Games-Ring (GR): Hello Dene
Preface: Can you please tell us about yourself, and please describe your position at Big Blue Box and your role in developing Fable?
Dene Carter (DC): I´m Dene Carter, one of the Directors of Big Blue Box and lead designer on Fable.
GR: There are hardly any gamers in the Xbox community who can name a title more important for Xbox´s future than Fable. When will Fable be finished? Do you think there will be a PC version of Fable and if so, can you give us some details?
DC: Regardless of what many people may have heard, there is no PC version of Fable in development. It´s designed specifically for the Xbox, takes advantage of several of the Xbox´s unique abilities, and moreover, has been designed with the Xbox pad in mind!
GR: Is Fable certain to be feature a co-operative playing mode? Please provide details of the game´s play mode.
DC: Indeed, several people can play Fable simultaneously on one screen. The multi-player setup is rather unique in that secondary players play magical sidekicks until they earn enough points to bring their own unique hero into the game. In effect, the game is both cooperative and competitive, as we´re encouraging multiple players to vie against each other to better serve the hero.
GR: In the past there have been rumors that Albion will be the same size as middle-ages England. Can you confirm details of the Albion?
DC: We have compressed the world to a great degree to give players a denser, richer experience. Plodding through large areas of barren terrain isn´t a great deal of fun!
GR: Could tell us to it something about the relationship and interaction between the main characters and the NPCs in the world?
DC: We´re allowing a large variety of interactions with NPCs. The player can bribe them, flirt with them, abuse them, give gifts to them, threaten them, impress them, wake them up, kill them, hire them, rescue them, ignite them, pickpocket them, disgust them and many many more.
One of the advantages of using a simulated AI system for NPCs is that the player can actually do things we haven´t explicitly designed.
GR: Is fighting an important element of the game?
DC: We´ve found combat in all its forms, whether it is magical, physical or sneaky, to be an integral and most compelling aspect of the game.
GR: How will characters develop throughout the game? Is earning experience points or achieving growth levels an element of gameplay?
DC: Players earn various different types of "experienc"´ depending on the way they play the game. These "buy" different skills and abilities: some are passive (like the ability to wear heavier armour) and some are far more active (like the ability to Battle Charge or Berserk).
GR: Why will gamers be excited and motivated to play through the game?
DC: The main motivation for playing fable will be the transformation of your character from a humble and rather inept fool, to the greatest hero the world has ever seen. The story merely provides a framework and set of greater goals to pursue when the player fancies dipping into it.
GR: Will the main character have companions in the game, or must he goes through the world alone?
DC: Whether the player has a companion or not is entirely dependent on whether he wants one or not! Some situations give the player a temporary companion, many don´t, the player can hire minions to work with him, summon creatures to fight for him and many other things.
GR: Fable is hoped to be one of the most important role-playing games ever. Will Fable succeed in living up to its pre-release hype? While Black and White is a brilliant game, it did not seem to fill the role that the gaming community had created for it. Why will Fable be different?
DC: Fable is the first example of a clear marriage between a role playing game and an all-out action epic. It has the depth of the former, yet the immediacy and tactile nature of the latter.
Living up to the hype for each player is impossible. We´ve managed to incorporate 90% of the things we stated we would, so we´re delighted.
GR: Which concept of Fable is Big Blue Box most proud of ?
DC: In terms of concept, the world of Albion is probably the thing we´re most proud of. In some places it´s placid and calm, tranquil and pretty. In others, it´s dark, foreboding, and genuinely scary.
We wanted to create the feeling of a dark fairy tale, and Albion succeeds wonderfully. It feels like a real place to us!
GR: Dene thanks for this interesting Interview and we all hope Fable will be a great game.