uto, 9. siječnja '07 u 19:55
Zasad najnovija Mišljenja od kreatora o Fable 2:
Making the Character feel deeply towards himself and the world around him.
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"Making people feel like they are truly emotionally engaged. That is far, far more important than any feature I can suggest," he said. "Far more important than technology. Far more important than storyline...It's not just 'wow, my gun can fire 500 bullets rather than 400 bullets,'… it's 'wow, I've just shot someone, and that person relied on me or cared about me in this game,' and making you feel like you really have shot someone. That's what I think is more important. That's what I think as a designer I should be thinking about."
More mature ambiance.
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Has to be stunningly beautiful both in outdoor areas as well as darkly beautiful.
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Much more room for exploration.
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"The world definitely is much bigger and it also feels better," Charlton explains, "There are more things to do within each area and we absolutely have to make them interesting and absorbing. Too many times have I spent playing RPG’s set in vast barren wastelands. Fable 2 retains the Fable 1 organic, intimate feel, while giving players tons to explore and discover. We are really trying to pack the world with exploration, interaction and secrets."
More influence while being either rich or poor.
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Engine:Lionhead uses its own inhouse engine, codenamed "Lionhead Engine".
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Lionhead will be using the Kynapse navigation engine for the utility of physics during the production of Fable 2.
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"With Kynapse, Non Player Characters can move around in any 3D dynamic world, understand their environment, hide, communicate, cooperate, drive vehicles, etc."
Height maps are being used.
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"Think of water levels rising and opening new (higher positioned) locations that were inaccessible earlier. Or think a big hole in the ground that you can fall into."
The storyline:Fable 2 will be taking place 500 years after the events in Fable & Fable: The Lost Chapters.
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Lucien is the antagonist of Fable 2.
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During the game lifespan, Lucien tries to build a 50 mile (80.47 kilometer) tower.
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You will age over 50 years.
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Your sister is kidnapped at the beginning of the story.
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"If the characters in Fable one were ‘yokel’, Fable 2’s are ‘highwayman’. You start life in the slums. In fact the opening sequence follows a bird soaring over the land, into your city. And then the bird sh*ts. And the camera follows the sh*t down, down, and it finally lands on the head of your character, a small child, scum in the city’s gutter. Your character has a wonderful unconditional love for its sister, but she’s taken away from you mysteriously early into the story. It’s here I should also introduce Lucien, as the baddie of the piece. Lucien is engaged in building a 50-mile high tower, which he constructs through the 50-year story. Your character’s quest for a sword will sooner or later bring him into contact with Lucien."
Production:At least 70 people currently working on Fable 2
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It is being produced exclusively for the Xbox 360.
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Fable 2 Design document is up to 1,364 pages pages long.
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SketchUp software is being used to add placeholders during level creation.
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Fable is now at “First Playable” stage (Should not be confused with Alpha).
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Scetches are rendered using the engine from Fable: The Lost Chapters in order to get a vivid look at the world and it is then transferred to the new Fable 2 engine.
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Features:A level which for now goes by the name of “Censorwood” is a level which equals the size of all the Greatwood regions from Fable put together.
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"Bowerstone M[Censor]" and "[Censor]wood" have also improved in appearance.
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Players can leap of cliffs.
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Players will be able to plant acorns in Fable 2 and watch them grown into trees over time.
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There is a small campsite in the middle of the forest named Brightwood.
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Your actions in certain places will directly or indirectly affect their outcome if several different ways:
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"The first time you encounter the camp, you might think that any decision you make on how to interact with it is insignificant, but according to Molyneux, the effects of even your seemingly trivial actions will be felt for decades. If you choose to trade with the camp, for example, you might find that it has developed into a small settlement when you're in the area again 10 years later. After another decade, that small settlement might grow into a village, and ultimately it could become a thriving town or city. If you decided to loot the camp and kill its inhabitants, on the other hand, the land it occupied would be reclaimed by nature, and 10 years later you'd never even know it was there."
You can play as a male or female.
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You can get married and have children.
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You can have multiple children
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"Your offspring's appearance will be determined by your spouse's characteristics and by your own at the time of conception, and regardless of what path you choose to take through the game, that child will love you unconditionally. If you've opted to play as a woman, it'll be you that gets pregnant, of course, but that's a preview topic for another day."
Your children will imitate you:
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"Further, they would imitate you, whether you're good or evil. A seven-year-old might come rushing out of the house yelling "Daddy, daddy, daddy!" And, if you're evil, he might point out to you his new tattoo or boast about something awful he had done."
If you’re a female and decide to have children, then it will be you who become pregnant.
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You can opt to have protected or unprotected sex.
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You will start out as a vagabond and through time you will be able to accumulate wealth and purchase lands and property.
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"you'll start out as a street urchin with absolutely nothing to lose. Your physical transformation as you become an adult in the game will be determined by a number of factors in addition to the requisite good/evil mechanic, including cruel/kind deeds, and whether you become rich or poor. If you manage to accrue a significant amount of wealth in the game, you'll have the option to unlock additional game content by purchasing each and every building in the world, including castles, catacombs, and the like. If you never have more than two gold pieces to rub together, your experience, your appearance, and the ways that people in the world react to you will be very different."
You will be responsible for supporting your family both by presence and monetarily seeing as this will affect their outcome as time passes.
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No cutscenes in Fable 2.
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You will be able to have jobs.
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"You will have the opportunity to buy everything, including castles and dungeons! You can rise to be King of Albion should you gain enough riches by unlocking more quests. You’ll really feel like an owner. Alternatively you can rush through the game without seeking riches, earning renown and experience as a Hero, but not earning so much money. In Fable 2 you will now be able to take jobs! Work as a barman, a farmer, or even a prostitute should you wish, leveling up with experience."
Fighting will feel much more dramatic.
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"one hit kills didn’t work and constrained combat really did! We’ve got new physics for the weight of the sword and it will now make proper contact with walls. It really feels like you’re holding a weapon now. Moves really change with location. Walking down a tight corridor you can’t swing, only lunge. This makes you long for the open space at the end, where you can really get in some swinging samurai moves. It’s no longer just a button combo or a weapon; it’s where you are and who you fight. It’s also changed how levels are built and even your allies can constrain your combat in interesting ways."
Each tree, including branches and leafs are animated singularly meaning it will flow with its own natural physics.
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Fable 2 will have some sort of online feature which allows for team mechanics (not yet specified).