The ‘cheeky’ Peter Molyneux has been speaking about the development of Fable III and how the two year development time meant the game ‘suffered’.
I think last year we were just on the cusp of possibly getting everything we wanted in the game, or possibly having to come down and edit very heavily to finish the game in what was two years.
You have to remember that, you know, Lionhead — especially me — has never created projects in less than two years. This was the first time we ever did that.
Peter goes on to explain how the team developed ‘pillars’ for the project before joining them together to create the game, a game that was ‘ twice as long as he thought it was going to be,’ which meant some heavy editing was required.
I think the ruling section in Fable was the one that really suffered a lot here. The edit was very harsh and hard to actually make the game fit.
When the final scores rolled in, not everyone agreed with our 10/10 review.
I know I probably should say it’s a great game just respective of whatever it was, but the Metacritic score was sort of low-’80s. I think I’m pretty ashamed of that, to be honest, and I take that on my own shoulders, not the team’s shoulders.
But what of the poster boy for Kinect, Milo? He was a game, then he was a tech demo, then he was a game again, then he vanished completely as if Madonna had swooped in and adopted him.
I can’t say anything about Milo. I’ve got in such trouble — an amazing amount of trouble, like standing in the corner of the room and being shouted at sort of trouble.
I’ve always been cheeky in the past, and I’ve always pushed the boundaries of what publishers would like me to say, but this is literally standing in front of a court and being stripped down repeated times.
Head over to Gamasutra for the rest of the interview, it’s a great read and a real insight on the development of Fable III.