Alex
El Toxico
![[IMG]](http://www.totalvideogames.com/tvgadmin/content/imagedata/features/181-6.jpg)
[Interview with Peter Molyneux]
Q: Will Fable’s innovative game design be apparent in other areas of the game; for example, will the combat offer something new or rely on old methods?
We have worked very hard on the combat system with a team working on this for the last three years our ambition was to create combat which didn’t rely on button bashing, adds a new angle through multiplayer and use AI to intelligently challenge the player. With these aims in mind you can mix range combat, sword combat and magic combat so each player can create their unique style and we are also aiming for something as polished as anything you have seen in any other game with elements which have never been seen before.
Q: We’ve heard talk of allowing players ‘heroes’ to fight off in a multiplayer mode; is there any truth to these rumours?
In Fable there is multiplayer mode which allows up to 4 players to cooperatively take part in combat - three player characters appear on screen as alter egos which have limited ability but these alter egos have the right to play as the main character and so can swap into the main hero role.
Q: How significant is having your own children; will these add extra longevity and replay to the game? For example, can you go off as your child after you’ve completed the main game, possibly on Xbox Live! content or as a result of the simulated environment?
Great idea!!!!!! The children you have are significant and play a part in the story but you cannot play them when they are grown up or swap into their characters.
Q: Can you tell us about the magic system; how it’s used, what can the player do, and are there any restrictions on what can happen?
The magic system compromises 21 different magic disciplines, each class has multiple levels, which can be powered up. It is alignment based so if you’re evil the evil spells you cast will be more powerful and conversely if you’re good your good spells will be more powerful. Certain spells can be combined so if you wanted to go over the top you could for example mix slow down time with assassin march with lightening bolt with battle charge, which would be quite some spell!
Q: Will the hero’s mother and sister still be alive after he’s gone on a quest, got married, had children, sold the kitchen sink and finally decided that he’d better get around to what he was originally doing?
The quests in the game are there to be taken at the player’s convenience so if you so wish you can settle down, buy a few shops and homes, rent them out and live the life of Riley but eventually you will be ‘encouraged’ to return to questing and without spoiling any surprises your family seems to get themselves into terrible trouble.
Q: How does the present interaction between Peter and the team work and has it changed much since the conception of the game?
At the moment I spend every waking second thinking about Fable, I sit in amongst the team, I tend to play and look at the game for a minimum of 10 hours every day and this has been the case since just before E3 last May prior to that my involvement in Fable was probably a half to one day a week.
Q: Have you purposely tried to develop your own RPG system that is different from what gamers would be accustomed too and what do you feel is the most inventive/interesting facet of character evolution as you progress through the game?
Yes, we have and hope we are making something that is new, fresh and different. The real revolution is that you can be the hero you are destined to be (depending on how you play the game) within a simulated world that you can experiment with.
Q: What has been the hardest aspect of the game to get right and do you sometimes feel that your efforts are not fully appreciated?
Probably the combat has been toughest to get right as there is a lot of subtlety needed - as for feeling unappreciated, quite the reverse as people have been incredibly supportive to me and Lionhead and I appreciate all the patience and understanding we have been shown.
Thank you Peter
“You’re welcome!”
Quelle





