Mas informacion sacada de IGN es insider pero lo he copiao de un foro
May 16, 2003 - There's this game that for well over a year we've been doggedly pursuing. Once called Project Ego, now known as Fable, the Carter brothers' massive RPG undertaking is nearing completion. With the game closer to release than ever before, more details are beginning to slip from the mouths of Big Blue Box' Dene and Simon Carter. Though we've already hit you with new info on Fable, we came back to Dene and Simon to get even more details on the game that could well challenge Halo 2 for Game of the Year 2004.
Morality
There are many stats and hidden calculations in Fable, all of which contribute to one important game aspect -- how people react to you. Morality is one aspect of the game that will be a constant factor in your hero's livelihood. Being good or evil is really a matter of the deeds you perform.
The Carter Brothers demonstrated a simple example of how choices of good and evil are always available in the game and how other heroes will interact with your quests.
Heading into the Hero's Guild, there were two quests available. The first offered to pay cash for anyone who could save a group of villagers held captive by a gang of bandits. The other offered to pay for anyone who could take care of a dissenting group of villagers who were causing a local town trouble. This is the exact same group of villagers, but two parties are offering completing different goals. Obviously one is a "good" choice, the other "bad."
Adding to this little example, the Carter Brothers noted that you could choose one quest and head out and another hero might choose the other, available quest. In this manner, a class between two heroes would be almost certain.
Your choices for good and bad will have long-ranging effects throughout the game. Let's say you are constantly taking quests to foil bandits. At some point in the game, you may see a quest in the guild offering a large sum of money to take out a sword-wielding madman who's been menacing some poor "work-for-hire" gentlemen. Yeah, the bandits might just put a contract out on you.
On the other end of the spectrum, being a bad mutha might earn you respect from the bandits. Instead of ambushing you on the road, they might give you a pat on the back. After all, you're the ultimate form of them -- a mean bastard.
Renown
Your renown is the ultimate measure of the dozens of stats comprising your character's very essence. It doesn't matter if you are good or bad, having high renown means people will respect and even admire you. You don't think the girls threw their panties at Darth Vader?
Just because you go around slaughtering people doesn't mean that your home town will fear you. Truth is, there are plenty of "bad" warriors who were highly respected, admired, and cheered. So when you stroll into town, the baddest bad ass in the land, people may actually come out and cheer you. "Oh, he slaughtered all those people in Land X. How impressive!"
It doesn't matter if you are bad or good, when you have the phat renown, people won't mess with you. Creatures, on the other hand, won't be affected by your renown in general. Big Blue Box toyed with this idea, but found gamers would just chase after creatures who ran away anyway.
The more renown you gain from completing quests, doing heroic things, and progressing through the game, the more attention you'll draw from the big guns. Heroes who's spotlight your taking up may come looking for you. And the baddest of the bad, the #1 hero in the world Jack of Blades will eventually cross your path. Jack wears a variety of masks, each one displaying a different side of his personality. The worst, though, is the death mask. See Jack of Blades in the death mask and it's pretty much history for you.
What hero will you be?
Both morality and renown lead towards one question -- How will you play your game? Fable was designed so that the gamer's could play the game as many of history's legendary and mythological figures. Play like Robin Hood or Genghis Khan. Either way you can earn renown and awe, but your characters will be considerably different.
Ack, I've died!
Should one of your adventures turn awry and your health is knocked to nothing, you won't technically die. Instead, a villager from the nearest town will drag you back to safety so you can recover. You won't lose items or have to restart the game, but you will have failed in some respect. Either you failed the quest you were on or at the very least you were beaten, lowering your renown slightly. This way "dying" doesn't erase everything you've done up to a certain point and works naturally into the game.
Will
The magic of Fable is called Will. There are about 20 or so Will powers in the game, but each one can be leveled up multiple times for more powerful effects. Some powers are downright bad, like Drain Life, but others are neutral and some are even considered good.
The more powerful a Will spell, the greater a toll it takes on your character. So just because you have a level 5 Push doesn't mean you can use it with impunity. Fable is all about cause and effect. Just about every act you take affects the way people see you or at least alters the many invisible statistics.
Skivvies
Speaking of hidden stats, there are several that directly affect how people react to you. These levels are, in some ways, related to your clothing. There are far more clothes than weapons in the game, which should at least hint at just how important your own style is to the game.
Drop your drawers and run around town in your Union Jack skivvies and see how people react to you. Different people will react to you in different ways based on some hidden stats. You're rated on things like sexiness, scariness, and ridiculousness. And those reacting to you have stats measuring their tolerance for such things. So some may have a very low reaction to ridiculousness and won't think twice about your cute little undies. On the other hand, someone may be totally adverse to you undies and point and scream.
Leveling up weapons
Every weapon in the game can be augmented and leveled up. Each weapon has a number of slots that can be used to add enhancements. A frying pan may start with no slots, a sword might come with two. You can go to a blacksmith and ask him to add more slots. Think about that, going to a blacksmith and saying, "Now this is gonna sound nuts but... can you attach this to my frying pan so I can go smack the tar out of the Balverine in the woods over there."
By using your item and continually adding visual augmentations, any weapon can become one of legend. Even a frying pan. Do you get that once we have playable of Fable we're heading off with our frying pan of doom?
Monsters
A final note. At our urgent request (we begged and begged), the Carter Brothers showed off one of the creatures that was not a goblin or balverine. See, the monsters are a great mystery in Fable and is one of the last things Big Blue Box is willing to reveal. Still, we got a nice look at one nasty little bugger.
Entering a little grove, we found a treasure chest sitting politely near a big pile of rocks. As we approached the chest, the rock rose up, a gigantic troll-like creature. He was big, he was awesome, he was going to squish our hero's head. But that's where the demo ended, sadly.
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What you've read here and in all of our previous massive volumes of Fable stories is everything we know and that the Carter Brothers are willing to reveal about Fable. We'll continue our diligent quest to learn more if you promise to continue reading.
-- Hilary Goldstein
http://xbox.ign.com/articles/403/403306p2.html