Game development is a labor of love. I’m almost sure of it. Developers and executives sit around in white-walled rooms for years, talking about concepts, themes, and design. And once that game flies out of production facilities and into consumers’ hands, I’m sure there’s a deep sense of pride involved. Yet, what does an executive like Peter Molyneux think about after a game (Fable 2, in this case) goes gold?
I wish we had two more bones in the top lip of each character so their mouths could form the words a little bit better. I wish they blinked more. I wish the sun’s God rays were a little less harsh in the early sunset. I wish the leaves were just fractionally smaller, because they tend to be a little bit large for trees.
It’s a list of trivial little things where, perhaps if you bring them all together it brings down the game a fraction. And that’s what I mean by that. I don’t think anybody in this world, whether you be a reviewer or someone who’s [worked in the industry for a long time], can sit looking at Fable [II] and say, ‘That is a perfect game set in a perfect world.’ Because it’s not.
I find his comments fascinating. Molyneux, an extremely passionate man in his own right, doubts his work much like I do. He’s constantly thinking what could have been better, what he should have done differently. It only humanizes the game, doesn’t it?