Our new Indie Games subforum is now open for business in G&T. Go and check it out, you might land a code for a free game. If you're developing an indie game and want to post about it, follow these directions. If you don't, he'll break your legs! Hahaha! Seriously though.
Our rules have been updated and given their own forum. Go and look at them! They are nice, and there may be new ones that you didn't know about! Hooray for rules! Hooray for The System! Hooray for Conforming!
- Molyneux teases: "I think there's something fundamentally wrong with role-playing games. Game like Fable ... it's been there since the early '80s." Won't say what he thinks it is yet. Will announce later.
- "The race for the crown has begun." Tagline spoken by Zoe Wanamaker/Narrator.
- Game takes place about 50 years after the first. You play as the child of the hero. Bowerstone has continued moving on and has become quite industrial. The game is not just about Albion this time.
- Half the game will be spent trying to ascend to power. The game will not turn into a micromanagement RTS after that point. Judgment and Touch system will be used to influence the world.
- Focus on story and drama in this iteration. Actors and writers have blocked entire scenes. Video shown of practice sessions.
- Asks what type of kingdom will you have: poverty/greed, tyranny/compassion, progress/tradition?
- On the way to the crown, players will make deals and promises to factions. The question is whether people will keep those promises once they're in power.
- Players are a hero ruler -- Molyneux used the example of Star Trek or Caesar, that players won't just be sitting around once they rule Albion. They will still have adventures.
- New gameplay mechanic: Judgment and Touch. Judgment allows the player to dictate the outcome of a situation. The example used was a girl who steals food is brought in front of the ruler. The player can judge her immediately or investigate. Touch will allow players to grab NPCs. Example used was running into a burning building to grab a child who wouldn't come otherwise. Now you can shake someone's hand or refuse to. Handshake leads to hug, to embrace, a "snog," and as for that last one, Molyneux "won't say where it'll lead." This will replace the expression system.
The entire Fable idea is a fairytale twist on European history and myth. What we've settled on is to go about 50 years on from Fable II. So we've loosely chosen the Napoleonic period, and we've started to pull in a bit of Regency, a tiny bit of Victorian, and we're plugging in an early industrial age to Albion. It's a Napoleonic fairytale. - John McCormack, Artist
Let's imagine you're the leader of a town in Fable, people come to you and say, 'We have this disagreement, what do you think we should do?' and you can say, 'I think this person's right.' But then imagine someone comes and says, 'Oh my God, there's a farmer outside of town and he's doing something horrible.' That's not a situation where you can just decide who's right or wrong. This is actually a guy who's killing people - what do you do? It's about making the tasks you're faced with evolve throughout the game and become more elaborate and demanding. - Josh Atkins, Lead Designer