So I was reading through the Fable 3 improvements thread and thought it would be a good idea to post this as a separate thread. I am not trying to start up a big commotion or anything but I just want to stick up for Peter Molyneux and the folks over a Lionhead Studios.
A lot of talk in the "Improvement" thread was to allow more customizable features, more spells, weapons, clothes, facial hair, hair, etc. I do agree with these comments. I was disappointed that the hair and facial hair categories were slimmed down quite a bit.
As for the rest of the materials such as weapons, Peter Molyneux wanted the weapons to be tailored to the player's moral alignment, use of the weapon, etc. Then he wanted gamers to sell their weapons to other Fable fanatics online. It is in my understanding, (from watching interviews with Peter) that his vision for the game was to be played more like an MMORPG rather than a solo game.
The information that I gathered was that a lot of gamers wanted Fable 3 to almost mirror Fable 2 or to expand on Fable 2's massive RPG elements. If you compare the two games then one will realize that Fable 3 is less of an RPG then its two predecessors, this was intentional. Fable 3's main focus is about the power that the player receives through the game-play. I think that he also wanted to prevent the mishaps of Fable 2, in regards to the certain functions in combat. He said in one interview that half of the controls that were designed for combat, weren't being used.
He also said, "We want to make a very big bold step. Lionhead is all about innovation, it's all about questioning the foundation stones as what you think of being cast in stone. We need to come up with a dramatic story that no one has ever played before. We need to come up with game mechanics that no one has ever touched before. Because if we don't then it will just be another Fable and that's not what Lionhead is about, it's about taking big steps."
Peter upgraded the storyline, by making everything revolve around it. He also got rid of the big messy menu screen that Fable 2 used, he wanted something smaller and compact, resulting in the Sanctuary. He didn't want the player to scroll through 300 different items just to find 1 little thing. He wanted the primary options to be close and quick to run through. Keeping that in mind; hairstyles, weapons, clothes, facial hair, spells, and gifting options, are all cut down by about half (of what was in Fable 2). Now by combining these two factors together then the RPG element becomes smaller but is still there.
Basically Fable 3 revolves around two things: Power and simplicity.
I'm not trying to bash on Fable 3, I absolutely love the game. I just feel like people over look what the designer was trying to achieve or what he did achieve, because the game did not meet the gamer's expectations or their own criteria.
A lot of talk in the "Improvement" thread was to allow more customizable features, more spells, weapons, clothes, facial hair, hair, etc. I do agree with these comments. I was disappointed that the hair and facial hair categories were slimmed down quite a bit.
As for the rest of the materials such as weapons, Peter Molyneux wanted the weapons to be tailored to the player's moral alignment, use of the weapon, etc. Then he wanted gamers to sell their weapons to other Fable fanatics online. It is in my understanding, (from watching interviews with Peter) that his vision for the game was to be played more like an MMORPG rather than a solo game.
The information that I gathered was that a lot of gamers wanted Fable 3 to almost mirror Fable 2 or to expand on Fable 2's massive RPG elements. If you compare the two games then one will realize that Fable 3 is less of an RPG then its two predecessors, this was intentional. Fable 3's main focus is about the power that the player receives through the game-play. I think that he also wanted to prevent the mishaps of Fable 2, in regards to the certain functions in combat. He said in one interview that half of the controls that were designed for combat, weren't being used.
He also said, "We want to make a very big bold step. Lionhead is all about innovation, it's all about questioning the foundation stones as what you think of being cast in stone. We need to come up with a dramatic story that no one has ever played before. We need to come up with game mechanics that no one has ever touched before. Because if we don't then it will just be another Fable and that's not what Lionhead is about, it's about taking big steps."
Peter upgraded the storyline, by making everything revolve around it. He also got rid of the big messy menu screen that Fable 2 used, he wanted something smaller and compact, resulting in the Sanctuary. He didn't want the player to scroll through 300 different items just to find 1 little thing. He wanted the primary options to be close and quick to run through. Keeping that in mind; hairstyles, weapons, clothes, facial hair, spells, and gifting options, are all cut down by about half (of what was in Fable 2). Now by combining these two factors together then the RPG element becomes smaller but is still there.
Basically Fable 3 revolves around two things: Power and simplicity.
I'm not trying to bash on Fable 3, I absolutely love the game. I just feel like people over look what the designer was trying to achieve or what he did achieve, because the game did not meet the gamer's expectations or their own criteria.