Peter-Molyneux

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  • Peter Molyneux on the App Store, RPG design and more

    by 
    JC Fletcher
    JC Fletcher
    08.03.2010

    Peter Molyneux foretells the end of the App Store's gold rush in an interview with Develop. "I think there's this opportunity now for game developers," he said, discussing the case of creative director Dene Carter, who left to Lionhead form an iPhone studio. "I think of the iPhone and Facebook and all these types of channels offer a window of opportunity for small developers to experience what it was like in [the bedroom coding era of] the late eighties." Unfortunately, that ends, he says, when big companies start pouring money into iPhone games. "It's inevitable that a Star Wars or Disney game, a five million dollar iPhone project, will be released. And when it does, consumers are going to like it. They're going to say "I can pay 59p for this [indie iPhone game] or I can pay 59p for this [triple-A iPhone game]." He's cultivating creativity in his staff now (giving them less incentive to, say, go make iPhone games) by instituting a one week period in which Lionhead staff can work on whatever they'd like. "And at the end of the week we're all going to come together look at people's ideas, and that's going to form the foundations of what happens next at Lionhead." Speaking about his own game, Fable 3, Molyneux dismissed the most notable features of many RPGs. Most developers took the wrong inspiration from Dungeons & Dragons, Molyneux believes, emphasizing stats and random numbers. "But actually," he said, "the purity and the core element of role playing games is to feel more powerful. That's the true core of them. It's about growing as a character, finding and collecting things, and freedom. What we want to do is amplify those feelings with Fable 3."

  • The Engadget Show returns tomorrow, August 4th with game designer Peter Molyneux and much more!

    by 
    Chad Mumm
    Chad Mumm
    08.03.2010

    Well ladies and gentlemen, the time has come -- the Engadget Show is back tomorrow, August 4th at 8pm! This time around, we'll have the inimitable Peter Molyneux, one of the world's most forward-thinking game designers and creator of "Black & White" and the "Fable" franchise. What's more, we'll have a rousing roundtable with Josh, Paul, and Nilay, some fine, fine music from Zen Albatross, mind-bending visuals from invaderbacca, and a few other big surprises. As usual, we'll be doing tons of giveaways at the live show only, so make the trek and join us at The Times Center in person. If you're geographically incapable of joining us in New York City, just tune into the stream right here on Engadget starting at 8:05pm. The Engadget Show is sponsored by Sprint, and will take place at the Times Center, part of The New York Times Building in the heart of New York City at 41st St. between 7th and 8th Avenues (see map after the break). Tickets are -- as always -- free to anyone who would like to attend, but seating is limited, and tickets will be first come, first served... so get there early! Here's all the info you need: There is no admission fee -- tickets are completely free The event is all ages Ticketing will begin at the Times Center at 5:30PM on Wednesday, doors will open for seating at 7:30PM, and the show begins at 8PM You cannot collect tickets for friends or family -- anyone who would like to come must be present to get a ticket Seating capacity in the Times Center is about 340, and once we're full, we're full The venue is located at 41st St. between 7th and 8th Avenues in New York City (map after the break) The show length is around an hour If you're a member of the media who wishes to attend, please contact us at: engadgetshowmedia [at] engadget [dot] com, and we'll try to accommodate you. All other non-media questions can be sent to: engadgetshow [at] engadget [dot] com. Subscribe to the Show: [iTunes] Subscribe to the Show directly in iTunes (M4V). [Zune] Subscribe to the Show directly in the Zune Marketplace (M4V). [RSS M4V] Add the Engadget Show feed (M4V) to your RSS aggregator and have it delivered automatically.

  • The Engadget Show returns Wednesday, August 4th with game designer Peter Molyneux, Windows Phone 7, and much more!

    by 
    Chad Mumm
    Chad Mumm
    07.29.2010

    Well ladies and gentlemen, it's that time again -- the Engadget Show is back in a big way on Wednesday, August 4th at 8pm! This time around, we'll have the inimitable Peter Molyneux, one of the world's most forward-thinking game designers and creator of "Black & White" and the "Fable" franchise. What's more, we'll have a rousing roundtable with Josh, Paul, and Nilay, some fine, fine music from Zen Albatross, mind-bending visuals from invaderbacca, and a few other big surprises. As usual, we'll be doing tons of giveaways at the live show only, so make the trek and join us at The Times Center in person. If you're geographically incapable of joining us in New York City, just tune into the stream at right here on Engadget. The Engadget Show is sponsored by Sprint, and will take place at the Times Center, part of The New York Times Building in the heart of New York City at 41st St. between 7th and 8th Avenues (see map after the break). Tickets are -- as always -- free to anyone who would like to attend, but seating is limited, and tickets will be first come, first served... so get there early! Here's all the info you need: There is no admission fee -- tickets are completely free The event is all ages Ticketing will begin at the Times Center at 5:30PM on Wednesday, doors will open for seating at 7:30PM, and the show begins at 8PM. It's probably going to be hot, so if you want to come early to wait for tickets, bring some water! Again, we won't be doing any ticketing prior to 5:30PM. You cannot collect tickets for friends or family -- anyone who would like to come must be present to get a ticket Seating capacity in the Times Center is about 340, and once we're full, we're full The venue is located at 41st St. between 7th and 8th Avenues in New York City (map after the break) The show length is around an hour If you're a member of the media who wishes to attend, please contact us at: engadgetshowmedia [at] engadget [dot] com, and we'll try to accommodate you. All other non-media questions can be sent to: engadgetshow [at] engadget [dot] com. Sprint is also offering 50 guaranteed tickets to the Engadget Show taping to the first 50 entrants who text "ENGADGET" to 467467 or enter online! Standard text messaging rates apply. Click for the Official Rules and see how to enter online. Subscribe to the Show: [iTunes] Subscribe to the Show directly in iTunes (M4V). [Zune] Subscribe to the Show directly in the Zune Marketplace (M4V). [RSS M4V] Add the Engadget Show feed (M4V) to your RSS aggregator and have it delivered automatically.

  • The Engadget Show returns next Wednesday, August 4th with game designer Peter Molyneux, Windows Phone 7, and much more!

    by 
    Chad Mumm
    Chad Mumm
    07.26.2010

    Well ladies and gentlemen, it's that time again -- the Engadget Show is back in a big way next Wednesday, August 4th at 8pm! This time around, we'll have the inimitable Peter Molyneux, one of the world's most forward-thinking game designers and creator of "Black & White" and the "Fable" franchise. What's more, we'll have a rousing roundtable with Josh, Paul, and Nilay, some fine, fine music from Zen Albatross, mind-bending visuals from invaderbacca, and a few other big surprises. As usual, we'll be doing tons of giveaways at the live show only, so make the trek and join us at The Times Center in person. If you're geographically incapable of joining us in New York City, just tune into the stream at right here on Engadget. The Engadget Show is sponsored by Sprint, and will take place at the Times Center, part of The New York Times Building in the heart of New York City at 41st St. between 7th and 8th Avenues (see map after the break). Tickets are -- as always -- free to anyone who would like to attend, but seating is limited, and tickets will be first come, first served... so get there early! Here's all the info you need: There is no admission fee -- tickets are completely free The event is all ages Ticketing will begin at the Times Center at 5:30PM on Wednesday, doors will open for seating at 7:30PM, and the show begins at 8PM You cannot collect tickets for friends or family -- anyone who would like to come must be present to get a ticket Seating capacity in the Times Center is about 340, and once we're full, we're full The venue is located at 41st St. between 7th and 8th Avenues in New York City (map after the break) The show length is around an hour If you're a member of the media who wishes to attend, please contact us at: engadgetshowmedia [at] engadget [dot] com, and we'll try to accommodate you. All other non-media questions can be sent to: engadgetshow [at] engadget [dot] com. Subscribe to the Show: [iTunes] Subscribe to the Show directly in iTunes (M4V). [Zune] Subscribe to the Show directly in the Zune Marketplace (M4V). [RSS M4V] Add the Engadget Show feed (M4V) to your RSS aggregator and have it delivered automatically.

  • Develop: Molyneux talks Fable 2 problems, Fable 3 fixes

    by 
    Kyle Orland
    Kyle Orland
    07.15.2010

    Despite "generally favorable reviews," there were quite a few people out there who had some serious problems with Fable 2. And to hear Lionhead's Peter Molyneux talk at the Develop Conference in Brighton today, he's one of them. Molyneux's hour long on-stage presentation of Fable 3 included a veritable smorgasbord of self-deprecating remarks about the problems in the first two Fable games that would be fixed or mitigated in the threequel. For instance, Molyneux lambasted his studio for throwing way too many unnecessary features into Fable 2, even citing a study showing that most people didn't use more than 60% of the available features. Even when a feature was used, Molyneux said, it was often only used once and didn't factor into the larger game enough. For example, "most people did get married, but it didn't mean anything, it was just an excuse to have sex," he said. At one point Molyneux likened Fable 2 to "designing a car with 300 buttons on dashboard when you only need a steering wheel." %Gallery-95691%

  • Milo, meet TED: Molyneux demonstrates Milo at conference

    by 
    JC Fletcher
    JC Fletcher
    07.13.2010

    Peter Molyneux brought out the big guns to impress the crowd at the TEDGlobal conference: a child stomping on a snail. Okay, maybe it's more impressive when you learn that the child was Milo from Milo & Kate, Molyneux's Kinect-based AI game, and the decision to squash the mollusk was split between demonstrator Dmitri and Milo himself. According to Wired UK's writeup of the talk, Milo encountered snails on a walk, and asked the demonstrator if he should step on it. When Dmitri encouraged him, Milo ended the poor e-creature's e-life. Live tweets from @TEDNews note that Milo hesitated before doing so. The demo continued with Milo going home to eat dinner, getting in an argument, and soliciting some words of encouragement from the player. All of this is significant not because we hate snails, but because this is the first demonstration we've seen of Milo since E3 2009. Molyneux ended the demonstration with the shocking truth that all the world's Milos are going to form a Borg-like hive mind, with the AI data "in the cloud" (as Wired puts it), continually learning from individual interactions. He also revealed a more concrete, game-like narrative for Milo, in which players experience a "tutorial" during which Milo's family moves, with the game opening up afterward to allow you and Milo to explore the new surroundings. [Image Credit: James Duncan Davidson / TED Conference]

  • Fable 3 targeting 5M sold, episodic release will follow retail launch

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    06.30.2010

    Peter Molyneux, the king around Lionhead Studios and Microsoft Games Studios' European creative director, told GI.biz that the company is "driving" for Fable 3 to sell more than 5 million copies and make profit "in excess" of $150 million. Molyneux expressed the reasoning behind the parameter: "We have to do that because if a franchise doesn't reach that level it will inevitably wither." Hmmm, "wither" sounds like a long process. Can we still get Fable 4 even if it doesn't hit that mark? In response to the "massively successful" nature of Fable 2's episodic release, Fable 3 will also release in an episodic format "soon after the retail launch." The first chapter, which is approximately an hour of the game, will be entirely free. You can then purchase the next episode -- for "an extra 2-5 or whatever dollars" -- or the whole game. Molyneux claims the first episode of Fable 2, which released about a year after the game's launch, reached 1.6 million downloads and "$15 million in contribution margins." %Gallery-70430%

  • 'Project Milo' team about 50 strong; 'product' not coming this holiday

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    06.29.2010

    Pictured here we see the "Project Milo Team" hard at work, according to a TweetPhoto posted by Lionhead Studios' Sam Van Tilburgh today. Van Tilburgh's proof comes in response to comments made by Aaron Greenberg about the status of Lionhead's Milo & Kate project in a video clip (see 0:41 mark) posted on the Australia-based ABC "Good Game" site. "Obviously, that's a tech demo -- and technology -- that continues to exist, but right now it's not a game that we're planning to bring to market," Greenberg said of Milo in the brief clip. While Van Tilburgh could not openly comment to Joystiq on the assumption (based on Greenberg's statement) that Milo could remain a non-retail tech demo, he did clarify, "There's about 50 people on the 'Project Milo Team'" (which would seem an unlikely number of staff and apparent resources to devote to a mere demo). Van Tilburgh deferred to Greenberg, who tweeted this official statement today: "Project Milo absolutely continues in development at Lionhead Studios, it is just not a product we plan to bring to market this holiday." While carefully worded, Greenberg's statement suggests that Milo, in some shape or form, is likely to be integrated into a retail product in the future. Just last week, Lionhead head Peter Molyneux teased that there was "a very interesting reason" why the updated Milo & Kate demo was not shown to media outlets during E3. Could it be that Molyneux is saving the big reveal for his scheduled TED talk? Probably not -- but the "game changing" designer will be lecturing about his "astonishing virtual friend" on Tuesday, July 13. Hopefully, he'll start to Kinect some of the dots.

  • Molyneux: 'Milo & Kate' fully playable, 'ten times more amazing' than before

    by 
    Mike Schramm
    Mike Schramm
    06.24.2010

    While we did get to see (and be impressed by) Fable 3 at E3 last week, there was no sign of Peter Molyneux's other big project, the demo now known as Milo & Kate for the hardware now known as Kinect. Molyneux tells CVG that it is now fully playable, and "ten times more amazing" than it was when we saw it at last year's E3. The game was shown off to celebrities, presumably at the closed-doors hands-on session held during the bizarre Cirque du Soleil event last week. So why didn't we get to see it? "There's a very interesting reason why," says Molyneux, "but I can't tell you why." Really, Peter? Didn't we mature past this random, vague hype? Fable 2 was great, and Fable 3 looks good, so we'll be patient. But the reason why Microsoft didn't show off what sounds like one of its most enticing Kinect titles had better be "interesting" indeed.

  • Preview: Fable 3

    by 
    Christopher Grant
    Christopher Grant
    06.22.2010

    One of the most impressive things about Fable 3 isn't the redesigned menu system (it's a room!), the path from revolutionary to royalty (it's like two games in one!), or even the "touch" mechanic (drag a hobo to his death!); instead, it's the release window: this year. For those of you keeping track, that's just two years and five days after the release of Joystiq's 2008 game of the year, which Peter Molyneux told us is a new experience for him. "A very unique thing about Fable 3," Molyneux said, "is it's been developed in two years. At both Lionhead and Bullfrog, I've never done a game in two years before." And what that means is that Fable 3 looks a lot like Fable 2. But before you run off, screaming something about "sequelitis" and the "creative bankruptcy of the video game industry" we want to be clear: While I, and most of the Joystiq staff, loved Fable 2, we can all agree it would have benefitted from some refinement. %Gallery-95691%

  • Fable 3 launches on October 26

    by 
    Ben Gilbert
    Ben Gilbert
    06.14.2010

    Ready to drag some slaves back into your dungeon, Fable-style? Well, you'd better be, 'cause Fable 3 is heading to Xbox 360 and PC on October 26. Peter Molyneux hit the stage at this morning's Microsoft press conference and let the release date slip. We'd love to tell you more, but frankly, there's not much else to say. We'll have a new trailer for you (featuring dog grabbing, no joke) just as soon as Microsoft hands it over.

  • Fable 3 dev diary reveals Jasper the butler, played by John Cleese

    by 
    David Hinkle
    David Hinkle
    05.13.2010

    We can't imagine anybody being a better butler than John Cleese. It's not that we've always pictured a life of indentured servitude for the man -- we're just excited by the prospect of hanging out with him in Fable 3. After you've seen this latest Lionhead dev diary, you'll wish you had your own, luxurious Jasper immediately. Oh, there's also talk of the game's new 3D graphical interface -- but is that played by John Cleese? We thought not.

  • Make babies with a co-op partner in Fable 3

    by 
    Griffin McElroy
    Griffin McElroy
    04.12.2010

    Still not sold on Fable 3 as an iterative improvement over the last game in the series? Well, you might just change your mind when you hear about the game's latest feature, which was recently revealed in the latest Official Xbox Magazine: When you're not busy building a monarchy and roaming the wild landscape of Albion, you'll "be able to enjoy, ahem, intimate moments with your co-op friend and eventually produce offspring together," according to the mag. We hope this isn't another one of those "no, really, the trees will grow" scenarios, because this is quite possibly the sexiest thing we've ever heard. Sure, it might lead to some horrifically awkward Xbox Live voice messages, but its raw sexiness is undeniable. %Gallery-85302%

  • Molyneux: Fable 3 has a pretty darn good voice cast

    by 
    Justin McElroy
    Justin McElroy
    04.08.2010

    It's a beautiful day to be a Joystiq reader and a fan of Peter Molyneux. After years of extensive testing and the (as it turns out, unnecessary) deaths of millions of lab animals, we've finally perfected the Peter Molyneux Quote Realisticator 2007 (sorry about the name, we had to delay it a few times). So now, when Peter Molyneux tells IGN that Fable 3 will feature "the greatest cast that any computer game has ever had," you know it's the equivalent of a regular person saying, "Fable 3 has a pretty darn good cast." Actually, we're a little surprised his praise is so mild. John Cleese as your butler? Stephen Fry as Reaver? What does it take to impress you, man? %Gallery-85302%

  • Molyneux says Natal focus testing is 'almost impossible'

    by 
    Mike Schramm
    Mike Schramm
    03.24.2010

    Peter Molyneux says that the biggest problem with Project Natal isn't the difficulty in programming for a new technology, but the potential users themselves. Speaking with the Times Online, Molyneux says that the Natal tech is "so different and new that trying to get a focus group to look at it and respond is almost impossible." Perhaps it's not just that people aren't responding to the likes of Milo, it's that they don't realize he will respond to them. Molyneux clarifies that his team is still working on the to-be-announced project, which we saw "glimpses" of at E3, and that they've increased "emotional engagement" since then. "The only way I see you at the moment is through your thumbs," he says. But Natal lets a virtual character see everything from body movement to facial expression, and that, says Molyneux, allows his team to "design experiences that truly resonate with you as an individual, rather than with a mass of people." While its an intriguing concept, such an open-ended design makes for a lot of pressure on the developer to ensure accessible to all kinds of individuals. Good thing there's plenty of time to pencil in more focus groups before Natal's holiday launch. [Via TVGB]

  • Molyneux says Heavy Rain offers the 'first glimpses of the future' of games

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    03.16.2010

    If only Sony had waited until after the South by Southwest festival to release Heavy Rain, the publisher could have printed several glowing quotes from a known Xbox consorter on the back of the PS3-exclusive's game box. Oh, well -- there's always the "Game of the Year" edition. During a a one-on-one conversation with writer Frank Rose at SXSW this week, Fabled designer Peter Molyneux heaped praise on Heavy Rain, calling it "absolutely brilliant." "I recommend anyone who wants to start to see the first glimpses of the future of video games to go out and buy it," Molyneux advocated, before exposing his softer side to the audience. "But, personally, I could not bring myself to play more than 90 minutes, because the world that was there was so dark and so emotionally involving I felt emotionally beaten up." Aww, Mr. Molyneux. "But there's no question in my mind that games like Heavy Rain -- games that have a new fidelity in the way that they present their experiences; obviously made with cinematography and motion capture in mind -- can really show the way forward to a new form of entertainment, which is evolving the story and choices and consequences." Molyneux steadfastly declared, having apparently recovered from painful memories of the game (perhaps cries of Jason? Jason? Jason! still faintly echoing in his head). Molyneux also commended developer Quantic Dream's design choices, observing that the QTE interface "really meant that you had to pay attention all the time because you didn't know whether these quick-time events were going to come up"; though he noted that such gameplay mechanics "may be a little bit tired after a while." Still, he said, "I have to take my hat off to [Quantic Dream] ... There's a couple of things they do in that game which were really revolutionary, and what they do with quick-time is fantastic." "Us designers were just laughing because we thought quick-time was dead, but that really was part of the drama of Heavy Rain."

  • Molyneux explores Fable 3's episodic potential (with the aid of Charles Dickens)

    by 
    Christopher Grant
    Christopher Grant
    03.15.2010

    During a one-on-one conversation with writer Frank Rose at South by Southwest titled "The Emotion Engine: Can a Video Game Speak to the Heart?," Lionhead's Peter Molyneux offered some early details on the episodic potential of Fable 3, citing the serial nature of Charles Dickens' novels. He began by comparing Fable 3's industrial setting to the mid-19th century setting of Charles Dickens' London, calling it a "brilliant time to set a game." "You look at the characters and the world that someone like Charles Dickens developed and you think, 'Well, it would be brilliant to feel like you're walking through that Dickensian version of London with a little bit of darkness.' Those novels, if you don't know them, are very, very dark," Molyneux explained. "They're written in a way that breaks the story up into these episodes. So why don't we do a similar sort of thing?" Though Molyneux told Joystiq just last week that Fable 2's episodic experiment had been "massively successful," he stopped short of promising similar functionality for Fable 3; however, yesterday, he seemed to suggest they would be doing just that. "So what we're thinking with Fable 2 to start off with, and with Fable 3, we're going to give you the first big episode and then allow you to continue to download new episodes," Molyneux said. "And that's analogous to the way Charles Dickens wrote his books." Asked if he would be developing these episodes "as you go along," Molyneux responded, "This is the new world of computer games where in fact, a lot of us are now saying, is, 'If we can have a really strong digital relationship with people then that means you don't have to entirely finish your game or your universe or your experience on release.'" Now, before you get upset, appreciate that Molyneux knows how "strange and bizarre" that sounds, so he's got two examples to help you better understand.

  • Fable 2 episodic experiment deemed 'massively successful' by Molyneux

    by 
    Christopher Grant
    Christopher Grant
    03.13.2010

    At the tail end of our GDC interview with Lionhead's Peter Molyneux, we remembered one more question we simply had to know: How well did Fable 2's episodic experiment go? We'll refresh your memory: Last August, Molyneux announced plans to release Fable 2 as a series of five downloadable "episodes," with the first one given away and the subsequent four priced at $10 each. Molyneux's response: "That was hugely successful. There were something like over half a million. I think it was 600,000 downloads of the first episode, which was very, very cool." Of course, the first episode was free so how was the conversion rate? "It was a much higher than a normal conversion rate," Molyneux smiled. "Massively, massively successful, and I really love this relationship, which is much more sliced into episodes with consumers." Of course, knowing where we were going with this particular line of questioning, Molyneux preemptively offered an answer."But we're not announcing whether that's coming out in this release," he said, tossing a smile towards the attentive PR people behind me.

  • Molyneux: Motion gaming is making devs 'sweat'

    by 
    Ben Gilbert
    Ben Gilbert
    03.12.2010

    You hear that, developers? You should be shakin' in yer boots -- motion-based gaming is going to force you to throw away everything you've ever learned about game design and start anew. At least that's what Lionhead's Peter Molyneux (not so exaggeratedly) had to say when quizzed on the subject of the "arms race" between the big three for waggle supremacy. "All of this stuff is making all the designers sweat -- I've met lots of designers at GDC, and we're all very bleary-eyed at the moment because every rule we've got, we're having to throw away," Molyneux told Eurogamer. And understandably so. Between WIi's established console dominance (not to mention last year's MotionPlus add-on), this week's unveiling of PlayStation Move, and Microsoft's Project Natal this holiday, there's a lot to work with. It's this problem, though, that Molyneux believes will forge new types of game experiences in the years to come. "I don't think the first wave of these motion-control titles will be what you expect .... just as with every hardware chain, it's the second wave where they usually come up with stuff that's interesting ... so the second wave could be really cool." And as far as Natal in Fable 3 goes, the eccentric developer kept mum on the specifics, only offering, "You can expect us to use Natal to make you laugh and to surprise you and to give you this feeling of power -- there are some very obvious things we could do, like controlling the GUI in Natal, and it doesn't really excite me." Tom Cruise will be so disappointed.

  • Fable 2 sold 3.5 million copies, Lionhead 'needs' 5 million for Fable 3

    by 
    Richard Mitchell
    Richard Mitchell
    03.11.2010

    Speaking during GDC, Peter Molyneux highlighted Lionhead's strategy for Fable 3, specifically noting that a franchise will die if it fails to grow. "If we don't grow as a franchise, If Fable doesn't get bigger as a franchise," said Molyneux, "then it will eventually die." Lionhead is "very happy" with the success of Fable so far, with Molyneux stating that the original Fable sold "about 3 million" copies, while Fable 2 moved approximately 3.5 million. He added that he hopes that 25-30 percent more people will play Fable 3, explaining Lionhead's plans to craft Fable 3 as more of an action-adventure title -- a genre which tends to perform better than RPGs. The overall goal for Lionhead is to sell more than five million copies of Fable 3. According to Molyneux, Fable 3 needs to sell that many in order to "be part of the big boys, the big blockbusters." How will Lionhead rope in that many new customers? Read our full coverage of the Fable 3 GDC panel to find out.