Molyneux vs Molyneux
We pit the famous game designer against his harshest critic: himself!
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Molyneux still promoted Fable II heavily. But looking back, it seems that Molyneux had so much more to say about Fable II after it released. It’s here, that we really begin to see Molyneux as the critic. Even though Fable II was well received for the most part, he was not shy about sharing what he felt were some of the title’s biggest shortcomings.
"If we're going to make a game that's really going to be dramatic, making people feel like they're not just looking through a portal at this world is really important.”
"We're not forcing you into any cutscene in the game. There's no such thing as a cutscene."
“Fable II’s story was rubbish.”
– Peter Molyneux, 2009
Weekly digests, tales from the communities you love, and more
“There was this amazing moment when this piece of research came back – more than half the people that played Fable II understood and used less than half the features of the game. And you think, 'oh my God, what a talentless bastard I really am,' because how can I have made a game in which the players understand less than half of its mechanics? It’s like making a film where people are like, 'that was cool... I don’t know what the hell was going on, but it was quite cool.'"
– Peter Molyneux, 2010
"Let's be honest, [Fable II] had some terribly messy things about it. We rushed at the end, where we had this terrible phase where we went from 'the world looks this beautiful with this many features' to being less beautiful and less features because we had so many bugs… I don't think we have taken drama seriously enough."
– Peter Molyneux, 2010
“And one of the biggest problems with Fable and Fable II was the whole morphing system. It just didn’t work because it was based on experience spending; all those thousands of hours we put into the morphing system was all dependent on people spending experience – which they didn’t understand in the first place! Our fatal schoolboy… well, my fatal schoolboy error, was to have essential gameplay features locked in that experience screen. Everybody wanted Block so everybody had to spend experience on Strength, so that means there was one whole morph no-one ever saw. It was stupid. Me being stupid.”
– Peter Molyneux, 2010
Aug 12, 2010
Peter Molyneux gets nostalgic, introspective, and honest with himself
Five things the designer hopes to do better for Fable III
How weaving this tale will take you on unexpected turns


