Fable II Interview

Gamasutra talks with Peter Molyneux about Fable II, taking the trip from conception to reality.
Well, that brings me to something. I remember when I first met you in 2004, and it was right when you were finishing up Fable I. And you told me at that time, if I remember correctly, that you already knew where Fable II and Fable III were going to go. How close did you get in the end, four years later, to what you thought Fable II was going to be at that time?

PM: Well there's the thing to that. I think, when Dene and Simon Carter and I were talking about creating Fable, back when we were doing Dungeon Keeper together, we talked about this great vision, and it was more about the vision of the story, and what it would be like to play through this.

And that's perhaps what I was talking about there. And I also, perhaps, was talking about, God, there's some things I would have loved to have done better in Fable I.

Sure.

PM: At the end of Fable I, we sat down and we kind of thought, firstly the reviews were... some of the reviews were very mixed. We asked ourselves, "How did we disappoint people?" -- with those reviews.

The second thing, the boards were unbelievably passionate about some things. Incredibly passionate and very focused on, "Why isn't there free roaming? I thought there was free roaming, this should have free roaming, it's supposed to be an open world." That was 100%, everybody was passionate about that.

There were some other things that were very confusing. The length of the story was immensely confusing because a lot of people said it was far, far, far too short and a lot more people said, "Actually, it's just the right length, and it was the only game I finished because it was that length."