Fable: The Journey Closest We’ll Get to Project Milo

<p>Back at E3 2009&comma; LionHead Studio showcased <em>The Milo Project<&sol;em> which would later be known as <em>Milo &amp&semi; Kate<&sol;em>&period; The idea behind the project was to create an AI that users could feel an emotional connection with&period; Months after E3&comma; the project would fade away&period;<&sol;p>&NewLine;<p>At E3 last year&comma; Peter Molyneux showed <em>Fable&colon; The Journey<&sol;em>&period; This marked the first time the studio made an attempt at a Kinect title since <em>Milo&period;<&sol;em> LionHead hoped the game would be a similar experience of emotion and technology&period; Molyneux&comma; however&comma; came away from the demo unhappy due to the game being presented as a dumbed down game that was on-rails&period;<&sol;p>&NewLine;<p>In <em>The Journey<&sol;em>&comma; LionHead has moved away from the franchise character’s bloodline for the first time&period; Gabriel&comma; a traveler who roams the land by horse &lpar;which players can either care for or bully&rpar; is introduces as the game’s protagonist&period; The game is set in Albion&comma; where all roads lead to hero-dom&period; While the on-rails elements are still very prevalent&comma; <em>Fable&colon; The Journey<&sol;em> has all the ambitions of Molyneux’ <em>Milo&period; <&sol;em><&sol;p>&NewLine;<p><a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;fable-journey-closest-project-milo&sol;fable-the-journey-reveal&sol;" rel&equals;"attachment wp-att-15799"><img class&equals;"aligncenter size-full wp-image-15799" title&equals;"Fable The Journey reveal" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2012&sol;05&sol;06200817&sol;Fable-The-Journey-reveal&period;jpg" alt&equals;"" width&equals;"282" height&equals;"179" &sol;><&sol;a><&sol;p>&NewLine;<p>&&num;8220&semi;What we&&num;8217&semi;ve taken is a premise which is what <em>Milo<&sol;em>&&num;8216&semi;s all about&colon; empathy and emotion&comma;&&num;8221&semi; says creative director Gary Carr&period; &&num;8220&semi;We&&num;8217&semi;ve got empathic stuff that&&num;8217&semi;s called &&num;8216&semi;Audio Empathy&&num;8217&semi; which comes from <em>Milo<&sol;em>&period; That basically takes rhythms of the voice&comma; and the horse can twitch his ears and nod his head&period;<&sol;p>&NewLine;<p>&&num;8220&semi;You can also hurt your horse&period; If you do that on a controller you don&&num;8217&semi;t really care&period; There&&num;8217&semi;s a window between you&period; But there&&num;8217&semi;s something about physically doing something like pulling the reigns or petting the horse&period; You physically do that&comma; therefore something in your brain triggers in effect and we can use that to make you feel guilty&period; We can use that to make you feel like you care&period; We can use that in so many ways&period;&&num;8221&semi;<&sol;p>&NewLine;<p>One of the main interests of the studio is to create an emotional bond&period; In <em>Fable II<&sol;em>&comma; we were playing with a dog companion&period; Now the studio has included a horse&comma; hoping that the ability to carry the protagonist will create a physical and emotional bond&period; While LionHead is still trying to master creating emotionally-charged AI&comma; studio co-founder Marc Webley states that they are not quit Hollywood&comma; but they are working on it&period;<&sol;p>&NewLine;<p>&&num;8220&semi;Having someone cry in a game would be amazing&comma;&&num;8221&semi; he says&period; &&num;8220&semi;We want to play with people&&num;8217&semi;s emotions&period; But looking at other mediums&comma; looking at Hollywood &&num;8211&semi; they&&num;8217&semi;ve got years and years of experience doing that&period; You can&&num;8217&semi;t really do that easily with a game because you&&num;8217&semi;re forced to ask yourself as a designer &&num;8216&semi;what&&num;8217&semi;s the player doing while this long cut scene is playing out&quest;'&&num;8221&semi;<&sol;p>&NewLine;<p>In order to accomplish this&comma; the studio decided to take a linear approach&period; <em>The Journey<&sol;em> will be a long-play title&semi; featuring a 10-hour-long campaign with the potential of 20 hours of replayability via an arcade mode&comma; shooting gallery&comma; and in-game collectibles&period; Although the game does not include a protagonist of the series’ normal bloodline&comma; the ever mysterious Teresa will be present&period;<&sol;p>&NewLine;<p><em>The Journey<&sol;em> will highlight what Kinect is great at&comma; promoting physical interaction&period; It will also be a great example of LionHead using their position with Microsoft to push the technology further in the direction to a new narrative&period; To compliment the long-play narrative&comma; LionHead used some technology from its earlier Kinect title&period;  The skeletal tracking system used to detect user’s gestures was taken from <em>Milo<&sol;em>&comma; so was the inclusion of seated gameplay&period; <em>Fable&colon; The Journey<&sol;em> is playable while sitting down&period; This technology is a recent advancement made with the Kinect&period; Other games that are payable with Kinect while seated are <em>Forza Motorsport 4<&sol;em> and <em>Gunstringer<&sol;em>&period;<&sol;p>&NewLine;<p><a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;fable-journey-closest-project-milo&sol;fable-the-journey-combat&sol;" rel&equals;"attachment wp-att-15795"><img class&equals;"aligncenter size-medium wp-image-15795" title&equals;"Fable The Journey combat" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2012&sol;05&sol;06200835&sol;Fable-The-Journey-combat-300x168&period;jpg" alt&equals;"" width&equals;"300" height&equals;"168" &sol;><&sol;a><&sol;p>&NewLine;<p>&&num;8220&semi;With <em>Forza <&sol;em>you had to sit slightly on the edge of your seat&period; But they were a year ago&comma; so we&&num;8217&semi;ve got an extra year on that&period; In <em>Journey <&sol;em>you can slouch&period; It doesn&&num;8217&semi;t worry that you have your coffee table over there&comma; you don&&num;8217&semi;t have to clear space&period; That was an important step change&colon; people don&&num;8217&semi;t have to re-jig their living space&period; When you look at houses here in Guildford&comma; England or in Japan where the living spaces are tiny&comma; you need to offer the ability to sit down&comma; which is a concept that came from <em>Milo<&sol;em>&period;<&sol;p>&NewLine;<p>&&num;8220&semi;I think that with Kinect there are going to be some step changes that will make the games come through&comma;&&num;8221&semi; says an enthused Carr&period; &&num;8220&semi;And one of those things is seated gameplay&period; Because I think a lot of developers were just waiting for that kind of technology&period; It&&num;8217&semi;s easier for us to develop it because we&&num;8217&semi;re first party&comma; we&&num;8217&semi;ve got Microsoft supporting us&period; It&&num;8217&semi;s not fair on third parties to write this kind of technology&period; It takes time and it&&num;8217&semi;s probably taken us the best part of two and a half years to write it&period; Now I think once this is released back to the industry&comma; we&&num;8217&semi;ll just see lots of long-play games where you can sit down and play&period;&&num;8221&semi;<&sol;p>&NewLine;<p><a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;fable-journey-closest-project-milo&sol;fable-4-the-journey&sol;" rel&equals;"attachment wp-att-15796"><img class&equals;"aligncenter size-medium wp-image-15796" title&equals;"Fable-4-The-Journey" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2012&sol;05&sol;06200826&sol;Fable-4-The-Journey-300x160&period;jpg" alt&equals;"" width&equals;"300" height&equals;"160" &sol;><&sol;a><&sol;p>&NewLine;<p>In order to limit the ability of the player to veer off the narrative path&comma; LionHead decided to experiment with <em>Fable<&sol;em> from a different angle&period; In a series first&comma; the game will be in first-person&period; The idea is to make the story as much yours as it is that of Gabriel&period; Every action the player does has an effect on Gabriel&semi; punch your arm into the air and a bolt flies out of Gabriels&comma; wave your hand in front of a digital pond and water will drip off his&period; The goal is to be more physically tied to the player&period;<&sol;p>&NewLine;<p>&&num;8220&semi;Like&comma; the problem with <em>Fable 1<&sol;em>&comma; <em>2<&sol;em>&comma; and <em>3<&sol;em> is we had this awesome simulation population but &&num;8211&semi; and this is my personal feeling &&num;8211&semi; you then just got married to a random person&comma;&&num;8221&semi; says Lionhead designer Ted Timmins&period; &&num;8220&semi;They had some random name like Bill but it didn&&num;8217&semi;t really quite mean anything&period; So in <em>Fable&colon; The Journey <&sol;em>we wanted to actually create these characters that stand out&comma; they have a personality&comma; they have a name&comma; they talk to you&comma; and they know you&period;&&num;8221&semi;<&sol;p>&NewLine;<p>&lpar;Via <a href&equals;"http&colon;&sol;&sol;www&period;theverge&period;com&sol;gaming&sol;2012&sol;5&sol;29&sol;3049535&sol;fable-the-journey-is-the-closest-well-ever-come-to-peter-molyneux">The Verge<&sol;a>&rpar;<&sol;p>&NewLine;

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