Lionhead studio's Peter Molyneux spilled the beans about some of the things we will find in Fable 2. Peter spoke about the new combat system, the new camera and some of the prototypes that didn't make it in to the final game.
I’ve talked about proximity-based context-based combat, confined combat, I think I’ve talked about one-button combat and one-blow kills, I haven’t in any way talked about … and this is something that no-one has ever heard, this word, there’s one thing about combat I haven’t spoken about which is a very interesting area - and, one word? - One word. And it’s death. Death. Think about it. Think about death. Think about what computer games do with death. What have they done with death? What does every game do, what does just about every game do with death?
Try to ignore it, simplify it? Well, it’s even worse than that, you die, and you go back in time twenty minutes to do the same thing over again. That’s fine if I’m playing a platformer, not so fine if you’re doing an RPG game. So I haven’t talked about death, there’s another thing which I haven’t talked at all about which is another word that you’re gonna hear me use - which I’m not gonna talk about - it’s another big thing.
I can tell you about the ambition for NPCs. The ambition is that they say a lot more, they do a lot more, they remember a lot more, they comment a lot more, they’re sort of woven through the game and the gameplay an awful lot more than they were, and you can think of Fable 2 - where Fable 1 I think one of the criticisms which I heard from Fable 1 which we saw ourselves, you had the hero bit, and the fighting bit, and then you had the simulation bit.
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