D
Davy Jones
Guest
The Fable 2 live feature
Well i read somewhere ill get the link if you wish, that you will be able to go "online" and play with someone. like fight or quests. And apparently you can shoot him if you finish the quest for all the gold etc. It was an interview with Peter btw but he barley let anything go so.. EDIT heres a bit
the Xbox 360's Xbox Live feature is a, "super important step." He praised the ease of interaction between friends list contacts. "As a designer, I'm going to rely on that friends list," he said. "It's changed the way I think about games. I'm no longer just thinking about you, I'm thinking about you and your friends. That makes a big, big, big difference in the way I approach designing a game." He added that might not specifically apply to Fable.
Peter Molyneux gave us an idea of where his focus was with game creation. "Making people feel like they are truly emotionally engaged. That is far, far more important than any feature I can suggest," he said. "Far more important than technology. Far more important than storyline...It's not just 'wow, my gun can fire 500 bullets rather than 400 bullets,'… it's 'wow, I've just shot someone, and that person relied on me or cared about me in this game,' and making you feel like you really have shot someone. That's what I think is more important. That's what I think as a designer I should be thinking about."
Well i read somewhere ill get the link if you wish, that you will be able to go "online" and play with someone. like fight or quests. And apparently you can shoot him if you finish the quest for all the gold etc. It was an interview with Peter btw but he barley let anything go so.. EDIT heres a bit
the Xbox 360's Xbox Live feature is a, "super important step." He praised the ease of interaction between friends list contacts. "As a designer, I'm going to rely on that friends list," he said. "It's changed the way I think about games. I'm no longer just thinking about you, I'm thinking about you and your friends. That makes a big, big, big difference in the way I approach designing a game." He added that might not specifically apply to Fable.
Peter Molyneux gave us an idea of where his focus was with game creation. "Making people feel like they are truly emotionally engaged. That is far, far more important than any feature I can suggest," he said. "Far more important than technology. Far more important than storyline...It's not just 'wow, my gun can fire 500 bullets rather than 400 bullets,'… it's 'wow, I've just shot someone, and that person relied on me or cared about me in this game,' and making you feel like you really have shot someone. That's what I think is more important. That's what I think as a designer I should be thinking about."