It wouldn’t surprise Phil Spencer (or Brad Nicholson) if Lionhead Studios integrated Project Natal support into a future iteration of the Fable series. In a recent interview with Joystiq, the Microsoft VP lauded Lionhead Studios for its innovation, in particular with the move to make Fable 2 episodic. As a natural piece of Spencer’s thought train, the important-sounding man added that it wouldn’t “surprise” him if Lionhead took that innovation, used Natal, and dropped motion controls into a future Fable title.
"You know,” Spencer said, “Lionhead's been a real innovation studio for us. We have the release of Fable 2 episodic this week, where they're taking Fable 2 and breaking it up into chunks, allowing people to buy the content at their pace. Fable 2, I thought, was a great release, with the orbs they added with Live, adding new functionality to the franchise. It wouldn't surprise me in the least if Natal found its way into future iterations of Fable.”
Fable 3 was announced by MGS Europe head honcho and still-Lionhead Studio’ boss Peter Molyneux at gamescom 2009. He talked for a long time about several different things related to the game, but one little bit sticks out in our mind: he wants to drop a dated Fable mechanic. Considering it’s Molyneux, we immediately guessed he was referring to the controller. We’ll have to see, obviously, but it’s something to keep in mind.
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Natal is getting on my nerves and I've tried to be as neutral as possible but I can not see Molyneux/Fable and Natal meshing well.
The execution is tremendous, but the game is far from being unique, as I see it. Despite having some nice ideas here and there to make it stand from the pack, it still feels, to me, a self-indulgent Zelda that wants to do everything his RPG cousins already did.
Natal, on the other hand, could make it the unique experience it always claimed to be. I, for one, am all for it.
He said than when you're eating an apple you can have the apple participate.
Now I don't have problems with fruits and vegetables in general but if that means I'm going to have to climb a big red round mountain I'm out.
Or use throwing apples, cast Appleball, use the apple shield of redness etc.
Oh well, I still <3 Peter Molyneux.
Populous: The original God game.
Theme Park: The business sim that spawned a thousand knock offs.
Magic Carpet: The often under appreciated "open world" game that established the world type.
Black & White: Groundbreaking "AI" that changed the way NPC's react and behave today.
The problem with games after this is that programmers and the hardware are not capable of handling his ideas. I do not know how he keeps from being insanely frustrated. Imagine having ideas that could changing gaming forever. An idea that would revolutionize the industry like nothing before it...and then having to handicap or completely throw it away because it cannot be done with our current technology...and then being ridiculed for it.
I think the ridicule comes from his tendency to promise amazing things from games, even AFTER the programmers and hardware have already failed to bring his groundbreaking visions to life.
I did like Populous back in the day though.
I guess I understand that. I guess I just feel his pain. I have always thought that brilliant design ideas should come first and programming needs to find a way to make it work...in a perfect world. I have had the mindset that if a designer comes up with an idea and a programmer says it cant be done, then that programmer needs to find a new job. But sadly in the real word things dont work that way. :-(