(Wo)Man's Best Friend: Fable 2
Game developer Peter Molyneux is in the news for storyline innovations for the upcoming game Fable 2, which has no official release date but is expected some time later in 2007. In last Friday's BBC article Molyneux announced that one of the new goals of the game would be to create an emotional connection between the player and game elements. Peter Molyneux is building love into Fable 2.
I would like to say two things briefly before getting to the heart of this post: First - that I am happy to see that there will be an option in Fable 2 to play as a female character. The lack of this option has kept me from playing the original Fable game, although I have been very curious about the elements of character development used in its design. Second - it is also nice to see a developer speaking so strongly about the importance of story. Molyneux had this to say in a recent GamePro.com interview:
"My ambition is to really just tell a really compelling story. What I keep saying in our meetings is that we have got to think more like storytellers and less like programmers."
There is still a great deal of difference of opinion about the importance of story in games, but since my views fall clearly on the side of storytelling, I am eager to see how this will be explored in Fable 2.
The thing that I find most interesting about the incorporation of love into the design of Fable 2 is one of the ways it is being implemented. The main source of this emotional connection will be the love and devotion you feel from your character's pet dog. Here's what Molyneux had to say about it in the BBC article:
"We have spent an enormous amount of time and effort to make something that feels real. I want you to make you feel it is a real dog. I want you to feel something when you play a game; that's what this feature is about."
Your character's dog will be replacing the UI map in the game, acting as your guide through the game world. Your dog's appearance will be unique to your character, and it will change as your character changes based on the choices you make in the game. Here's more detail of your dog's function in the game, from a GameSpot UK article:
"One of the most intriguing things about your pet dog is that you'll have no direct control over it whatsoever, while almost everything that you do will influence its behavior. When you're walking around, he'll rarely stray too far away from you, but he'll actively explore the area and, in doing so, he'll draw your attention to points of interest and anything that has changed since the last time you were there. Furthermore, when he senses danger, he'll move ahead of you and start barking and growling to alert you. Your dog will be your guide through the free-roaming world that Fable 2 takes place in, and he purportedly performs that duty so well that Lionhead has seen fit to do away with the first game's minimap."
I find this to be a very compelling idea, and will be interested to see how this is actually implemented in the finished game. I may have to wait a while longer to get a chance to play this game on my PC, since Fable 2 is being released first on the Xbox 360, but it is definitely something I would like to experience playing.
This seems like such a vast improvement to me over the role that dogs have in Oblivion, that I just have to mention again how impossible it is for me to understand that the Bethesda development team would think that gameplay which includes regularly having to kill dogs, even if they are bad dogs to begin with, would be a good design decision (see my previous post on this HERE). Since Molyneux has identified the relationship between player and dog as one of the main ways in his game to generate the feeling of being loved - the feeling of unconditional love and devotion that is present in that relationship - then Bethesda's oversight seems even more glaring now than it did on release.
PS: There is an Oblivion pet mod called "Cheydinhal Petshop", created by Lady Eternity & Proudfoot, which allows you to have a pet in Oblivion that levels along with your character. I haven't tried it out yet, but it is listed among the featured Oblivion mods in the April issue of Computer Games magazine. Additionally, for a very simple fix that eliminates the need to kill dogs in Oblivion, try my "No Bad Dogs" mod available HERE.



Lately I find I am spending most of my spare time working on building my game creation skills instead of playing games. My interest in modding The Elder Scrolls IV: Oblivion has spurred me to translate my otherwise specialized computer skills into something more useful for game design. I am interested in learning 3D modeling, and have downloaded a free student version of 
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