“Innovation is inherently risky,” says Peter Molyneux, head of Lionhead Studios. But just because it is risky, does not mean that the industry should not innovate. “Gamers want to be shocked, surprised and awed.” They crave innovation, he says. But developers need to innovate without huge risk.
Lionhead does that through a program it calls “experiments.” During the lull between projects, any member of the staff can pitch an experiment. If approved, they and a small team can run off for a few weeks to investigate gameplay mechanics. Such experiments directly contributed to play systems in Fable 2, like one-button combat and the dog companion.
“Experiments help explore ideas,” he says. It is the test bed for larger systems. Here, Lionhead can determine whether something is fun, cost and time effective, or too resource hungry for large-scale deployment. Based on the risk profile, some ideas are implemented, while others are held for future projects or scrapped altogether.
When they first worked on the dog for Fable 2, the mechanic they wanted to use was that of reward and punishment--effectively petting or abusing your best friend. What the team quickly learned was that this made the dog act less like a pet and more like a creature from Black & White, an earlier "God game" from Lionhead.
The experiments that did have a big payoff for Fable 2 were early tests of how the dog would interact with you in the world. Players ended up having a much better connection with the animal when it ran in front of them—leading them through the world—than if it dragged behind them llike most other in-game pets.
Another experiment, called The Room, experimented with high-end graphics. And within that room were two mirrors that acted as portals. Portal, confesses Molyneux, may be the most creative title of all time. However, Lionhead was experimenting with the concept before that game released, he jokes. His portals, which he says will make their ways into other projects, change the attributes of objects. A larger portal may increase the size of an object passing through it.
His dream, says Molyneux, is to some day give the community the power to experiment too.
Peter Molyneux is a perfect example of Gaming's Groundhog Day feel, and it's well worth reading Jarrad's article to be reminded of how much of the same thing has been said for years (and compare that with an excellent idea of innovation from years ago). Along with never-ending console wars, fanboys and griping over review scores, he's a constant presence overtalking games that turns out to be distinctly average, or saying things about his games that are simply not implemented.
I was thinking last night about Peter's game output and I genuinely can't remember a game he's produced since Populous that was anywhere near (a) as good is it should have been, or (b) half as good as it was supposed to be. Innovation is rightly a laudable intent and without high profile figures attemtping it I'd be even more grumpy. But talking about innovation and implementing meaningful and enjoyable innovation are different things.
Fable and Fable 2 are classic disappointments, and I too love Zero Punctuation's review of Fable 2. My own problem in Fable 2 is that it removes the challenge to the point where you instead have nothing else to focus on apart from how superficial the game world's customisation is, how poor the combat, or most unforgiveably, how absent the motivation from either plot or environment. It's supposed to be innovative but it actually manages not to learn from Fable, prefering to keep the problems and add to them with new ones.
I can get a job as a blacksmith? Why? It just involves timed button presses for no real reward. Hardly new. And this from a man who describe more trad games as tortuous or uninspired. Hmm. Possibly only Sonic games have managed to be so consistently disappointing for longer than the games I've played of Peter's. Peter tries harder and sets higher standards which mean they end up rightly being judged more harshly as a result.
I'd love it if his thoughts and passions materialised, and I am happy there's a place for him in an industry often criticised for homogeneity or sequalitis. I'm just tired of the flipside and how little of what he says makes a transition from air into action. Because his games simply don't deliver either in terms of how he says he wants them to innovate or as good games on their own merits.
Wow guys, nice overall animosity towards this designer. I don't see the point in hating on a guy like Molyneux. Yes, he has his head in the clouds, dreaming of a fantastical land full of video games that have emotional and philosophical meaning, but does that mean his views or practices or awkward interviews should be scoffed at? I'd argue no. This guy just really really really loves video games and what they can do (did I mention he really likes them?), maybe more than anyone should, but I mean, so do you others posting. You obviously care about video games enough to find an online video game magazine, and even more to actually post.
No need to hate the silly day-dreaming designer, the games Lionhead produces are a ton better than some others you can find out there. I'm looking at you Too Human.
I'm yet to enjoy a Molyneux game. I got swallowed up in the hype for all of the recent ones, even Black and White. And this is the trend with him - I start off cynical, then I fall for the hype and become optimistic, then I'm sorely disappointed. I think I've finally learned the lesson. Molyneux = rental.
The reason I bother posting about him is that he clearly has talent and enthusiasm - he just needs to put down the crack pipe and calm the f*ck down a little.
I agree with you dizzy, lion head is getting back with pc gaming roots hehehe/ I want to see what he comes up with for games. Any way here is the inter view if anyone wants to see it.
http://gdc.gamespot.com/video/6206903/gdc-2009-interview-with-peter-moly...
Not hating on the designer; just the results. When's the last time Molyneux produced something that lived up to the hype he generates?
I seen the interview he made I loved it. I really want see what new game he will bring to the table. I like to see artist set free.
Easy on the poor man's feelings lol. But yes, in the video interviews he sort of creeps me out. Maybe all the boredom has broken his mind. He's so sycophantic and absolutely in love with everything, it's kind of disgusting. When's the last time he had his feet on the ground? I mean, he seems positively amazed that Fable 2 even exists. Glorified dungeon crawler eat your heart out.
"My dream is to someday give the power to the community to experiment too..." Like Gary's mod and LBP don't exist. Can't they just call us players?
http://www.escapistmagazine.com/videos/view/zero-punctuation/346-Fable-2
indeed
Dear Mr Molyneux,
there is such a thing a too much of a good thing. Stop smoking whatever it is you're smoking and you will realise sometimes you need a balance between innovation and established ideas. Think of it as a science experiment - if you change too many variables there is no way to tell which particular variables affected the outcome. Hence what you end up with is an ad-hoc soup of crap - a la Fable 2. With too many things vying for your attention, no single theme stands out enough to warrant my attention.
Regards
Leo
P.S. Pull your smarmy head out of your arse. God's gift to video games you aren't.