Fable 2

Fable 2 shows off a collection of new features that were originally intended to appear in the much-hyped first Fable game

Is a dog sidekick the key to opening up new emotions in video games? Peter Molyneux seems to think so.

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At a special showing of Fable 2 at GDC 2007, Molyneux described the first new feature as "risky, but worth the risk". A new canine sidekick will help players distract or threaten enemies, scout out new locations, and dig up hidden treasures. Molyneux described the feature as "something you've never seen before," especially in regards to the dog's independent intelligence. The dog will respond to your standard "yes" and "no" expressions, but is otherwise a completely independent character....aside from the fact that it will do nearly anything to help its master.

The dog will grow to adopt its master's traits, so a wicked hero will see his dog evolve into a Doberman pincher, while good-natured heroes will boast furry, friendly pooches. The dog will open up a key aspect of Fable 2: emotion. And, more specifically, love. Molyneux laughed as he described the importance of love in Fable 2, saying that reporters would be liable to "call him crazy" for his claim.

But he insisted that the dog sidekick would open up all-new avenues of game design because it would make players forge an emotional bond with a fictional character. Molyneux described the dog's love as "infectious" in nature:

"Once you start caring about [the dog]," Molyeux explained, "I've got you." Molyneux explained that the dog would factor heavily into the gameplay in almost every way. At one point, the dog was injured during a battle and limped slowly back to its master. Molyneux, however, commanded his hero to leave the dog where it was, adding that the injured dog would slowly limp back to its home even if abandoned.

Man's best friend, indeed

Man's best friend, indeed

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