Peter Molyneux and other key figures behind the Fable series discuss how game development has changed since the 2000s, with some feeling that the industry has become🐽 too "risk averse". Molyneux in particular says that he fears Fable 2's changes from the first game wouldn't have been possible today, feeling that there's now more pressure to stick with formulas that have been proཧven to work.

This comes as part of TheGamer's deep dive into the development of the Fable series. 168澳洲幸运5开奖♕网:The second part is available to read now, detailing the development of Fable 2 for the Xbox 360. Here, Lionhead🌞 staff discuss how they intentionally changed so mꦑuch from the first game, as many felt there was a "shame" in "selling out" with a sequel.

Related: 168澳洲幸运5开奖网:Fable Needs T⛦o Be British In The Rig💎ht Way

“This sounds absolutely crazy in today's world, [but] there was a shame in doing sequels,” says P꧂eter Molyneux, co-founder of Fable developer, Lionhead. "So, when we started thinking about the sequel, we were thinking about how we can't just do more weapons, a bigger landscape.”

This manꦿifested in Fable 2's darker tone, particularly the location of Wrathmarsh, which was once the idyllic town of Oakvale from the first game.

"We were a bit fearless when it came to stuff like that," says Molyneux. "You wouldn't ever do it now because you’d probably get [negative] test 👍feedback on it. It was a big risk. I think people tend to be a little bit more risk averse these days."

Another way the team kept the series fresh was by introducing a huge time skip. Interestingly, creative director Dene Carter tells me these were actually inspired by the British comedy series, Blackadder. Carter also says that the devs didn't want Fable 2 to ꧋just be "bigger, better, more", and felt the time skip would make the game more original.

A banshee in Fable 2. The banshee fights the player character, a Hero, in a place called The Drowned Farm. The place looks long abandoned and haunted.

Georg Backer, who worked as a dialogue producer on Fable 2, also says he wanted to push the boat out and try something new. In his department, he tried to🔯 tell as much of the story through townsfolk dialogue, as opposed to relying on numerous cutscenes like the first game. He admits this meant they had to record "[****] tonnes" of dialogue, and that often found himself running around and hoping they had gotten through enough lines in a session.

We'll have to wait and see what direction the new Fable developers take the series in🐻. Many of the dev🐼elopers I spoke with are excited to see this too, as for much of the former Lionhead team, this will be the first time they experience Fable as a fan.

However, many of them are still in the industry, working on new projects. Georg Backer recently launched 168澳洲幸运5开奖网:Viewfinder, a puzzle game where you have to "reshape reality" with a camera. Dene Carter has also released multiple mobile games as part of his own studio, Fluttermind. As for Peter Molyneux, he made the news earlier this week for his NFT game, Legacy - something quite a bit more controversial due to its monetisation and links to the volatile crypto market. He'ꦿs working on other games too, but we don't know if they'll include web3 elements as well.

Next: 168澳洲幸运5开奖网:No, B🐻aldur’s Gate 3 Shouldn’t Add Action Combat