![]() ![]() Despite his recent reliance on crowdfunding outlets, Molyneux's forthright opinions could make any future approach to traditional publishers difficult. ![]() While it's certainly refreshing to see a major player such as Molyneux admit to his mistakes, the designer's level of openness has never really been in question. I talk to a lot of creative people and they’re often disappointed in their own work." There’s an empirical decay between what the idea is in your mind and what you end up with, no matter what creative field you’re working in. You’re not seeing someone who’s a brilliant PR person who’s selling ice cubes to the arctic. I just shouldn’t get so excited in front of the press. “The trouble with me is I do this stupid thing, and I always do it, where I start talking in an excited way about what I’m working on before I’m finished.” And what people are actually seeing is me as a designer being excited about what I am doing. In response to his reputation as a PR-nightmare, Molyneux continued: ![]() But would it be that perfect gem that’s in my mind? No.” If I had my time again, I’d take the advances we made from Fable 1 to Fable 2, I’d make the same advances from Fable 2 to Fable 3 and spend another entire year working on Fable 3. It was built to be much bigger than what it was constrained to be and eventually ended up as. “I think Fable 2 was a step in the right direction. Fable for me was this beautiful, incredible, amusing, funny, artistic, wonderful gem of a game that anyone could play, that tugged on the heartstrings and that was instantly engaging the gem that was in my mind has never come to be, it’s always flawed in some way. “In my mind, as a designer, whenever I’m making a game I have this perfect jewel in mind. This latter effort is one the developer has never seemed quite happy with, admitting in 2011 that the project had many unfortunate, crunch-related shortcomings. Now, in an interview with Develop-Online, Molyneux has taken that admission one step further, calling the game itself "a train wreck." Prior to returning to the indie scene in 2012, the designer capped off his lengthy tenure at Microsoft by completing work on two more Fable titles, the Kinect-powered Fable: The Journey and king-making trilogy topper Fable 3. ![]()
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