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Molyneux On Emotions: Heavy Rain Is The Future...But I Can't Play It - News - GameInformer.com
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Molyneux On Emotions: Heavy Rain Is The Future...But I Can't Play It

At SXSW, Fable 3 designer Peter Molyneux and Wired Magazine's Frank Rose sat down for a panel titled "The Emotion Engine: Can a Video Game Speak to the Heart?" Though the topic was explored as relates to games in general to some degree, much of the panel ended up being about Fable III and how Molyneux hopes that specific game will speak to our hearts. And in his opinion, it will do a much better job of speaking to our emotions than films can.

"Film feels like the old school," Molyneux stated early into the panel, adding that "in three or four years," he believes that the majority of games will engage in gamers in choices in their worlds in a way that films never can. Molyneux noted that film characters are often stereotypes -- the love interest, the hero, the bad guy -- but that video games give us the chance to create our own characters that are more realistic and unique.

Molyneux also talked about giving gamers control over the plot's development and resolution, specifically referring to a difficult choice that players had to make at the end of Fable II. Lionhead wants to experiment more with those kind of big moral choices in Fable III, and Molyneux promised that there will be a big decision within the first 10 minutes of the game. He also warned that these kind of choices "can be too serious or too dark."

An example of making the choices in a game too dark? Molyneux pointed to Heavy Rain. Though he opened by calling the game "absolutely brilliant" and "a first glimpse into the future of video games," Molyneux went on to say that he couldn't play it for longer than 20 minutes. "It's too dark," he said. "I felt emotionally beaten up."

After showing a brief demo of Fable III, Molyneux dropped some details on the upcoming project. Since the dog was a big success in Fable II, he will be back in Fable III, although this time the team is trying to make him a more realistic pet. That means sometimes he's going to disobey you. In this case, that means the dog has an obsession with rabbits and will run off to chase them, a decision inspired by the dog from Up.

Star power is a big driving force for Fable III. In addition to the previously announced John Cleese and Stephen Fry, Molyneux promised "three other huge actors" to be revealed before the game's release.

Molyneux also played up the new "touch" mechanic that allows you to grab the hand of characters in the game. He showed the in-game character grabbing his daughter and also a beggar. When the character's wife asked for a kiss, Molyneux noted, "The touch mechanic can be used in more intimate situations, but it's probably best that I don't talk about them here. "

Speaking briefly on Microsoft's upcoming Natal motion sensing technology, Molyneux said, "It would be crazy not to implement Natal with Fable III." He clarified that Natal is not needed to play Fable III, but that there are areas in the game that will be "enhanced" through Natal use. Though he didn't go into specifics, Molyneux called the Natal implementation "cute."

Molyneux also briefly discussed DLC additions. Apparently, there will be shops in the game that are linked to the Internet and repopulated over time. You'll be able to check them for new items available for download and purchase them without going out to the Xbox dashboard. Another example he gave was a ferry that will appear in the game world from time to time. If you buy a ticket for the ferry, it will download the DLC for a new island area.

Closing off the panel, Molyneux wrapped back around to the main subject, reiterating the timeline for the development of the video game medium that he mentioned at the beginning:

"We're like explorers just beginning to explore this new continent. In three to five years, we'll realize what enormous gold mines of uniqueness we're uncovering."

Comments
  • I think that the intagration of realistic and randomized interacting emotions is a great idea and will give the game a more life like feel. I also think that games a already starting to tell stories better then movies.


  • I agree with ERG. Games could be be said to have been telling great stories since some of the early consoles. I wonder what will become the next standard in realistic storytelling. Hopefully it will be more than dogs and the occasional big decision. :P


  • Staff

    It's interesting to see how these decisions also run against the concept of "completing" games. When a game has more and more branching storylines, it becomes more and more difficult for players to see all the content contained within that game. I'm not saying it's a good or bad thing, but I think a lot of us have an OCD streak and we like to see as much of the content in our games as possible.

    I do like some of the discussions that these meaningful choices create, though. Talking with some of the guys in the office about what their story was like in Dragon Age or Heavy Rain has been a lot of fun.


  • Like in Mass Effect 2. I enjoyed playing through the game with my own character and beat it. But there is still so much that i missed during the game itself. That gmae is brimming with choices.


  • Starring down the shallow end of the pool..... Think I'll ride a bike instead.


  • Can't wait for the new fable!


  • I've been a big fan of the franchise since it first came out, and hope that this game makes as many improvements over II, as II made over the first!


  • i have a teacher just like Molyneux. they havent realized that they shouldnt make announcements. u dont endorse another game in your own game's announcement. especially one made by a different company. this is an exciting announcement but really they need a pr person


  • Thanks for clarifying Phil.

  • @George. That may be true for big corporations developers/publishers but a lot of developers are still gamers at heart and when they play a great game they want it to be shared/celebrated regardless of who made it because gaming is what they care about not necessarily the bottom line.


  • Pardon me when I say that it seems Molyneux doesn't have a great sense of emotional depth, or else just the emotional complexity of a child.


  • Great article , any Fable news is good news . Has a release date been set yet ?
    I think the shop idea has potential , as long as the prices are kept down ( is this where you can sell your stuff to other players ? ) .

  • Staff

    @SightofTwilight: I have the "emotionally beaten up" quote in the story. I couldn't fit it into the title, but I also don't think the title suggests he was hating on it at all. And if anyone mistakes it as saying that, I'd hope they would read the story and realize he's clearly not. He called it the future of games, after all.


  • I really hope the final confrontation in Fable III, with whomever it is that decides to get in your way, is better than Fable II's final confrontation. The "ending" of Fable II just pissed me off. All that build up, sacrificing my character for the safety of others, sacrificing my dog which meant that I couldn't finish up the quests, and all I get is the evil dude blabbing on about something until my partner shoots him in the face and he falls to his death. And here I was suspecting that an epic game would have an equally epic, and infinitely less awful, ending sequence for me to enjoy. I was looking forward to a real confrontation, a boss fight, but I got diddly squat.


  • It's not terribly hard to see that games have the potential to "do a much better job of speaking to our emotions than films can". Gamers more easily and more readily immerse themselves into a game than into a movie. For example, someone playing God of War isn't going to describe a part of the game by saying, "Kratos did this" or "Kratos did that". That player is going to say, "I did this" or "I did that". As gamers, we become the protagonist. We are that person. When I played Fable 2, I talked about MY wives or about funny things I had done. With films, we're always going to see them from the outside. They have the term "breaking the fourth wall" where the actors "communicate" with the audience in a certain joke or a look at the camera, but they can't completely interact with the audience, otherwise they would be video games.

  • Games definitely have the potential for a significantly greater amount of emotional influence than movies. The potential of video games has not been fully tapped yet, however, given time games could very well become the mainstream form of electronic entertainment.


  • Wow it sounds like he's really trying to think of a lot of new things, which they all sound like very good ideas. After Heavy Rain released, it (whether you believe it or not) started to slowly change what gaming meant.

    Obviously it won't change gaming in a matter of weeks, but I think gaming can truly start to grow into many diverse fronts, reaching out to more people than ever before. As great as films can be, I really think that gaming can give you very different experiences, and more people need to give it a chance.

    I've heard people tell me before that they won't play games because, "they're about fake people, while movies involve real people and therefore reach across to you more emotionally". I disagree, because I have found gaming to be more creative, reaching out on many different levels to give you very suspenseful, terrifying, sad, or happy moments. It's not just like a film where they only have a 'set' 2-3 hours to make you get into the story. Gaming really has as many hours as they want to create a much more immersive experience that can take you into every single detail of a character and their world.

    Films really can't come across on all of these fronts that they wish, no matter how hard they try. They can cover all of those fronts, but they can not do it well, video games just have more freedom to create this feeling of a hopeless battle, a broken man, or a situation that felt perfect, going all to hell. Gaming isn't just for people who want to just beat some levels in a game, it's become something that can really reach out to many mass audiences and I hope more people will be convinced to give games a shot, maybe starting out with Heavy Rain.


  • Personally, Molyneux still hasn't sold me on Fable III, since Fable II was a disappointment for me. He's always used a lot of fancy rhetoric, and so far I've yet to see him deliver fully on what he says. Still a brilliant man, but perhaps a tad overblown in my opinion.


  • Cute, as in I will be able to hug my offspring?


  • @Nathan

    An actor doesn't have to interact with the audience to convey emotion.  This is something Molyneux is missing when he implies that interactivity can lead games to becoming more emotionally engaging than movies.  Engaging yourself emotionally doesn't require interaction, it requires feeling what a character feels.  Whether or not you're in control of that character's actions is beside the point.  For example, I can have my created character in Mass Effect 2 punch a bartender who gave her a spiked drink and feel like the bartender deserved what he got.  I could also watch an actor in a movie performing the same action, under the same circumstance, and still feel a sense of vindication along with the actor.

    Another way to put this is to ask a simple question: When a loved one talks to you about troubles they're having, does the fact that you're not in control of their actions effect your ability to empathize?  I certainly hope not.  So I take Molyneux's comments here as just more of the over-the-top hype that he's known for.


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