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Fable 3 Interview - Louise Murray
Post by trog @ 11:14am 02/09/10 | Comments
This week AusGamers sat down with Louise Murray, the head of the Fable franchise at Lionhead Studios.

With the imminent release of Fable III it was important to begin by asking how much outspoken head of the studio Peter molyneux’s vision was still part of the Fable design?

“Yes,” emphatically “Yes, definitely, that is part of the job description, we are fortunate to have someone like Peter as the front man, he comes up with the big ideas that can really make a difference in the game. He is not as hands on as he was eight years ago, but he still has all the big ideas”

I had a chance to play through ten minutes or so of the game. Apart from the trademark humorous dialogue that played out, the tweaked combat system featuring one button (two really when you count the magic system) style worked okay. Of note were the rather gruesome finishing animations, of which, there seemed to be a good selection and variety as well as the intuitive targeting system that incorporates well into the press and hold power up process.

Visually, the build on show, whist showing a step-up graphically from an already impressive pedigree was cracking at the seams somewhat. It was plainly evident that the team are still working on the game, and needed to sort out the obvious bleeding and screen tearing. Murray acknowledged this immediately and was quick to confidently allay any fears fans might have on this front.


“We have spent a long time thinking about what Fable is, then keeping the core of it.” says Murray, “And I think anyone looking at the screen now can see its Fable, instantly see it’s Fable. We have kept the character, we have kept the charm, the humour... “ pretty evident given the on-screen character is currently dressed in a chicken suit. “...but we have also thought about how we progress the franchise on,” says Murray “we have really put a lot of time into a entertainment experience and story that really drags you through, supported by an absolutely fantastic cast.”

Indeed, the game features 47.5 hours of recorded dialogue from well known characters such as John Cleese, Simon Pegg, Stephen Fry, Sir Ben Kingsly, Jonathon Ross amongst others. The build on show featured a host of charming audio delights from these talents.

Fable III is a little different to the first two outings on the Xbox 360, as Murray explains; “You start off as a teenager Prince or Princess - we have kind of dispensed with childhood as a concept - you’re in a world where your brother, the king, is really a tyrant, with the world starving, there is some hardship going around”

“With your mentor, you are called to arms; you are going to be the rebel, the revolutionary and you are going to take the throne. But what we do with Fable III, which is different from most games, is once you take that throne it is not game over. At that point, all the promises that you made to get to that throne, come back, then how are you going to deal with those?”

Fable II is expanding its land of Albion's borders, visiting Aurora this time around, how does all this new vision fit onto an Xbox DVD 9? “We are getting better at it, “says Murray “We’ve got a fantastic tech team back home, who have spent a lot of time making sure things fit. Yes, but we only just fit onto a single DVD, it was a bit of a squeeze, there were some tense moments there a few months back.”

Just too finally set the story straight, there will be no Kinect integration with Fable III, which is nice, for the fart animations in the game this time around, are, let’s just say, over the top. Recreating some of those poses in the living room would be just too much to bear.

“We decided we were not going to be able to do Kinect justice as simply an add-on to Fable III.” explains Murray.

What the team at Lionhead has done, is to challenge traditional RPG interfaces and conventions with this release. They identified early on that there needed to be an attempt to draw in a non-traditional RPG demographic to the Fable experience.

The Road to Rule – for example - is an ethereal place, presented like a graveyard path through a series of wrought iron gates. Instead of headstones, heavy chests line the pathway. Each gateway represents a character level; each chest can be opened to reveal game features. On the right are chests representing power and combat, on the left are the simulation features of Fable.

“We did a bit of research and felt that many people missed the simulation side of things, we had feedback that Fable II was kinda short, and we said ‘Really, is it?’, because you can play for a long time. We realised that these people just followed that golden breadcrumb trail and didn’t do anything else, now that we have these chests in these levels, we have really signposted that there are jobs, there is the ability to marry people, be the landlord, all that kind of stuff is now clearly signposted so you can make it the game you want.”

This is part of Lionhead’s vision of taking typical RPG structures and presenting them in a different way to players, Murray was determined to get across the point that there are no 2D menus or levelling up moments in this game, weapon selection and character customisations are done via a 3D walk-in closet style selection process.

The first time you see this in action, the immediate question is that it must be slower than a traditional 2D menu selection interface. “No!” Murray is emphatic “I was totally with you, going ‘is this really faster, because you need to walk around? Surely scrolling through a list is quicker?’ We set a challenge when we had two of our guys, Fable II and Fable III, we did this quite recently to check, ‘right, go and change your clothes’, the 3D was a couple of seconds faster, than the 2D, so we were very happy about that.”

Murray adds; “It’s quite a nice experience getting to learn [the new 3D selection process], because you have John Cleese talking to you”

The interface has change in this release, basically almost disappeared from the screen. “I’m so glad you spotted that, “ says Murray proudly, “We have actually got rid of as much as humanly possible off the screen, we wanted to keep the beauty of the world, keep you totally locked into it. We’ve gone away from icons that stay on the screen, icons just appear when you want to talk to someone, then they are floating above their heads, you just get what you need at the right times.”

Weapons are also handled a little differently in this release. Instead of hundreds of different weapon types and descriptive loot drops, weapons fall into a small number of broad categories and develop along with the players style, similar to the previous games but not quite; “It was a case of getting the XP and then spending the XP, and you got better at [different weapon abilities], now it happens automatically, and your weapon morphs as you use it. The more you kill innocents with it, the bloodier the effect will be because it is quite an evil sword. If you’re good and protect, then you get blue shades on it reflecting that you are a good and noble hero; the weapon is as unique as you are.


Which brings up the questions on how Fable III will handle these choices between good and evil this time around?

“you’ve got much more shades of grey this time around,” says Murray “it’s not as clear, in Fable i and II you went through the game and ended up with horns or a big halo, whereas with this one, you do end up one way or the other, but not until the end of your reign, and it is a much more gradual process. Actually getting there you have to think more carefully about the decisions you are going to make, more shades of grey in the questions you will be asked.”

The timeline of the story has moved on as Murray describes; “Albion has moved on some sixty years in the future, industrialism has come to Albion. So we are looking at a kind of Charles Dickens feel to it, you have machinery now, so Albions have invented machinery, but there not that good at it, things go wrong quite a lot.”

Do you get to explore some of that area with the jobs in the game? “Yes,” says Murray “ We have still got jobs, don’t know if we have anything in the machines, that is quite a good idea, maybe we should do one of those. But we have got Lute Hero [as you would expect, a simple medievilised Guitar Hero style mini game], pie making as well as the usual blacksmithing and so on.”

“Certainly the industrialisation will feature in the story, so you will see cable cars and boats and things we haven’t had in Albion before.” concludes Murray.

As head of the franchise, is there a vested interest in continuing the Fable lineage? “Definitely,” says Murray “I will be out of work otherwise [laughs], we don’t have any firm plans. Peter has in the past talked about having plans to do up to Fable 7 and so forth. We definitely have a lot of ideas, different things we would like to do, different platforms [hinting at a Windows Phone 7 option here], we are very excited about the future.”

Fable is due to land in Australia on October 26th, 2010. Check out our Fable 3 game page for more information, screenshots and trailers.

Latest Comments
elRobbo
Posted 11:35pm 08/9/10
It sounds like there will be some interesting changes from Fable 2. I hope that if they do multiplayer that it won't be so half-arsed and unplayable as it was in Fable 2, and that they framerate will be better too :)
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