Joystiq Interview: Peter Molyneux on Fable 2, Too Human, and Lionhead's 'shocking' next game

With the October release of Fable 2 fast approaching, we sat down for a chat with Lionhead founder Peter Molyneux to talk about how his latest game has shaped up. Also, does he still think the first game was all that bad? And what does he really think about a game he's recently found himself associated with, Too Human? It all starts off – as we all do – in childhood ...
Playing Fable 2, we noticed that, early on, there seems to be a fair amount of very obvious temptation to do something "good" or "bad."
Yes, well, I wanted childhood to contain some fairly easy choices. Once you go through your first real challenge, you'll find that it gets a lot more sophisticated. I want you to just experiment, to just see what happens. What I love is the aspect of, "I wonder if I do this what will happen?" If you do that enough, then you find that the game delivers.
Playing Fable 2, we noticed that, early on, there seems to be a fair amount of very obvious temptation to do something "good" or "bad."
Yes, well, I wanted childhood to contain some fairly easy choices. Once you go through your first real challenge, you'll find that it gets a lot more sophisticated. I want you to just experiment, to just see what happens. What I love is the aspect of, "I wonder if I do this what will happen?" If you do that enough, then you find that the game delivers.
Gallery: Fable 2
But even though you're "experimenting," you do have to live with your consequences, right?
Right. There's no rewind button. You have to live with the consequences. If you don't like those consequences, you could reload, I guess. You can always be good, and if you've been slightly evil in your experiments you can just sort of "curve" back to the good side.
"I think it's fantastic that people still remember Fable, and some of them are really passionate about it. For me, going back to Fable is a terrible experience." |
You can always jump into someone else's world and see what the consequences would have been if you'd done something else. That means you don't have to restart. I never knew this was going to happen; it's really interesting.
What are your thoughts now looking back at the original Fable? You've been critical of it in the past, despite it being well liked by many gamers.
I think it's fantastic that people still remember Fable, and some of them are really passionate about it. For me, going back to Fable is a terrible experience. I look at it and at best I would call it fractured. I don't think the story is compelling enough, the game mechanics weren't tremendously fun, the pacing is totally off, the tutorials were awful. I think the combat got too "samey" after a while. There's a whole list of problems that make me grind my teeth. I mean, I've tried to sit down and play it, as an experiment now that Fable 2 is finished, and I just can't bring myself to do it.

Looking at other game designers and development teams, who's doing things "right" at the moment?
As a gamer – and I play games every single day of my life – there's no one game that I can point at right now and say, "That is perfect." When I look back over this year, one of the high spots for me has been Grand Theft Auto IV. The characterization and the story were just incredible. I think it definitely had its flaws. The death mechanic drove me around the bend. It had me wanting to smash the controller into the wall because I had to start a mission completely over again.
"When I look back over this year, one of the high spots for me has been Grand Theft Auto IV." |
I'm looking forward to LittleBigPlanet. I think Media Molecule are doing fantastic work on giving people the tools to create some amazing stuff. I can hardly wait to play it.
Spore is very interesting. I think it turned out to be a better game than I thought it was going to be, to be honest with you.
You brought up Braid ...
It's hard! [laughs]
What was stopping someone from making a game like that in, say, 1992?
Absolutely nothing. I feel that quite often we can get too obsessed with the hardware and not obsessed enough with the actual act of invention.
The way these genres are still developing really proves that we're just these infants playing around with wooden blocks. Eventually, we're going to grow up to LEGO, and when we do we're going to be inventing some experiences that are just truly amazing.
That isn't necessarily down to hardware. I will say that things like controllers can be barriers. Evolving them is one of the biggest things that can happen in this industry. I mean, it's what we saw happen with Wii. It's created this whole segment of gamers that might never have thought about games before. While that's definitely good, I would still like to see some more core games on the platform.

Back to Fable 2, we haven't really experienced co-op yet. How much engineering has gone into your co-op experience, and how important do you feel cooperative play is in general?
It would have been a lot simpler for us to have made a "normal" co-op experience. That's why, as most games do, they force you to leave the single-player experience and kind of start the game again.
What I said was, "Look, if we want more people playing Fable 2, the 'couch co-op' is super-important." It's like the classic arcade games. Like Gauntlet – you walk up, put in a quarter, and you're there. You don't have to leave the game or go back to the start menu.
"It's not until you leap into someone else's world that you truly get an appreciation for just how unique yours is." |
I want you not to plan to play co-op, but for it to be something opportunistic. It's not until you leap into someone else's world that you truly get an appreciation for just how unique yours is. How different your dog is, your town is, the way people treat you, and so on.
This isn't any kind of a hint at anything, but it really gets you closer to that sort of massively multiplayer sort of feel. It's when you're down in a dungeon and you see someone else running along the gantry up above you, and you know it's me, you do feel a part of this community. People do this back at Lionhead – they'll see me down below and they'll wait at the top for me to get there and then we'll just talk about it. They'll say, "Hey, did you find that chest down there?" and I'll say, "Oh, no – I missed that!" I love that aspect of the game.
So ... Too Human. We were wondering if you've played it?
Just a tiny bit.
What do you think?
I think that anyone who finishes [making] a game deserves a gold medal. Finishing games is incredibly hard. Especially finishing games that have been going on for so long, where you have a lot of time to sit about saying, "Oh, we should go about things this way, or this way."
"I'm sure that Dennis Dyack is going to come and kill me now." |
In the end, I think with Too Human ... it has some gems in there, but they're hard to find. Again, I didn't play it for terribly long. I quite like the combat and felt it was accessible, but I just ... if I got my hands on the game, I'd rip out a few of the things they did and just concentrate on the core. It just slightly forgot about what it was trying to be. In a way, it tried to be something it was not. It felt – and again, I thought it did some things really well – that there was something slightly off about it. I'm sure that Dennis Dyack is going to come and kill me now. [laughs]
Looking at Rare – another Microsoft-owned studio – it's afforded the ability to create games for other platforms, specifically the DS. Is that something you're also able to do?
We're not doing anything like that, but if we had a good case for something like that I think it would be taken seriously. DS is a very interesting system. If we were to do something on it, I'd take a serious look at doing something unique with the stylus and touch screen mechanics. I think the best game on the system is Phantom Hourglass by a long, long way. It's just such an amazing achievement.
At the end of the day, I've found that if you want to do anything, from a handheld title to a bid-budget game, you've got to be super professional and take it very, very seriously. Microsoft put a lot of trust in us with Fable 2. I mean, we didn't have to go and do a lot of the stuff we've done in it. Some of it's quite mad, really. They didn't have to let us do it, but they saw that we were being very professional.
I think that, when you commit to having a game done within a certain amount of time, you can't just go off down some wandering path with your design. I coined the term, "It's finished when it's finished." I've come to realize, though, that there's a time to be creative but then you just have to stop and make the game.
It's what we did with Fable 2. We did all of the experiments – the stuff with the dog, etc. – right up front at the very beginning. We had that stuff and I said, "That's it – that's all I have to play with." I used to walk into the office back in the days of Black & White and literally six weeks before we shipped say, "I've have a great idea! Let's do this!" and you just can't do that.
It's not that you can't be creative, you just have to be smart about your creativity. There's a time to be creative and a time to implement that creativity.

So, what's next for you? What about "the project that's no longer called 'Project X?'"
Yes, there's the experiment that I'm not allowed to talk about. [laughs] The idea when we started Lionhead was that, while we were working on a game or games, there were always going to be these experimental teams.
People at Lionhead could go onto these teams and do things, and then come off of them, but people would always be experimenting. Some of the things [they came up with] would be stuff that we'd actually use in games. Other stuff would be these sort of mad experiments.
One of those experiments – a fairly ambitious one – was started just after Black & White was finished in 2001. I was pretty interesting ... it was going somewhere. Then, about 18 months ago, there was a real breakthrough. This fantastic breakthrough. We had some other ideas, but this was something that just shocked people. It was almost unbelievable what this experiment led to and, well, we'll just have to wait.
I've already promised to the community that I will never talk about something until I'm ready to show it and be absolutely sure it's playable. With this experiment, I'd like to do that sometime within the next year, but whether I get my wish or not remains to be seen.











Reader Comments (Page 1 of 1)
Jonah Falcon @ Sep 15th 2008 11:11AM
A secret game they've been developing since 2001? Oooooooo...
FSK405K @ Sep 15th 2008 2:08PM
It's called Intolerably Too Human, a collaboration between Molyneux and Dyack.
Maverick Saturn @ Sep 15th 2008 11:16AM
Whats that then? Fable: The beginning?
Erluti @ Sep 15th 2008 12:27PM
Oh! ZING!
xGeneral DEATHx @ Sep 15th 2008 12:31PM
Too Fable?
TheAzureKnight @ Sep 15th 2008 11:18AM
Awesome interview...
Wow I never knew Peter M was such a nice and cool guy! He truly seems to love videogames and the industry as a whole. I'm glad to see that he appreciates the Wii and can see its faults AND its successes.
Who did the actual interview by the way? Was it just 1 blogger or all of you?
Last but not least I'm glad he pointed out that GTA IV was NOT perfect as everyone and their mama claims it to be. Don't get me wrong it was a good game. But I don't think it was a PERFECT 10 like IGN and all these other websites were trying to convince people it was.
Fable 2 just made it back onto my "Must Buy" list now! I like supporting hard work.
SneezyPorcupine @ Sep 15th 2008 12:18PM
You are so right man. Wow, just wow! I was already very anxious to get my hands on Fable 2, and this interview has just magnified that feeling by 10x.
It's always refreshing to hear a level-headed person talk about such a vast industry and be able to provide valid opinions on nearly all aspects of it, be it good or bad. It is very interesting to hear a developer look at a situation with such a critical eye and dynamically view the situation from the outside. That is a quality that I believe every lead of any large team should have.
He is so right about the fact that there is a time that you can innovate and there is a time where you simply have to say 'okay, that's enough. Lets now, make it happen.' I think that is where games like Too Human or even the Halo series begins to unwind. They are simply trying to be too many things all at once. I don't know if that is due to the fear of becoming obsolete or only catering to a certain audience that causes developers to do such things.
For example, Halo: CE was such a well organized game with an amazing story. Despite the fact that it lacked a proper multiplayer, the gameplay itself was very tight. However, by the time Halo 3 came about, they have added so many complications and new scenarios that it really lost the meaning of what Halo was in my opinion. The same goes for GTA IV. Don't get me wrong, it was an amazing game, but the repetitive side-quests and the overall stagnating feel of the game near the end was a little overbearing and it makes it very difficult for the player to want to sit through the same story again. It was definitely not a 10 (but close).
And he is also dead-on regarding the debate of hardware vs. software. I think too many developers are concerned with hardware today. One of the main reasons for that is because the right hardware can decrease development time by eons. However, I think what is more important is the original vision of a title. I mean look at the Wii! It may not have the bleeding-edge hardware every consumer has come to expect from nearly every purchase they make, but if a developer is focused they can still churn out some true gems despite the lack of hyper-realistic graphics (eg: Legend of Zelda: Twilight Princess).
As far as Peter M goes, I certainly hope he is not saying the first Fable was terrible simply on the merit of creating buzz for the second one. Because, well despite the first game's flaws, it was a fantastic game with a lot of followers even today.
Can't wait till October =D
SneezyPorcupine @ Sep 15th 2008 12:26PM
You are so right man. Wow, just wow! I was already very anxious to get my hands on Fable 2, and this interview has just magnified that feeling by 10x.
It's always refreshing to hear a level-headed person talk about such a vast industry and be able to provide valid opinions on nearly all aspects of it, be it good or bad. It is very interesting to hear a developer look at a situation with such a critical eye and dynamically view the situation from the outside. That is a quality that I believe every lead of any large team should have.
He is so right about the fact that there is a time that you can innovate and there is a time where you simply have to say 'okay, that's enough. Lets now, make it happen.' I think that is where games like Too Human or even the Halo series begins to unwind. They are simply trying to be too many things all at once. I don't know if that is due to the fear of becoming obsolete or only catering to a certain audience that causes developers to do such things.
For example, Halo: CE was such a well organized game with an amazing story. Despite the fact that it lacked a proper multiplayer, the gameplay itself was very tight. However, by the time Halo 3 came about, they have added so many complications and new scenarios that it really lost the meaning of what Halo was in my opinion. The same goes for GTA IV. Don't get me wrong, it was an amazing game, but the repetitive side-quests and the overall stagnating feel of the game near the end was a little overbearing and it makes it very difficult for the player to want to sit through the same story again. It was definitely not a 10 (but close).
And he is also dead-on regarding the debate of hardware vs. software. I think too many developers are concerned with hardware today. One of the main reasons for that is because the right hardware can decrease development time by eons. However, I think what is more important is the original vision of a title. I mean look at the Wii! It may not have the bleeding-edge hardware every consumer has come to expect from nearly every purchase they make, but if a developer is focused they can still churn out some true gems despite the lack of hyper-realistic graphics (eg: Legend of Zelda: Twilight Princess).
As far as Peter M goes, I certainly hope he is not saying the first Fable was terrible simply on the merit of creating buzz for the second one. Because, well despite the first game's flaws, it was a fantastic game with a lot of followers even today.
Can't wait till October =D
Mr Khan @ Sep 15th 2008 12:40PM
Joystiq comment system: Making sure that the longest or most awkward comments are the ones that get double posted since 2007
:P
Anam @ Sep 15th 2008 12:49PM
I took his comments about the original Fable more as "it's hard for me to enjoy it because I know what I wanted to do with it and it turned out far more limited." I don't think that he meant Fable was terrible, just a terrible experience for him to play it because it feels disappointing for him.
...that and to create buzz.
Surly Yerby @ Sep 15th 2008 11:21AM
Ah good ol' Peter, the most misunderstood man in the industry. You know he just loves these things... these moments in the limelight. I hope Fable II turns out great... but I cant help but wonder if the guy is capable is making more than one game per five years?
wiredknight @ Sep 15th 2008 7:23PM
Try it sometime.
Dirty @ Sep 15th 2008 11:28AM
I cant believe he dissed Fable one like that. He let the message boards get to him. I loved that game, and I look forward to the sequel.
j.howlett @ Sep 15th 2008 11:45AM
i liked the game but i feel what he said was true. it wasn't what he promised or what he had hope to deliver. sometimes the artist can be their own worst critic, unless it gets to the internet.
Dirty @ Sep 15th 2008 2:02PM
I am a designer and when I look back at my old projects they never look as good as what I am doing now. I am still proud of my first few projects, they were stepping stones to something greater.
Its kind of like when you go back and play an old game on the Nintendo, you spend tons of time playing it back in the day, but now its kinda lame. I thought virtual console would be awesome, but my nostalgia faded quick.
richard @ Sep 15th 2008 11:29AM
B.C., bring back B.C.!!! i think thats what it was called
DemonGSides @ Sep 15th 2008 11:38AM
Agreed, DO IT
Ghede @ Sep 15th 2008 4:42PM
F*ck that. Dungeon Keeper 3, only not exactly DK3, because EA still holds the rights to that, but something with a similar playstyle and numerous improvements.
j.howlett @ Sep 15th 2008 11:32AM
i purchased my first xbox partly because fable was on the way. i'll wait for awhile because money is tight but i could end up purchasing a 360 sooner rather than later for fable 2.
Anam @ Sep 15th 2008 11:39AM
That was the best interview I'd read in a long time. He seems very realistic about the pros and cons of different games, and admitting the flaws in his own. Not sure if that will translate into Fable 2 being good or not, but I'll definately be looking closer than I was before.
Thanks Joystiq.
Anam @ Sep 15th 2008 11:44AM
Oh, and that orb idea sounds really good. I wish every game like this would allow you to look back at the what ifs.
That sounds like the first real improvement to branching storylines since the completely overused good vs. evil structure. Just hoping that it's well implemented.
Anam @ Sep 15th 2008 11:49AM
I'm don't know about co-op though. In my experience, an RPG has to be very simple and combat focused for co-op to work, otherwise you run into pacing issues. But if they could get co-op to work, it would be mighty!
(Yeah, I know I should think about what I want to say and say it in one comment rather than spreading it out.)
J.Goodwin @ Sep 15th 2008 11:48AM
Because if you made it in 1992, it would have been a remake of 1991's Fatal Rewind from Bizarre Creations (probably more accurately Fatal "Replay"). It could have been done, similar mechanics were done, but no one did it exactly that way.
It'd be nice if we could talk about Mr. Blow's game as excellence in design rather than remaking the world of games.
macgyver @ Sep 15th 2008 12:02PM
they say that Gears2 is pushing the limits of the 360's graphical capabilities already, but Fable's vibrant look and colors (from the screenshots at least) seem so much more advanced to me than Gears' greyscale color pallette.
Erluti @ Sep 15th 2008 12:31PM
Colors is not where the system is going to choke, it's texturing, lighting, poly-counts, etc.
Stylistically Fable may be more appealing, but technically it's not doing as much.
Anam @ Sep 15th 2008 12:54PM
Gears pushed the system in all the ways that don't translate into a game looking good and neglected all of the ways to make a game look good.
that guy @ Sep 15th 2008 12:04PM
Thanks Joystiq - great interview!
Jakka(Free Mr.ESC!) @ Sep 15th 2008 12:04PM
Frankly, I wish that more games implemented the "ten-hour choice delay" from The Witcher.
Going through ACT 10 and facing consequences of the actions you took in ACT 3 is a lot more fun than cheating the game itself by using a quicksave.
Ethan @ Sep 15th 2008 12:16PM
Molyneux accidentally overhypes a game that doesn't even really exist yet!
SneezyPorcupine @ Sep 15th 2008 12:29PM
Effing comments!!!
Why does it do this?! My comment wasn't showing up for half an hour, Joystiq! (I opened several new windows and cleaned out my browser data!) No matter how many times you navigate to the comments, the post won't show up. So you post it again and there you go, a double post!
WHY DON'T YOU GUYS COPY ENGADGET'S COMMENT SYSTEM? AFTERALL, YOU ARE SISTERS RIGHT? LEARN FROM YOUR OLDER SIBLINGS!!
Red Leader @ Sep 15th 2008 1:06PM
Seconded.
Vcize @ Sep 15th 2008 2:25PM
What good would that do? Engadget's is broken too.
Riley @ Sep 15th 2008 4:18PM
it's the same comment system, the only difference is the stars
SneezyPorcupine @ Sep 15th 2008 4:27PM
Personally, never had issues with double posting on Engadget. It may be the same...who knows...
BUT THE IRONY IS THAT JOYSTIQ REDICULES ALL SORTS OF CONSOLES AND GAMES ABOUT THEIR BAD PROGRAMMING DECISIONS ETC. AND THEY CAN'T EVEN GET A COMMENT SYSTEM RIGHT IN 2008!!! Joystiq makes snarky comments about MS and Sony all the time about what they should do right regarding complicated and sophisticated programming algorithms, yet their own comment system is broken. How about fixing things at home first??
michael @ Sep 15th 2008 12:32PM
Man, Peter is way too hard on Fable 1. I've stayed away from it all these years because it seemed to have been tagged a "disappointing" game.
I've been really excited for Fable 2, and when I heard Chris talking about playing the first Fable on the podcast, and Justin saying it was great, I thought I would give it a crack. Disappointment be damned.
I'm about half way through Fable now, and I absolutely love it. If Fable 2 is really going to be a huge improvement, well then that has my panties in an absolute twist (and I'm wearing boxers).
Boffo the Sock @ Sep 15th 2008 2:24PM
Wait a minute! Where did my panties go?
CyberKnight @ Sep 15th 2008 6:42PM
I'd say go ahead and pick it up. It's not a terribly long game, you could probably finish it casually over a couple weeks (or a couple days if you dedicated the time to it), and being an older game for a system no longer produced, you could probably find it cheap. ;)
I played through it last month (got it bundled with a used X1 I picked up off of eBay a year or so ago, just never got around to playing it). I wasn't entirely "wowed" by it, but I didn't find it too disappointing either. It just wasn't as deep as I expected. (Although I was a little annoyed that picking one wrong quest completely destroyed my reputation, even though my character stats still showed me as a "good" guy.)
Snowblind @ Sep 15th 2008 12:54PM
I love this guy, he's a really great designer. Even if he went a little overboard with hyping the original, he's at least done a far better job with the sequel.
Waqman @ Sep 15th 2008 1:22PM
He's looking forward to LittleBigPlanet? The game made by ex-Lionhead studios developers? Glad to see there are no grudges being held.
Also, I wonder if that secret project was the loooooong delayed (and possibly scrapped) B.C. project where you played a Caveman.
Vcize @ Sep 15th 2008 2:16PM
"I used to walk into the office back in the days of Black & White and literally six weeks before we shipped say, "I've have a great idea! Let's do this!" and you just can't do that."
Good god I wish he would come into my office and tell that to me boss.
Joel @ Sep 15th 2008 2:24PM
Very awesome.
Antagonist @ Sep 15th 2008 2:25PM
Great interview. He had excellent insights and all that, but that picture sure does make him look like one smug bastard.
Mr Khan @ Sep 15th 2008 2:46PM
Do you do cocaine?
wesley johnson @ Sep 15th 2008 4:01PM
you can't see the lower half of that but i believe he was on the toilet while that picture was taken.
mgsrocks1 @ Sep 15th 2008 4:50PM
Wasn't interested in Fable II before but I sure am now after reading the interview. I'm not interested in RPGs so this should say a lot!
Holly @ Sep 15th 2008 5:48PM
Was that a subtle dig at Braid? I actually liked PM's answer for a change:
"Q: What was stopping someone from making a game like that in, say, 1992? A: Absolutely nothing. I feel that quite often we can get too obsessed with the hardware and not obsessed enough with the actual act of invention."
It's kind of depressing to read a site like Joystiq that has pretty intelligent coverage of games and see a question like that, unless Randy really didn't mean to imply "that game could have been made in 1992!" The point is not that the technology to make it existed in 1992, the point is that nobody used the technology to make something like Braid until 2008. In fact, even given all the tools, nobody made that game precisely because the art of game design hadn't evolved in the direction and to the degree that it has today. (And I'm hardly Braid / Jon Blow fangirl either, the game isn't a perfect holy grail of gaming, but its merits are in its remixing and iterative, fugue-like creativity.)
This is why I have the "kind of depressing" reaction -- P.M. is totally right that we're often way too obsessed with hardware, as if that's the only thing that keeps games growing and advancing. There's a little thing called creativity as well, that often harmonizes extremely well with and is needed for technological innovation -- but which can do some pretty amazing things with existing tools too.
Qube @ Sep 15th 2008 8:32PM
He is pretty hard on the original Fable. I guess if you look at it purely from a game mechanics point of view, it might seem pretty broken.
But that's missing the game's biggest asset: the world it put you into. The Albion "universe" was absolutely captivating, from the setting to the people to the enemies.
M @ Sep 15th 2008 9:11PM
It's refreshing to see such humility. Dyack, Wright and plenty others should take a page from this guy's book.