Remember Milo, the digital child-creature that Peter Molyneux demoed at E3 so long ago? It promised interaction on a level that would make Skynet jealous, but it disappeared after all the hype. Why was it thrown on the scrap heap? Molyneux blames the industry, claiming we're not ready for his jelly.
"The problem with Milo wasn’t the ambition," he claimed. "It wasn’t the ambition or the technology; it was none of that. I just don’t think that this industry is ready for something as emotionally connecting as something like Milo.
"The real problem with Milo, and this is a problem we had lots of meetings over, was where it would be on the shelves next to all the computer games. It was just the wrong thing. It was the wrong concept for what this industry currently is. Maybe this industry one day won’t be like that, but at this particular time, having a game that celebrates the joy of inspiring something and you feel this connection, this bond; it was the wrong time for that."
So, Milo didn't fail because it Molyneux fell into his usual trap of over-promising. None of it was his fault. It was our fault for not being emotional enough to withstand its onslaught of majestic provocation. We'll get to work on that right away, Peter. Sorry the industry stopped you from making your game that many people in the industry were excited about.
Get more destructoid: We're indie-run, blogging for the love of it, and our site will always be free. Optionally, you can support us and get: (1) Faster pages from our cloud server (3) Wide(r)screen (3) No big ads on Dtoid, Japanator, Tomopop, or Flixist (4) Auto contest entries, and (5) Dibs on betas & downloads. Try it out
Unsavory comments? Please report harassment, spam, and hate speech to our moderators, and flag the user (we will ban users dishing bad karma). Can't see comments? Apps like Avast or browser extensions can cause it. You can fix it by adding *.disqus.com to your whitelists.