![]() It is possible that it was meant to contain some RPG elements during this peroid, but really the game's vision was like an Action/Strategy game more than anything. " Imagine playing a 3D Zelda, where the world is constantly changing for you, and where your actions alter the world for other players at the same time." - A quote from Dene Carter in the WishWorld design documents. ![]() If your character had water abilities you could fill an ocean with mermen then make one of them very large and ride him into a battle. You could shape the world around you with your magical abilities, An example is that you can protect your base and order creatures to protect and explore around the area. Instead, Wishworld was a magical combat game where you could change the world around you to fit your demands. However, its main focus at the time wasn't being a RPG. This idea had a design document made for it and some of those designs can still be felt in the world of Fable to this day. The texture for Wasps in Fable also use the name of Thingy in the game files, but according to Co-Creator Dene Carter, this is merely a coincidence.Ī couple of other joke names were thrown around during this period, including the very odd code name of " Jesus 2000" which Dene says was an obscure name that he came up with one time as a joke at Peter Molyneux's house.īefore Fable, there was an idea by the name of WishWorld. ![]() Since they didn't have a solid vision for the game or a name to go along with it yet, a lot of these joke names were used. The Lionhead Dev Diaries for Fable also mentions that the game was apparently named " Thingy" at one point in development, as a joke amongst the developers at Big Blue Box Studios. Though it was still in pre-production, they named this little project of theirs " The Game." After brainstorming a variety of ideas that they wanted to try and implement into their new game, the team over at Big Blue Box started to compile the ones that they thought were the most interesting and could help make their game stand out from the rest. Concept art was being made and people where sharing their thoughts on how they wanted to approach the project. When ideas were slowly being put together, yet there was no clear vision of how they wanted to achieve those goals. Think of this as the Primordial Soup of Fable's development. The Carter brothers also managed to form a small team of people for their company along the way, who shared their passion for a unique Roleplaying experience. I don't suppose Big Blue Box sounds too stupid, does it?" and just like that, the company Big Blue Box Studios was born. It took them about 13 years to finally put their plan into action and after 2 months of struggling to come up with a name for their new game development company, Dene simply stated " Oh bugger. " We wanted to create a roleplaying game like no other" - a quote from the Development Diaries by Lionhead Studios for the original Fable and is the opening for the Concept Art section.īack in 1985, two brothers named Simon and Dene Carter made a vow to each other that some day, they would do just that.
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