Molyneux vs Molyneux

We pit the famous game designer against his harshest critic: himself!


%26ldquo;[Fable] is going to be the best game ever.%26rdquo;

%26ndash; Peter Molyneux, 2003

%26ldquo;Children, your own children, are significant, very much so. But that%26rsquo;s all I%26rsquo;ll say about that for now.%26rdquo;

%26ndash; Peter Molyneux 2003

%26ldquo;Ah yes, the Force Push. It%26rsquo;s one of the first spells we designed actually, and one of the best.

%26ndash; Peter Molyneux, 2003Responding when asked if it will really be possible to push an opponent%26rsquo;s skeleton right out of their body.

%26ldquo;Everything I have said about Fable is absolutely true. Yes you can get married, yes you will have children, but the whole thing must follow the main story. It%26rsquo;s an RPG.%26rdquo;
%26ndash; Peter Molyneux 2003

Useless Fact: The first Fable was called Project Ego during the early stages of development.


%26ldquo;In Fable we didn't really spend enough time on the story.%26rdquo;

%26ndash; Peter Molyneux, 2006

%26ldquo;If I have mentioned any feature in the past which, for whatever reason, didn't make it as I described into Fable, I apologize. Every feature I have ever talked about WAS in development, but not all made it. Often the reason is that the feature did not make sense. For example, three years ago I talked about trees growing as time past. The team did code this but it took so much processor time (15%) that the feature was not worth leaving in. That 15 % was much better spent on effects and combat. So nothing I said was groundless hype, but people expecting specific features which couldn't be included were of course disappointed. If that's you, I apologize. All I can say is that Fable is the best game we could possibly make, and that people really seem to love it.%26rdquo;

%26ndash; Peter Molyneux, 2007

"I think the first mistake with Fable 1 was that I really mistook the idea of game features as goodness. I just stuffed it full of game features and didn%26rsquo;t think about the mechanics of those features or how to explain them to people or how to exploit them in the story. I can remember going into meetings three months before the game was on the shelves and saying, 'I%26rsquo;ve just had this brilliant idea, why don%26rsquo;t we do this?' That was just insane, man."
%26ndash; Peter Molyneux, 2010

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