's where my influence comes in a bit really. So things like the co-op is something I'm particularly keen on. The female hero was something I'm particularly keen on. I think my influence is felt on that sides of things, really.Ian Wright said:It came very early on from Peter that this is a game for everyone and something that the first game did brilliantly was introduce a lot of casual gamers, a lot of female gamers. It was open to everyone.
And it was something that was always strong in our minds. We want everyone to play the game, but we also want to add depth for hardcore players who played the first game. There's a lot of tips of the hat to the first game. There's a lot of regions that people will recognise.Louise Copley said:Fable 1 was criticised for being too easy, but that was by design. And that's something we want to continue in Fable 2. We don't want it to be a punishing game. We want it to be accessible, and so branching out and using the carbonated games, the choice of the female and male hero, and having the drop-in / drop-out co-op I think are the three things which make it a bit different and are things which will persuade people to put another controller in their hands.
Can Read Full Interview Here:
Interview: Fable 2: Dev roundtable - CVG.com