Peter Molyneux on Re-Inventing Death in Fable II
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(So, the first instinctive reaction to that was: '˜Okay, how can we make death meaningful? How can we get people on the edge of their seats when they're fighting?'
(We still over-thought that. We did a prototype on the (Fable I) engine. We thought: (Death will be this: you'll fall down on the ground, you will be able to spend experience and gold to get off the ground, or you can stay on the ground and pay the price of waiting to get up and you would start to get horribly scarred.'
(What we found was with that the limitation in there with that penalty in there the vast majority of testers kept reloading [the game]. They were emulating the very thing we were trying to take away because they didn't like being scarred, they didn't like losing experience, they didn't like losing their gold.
(So what we did then is we removed the gold and the experience cost.
(They still reloaded.
(Then we removed the scarring and said, (Okay, any experience [orbs] that [are] left on the ground which, after all, is your currency in the game you lose. That's what we got to, which is a pretty good place. I still think, as a designer, that we've got a ways to go.