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	<title>Fable Junkie</title>
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	<link>http://fablejunkie.com</link>
	<description>For the latest News and Information for all things Fable</description>
	<pubDate>Sat, 20 Feb 2010 13:10:20 +0000</pubDate>
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		<title>Question and Answer Session with Peter Molyneux</title>
		<link>http://www.projectego.net/822/question-answer-session-peter-molyneux.html</link>
		<comments>http://www.projectego.net/822/question-answer-session-peter-molyneux.html#comments</comments>
		<pubDate>Sat, 20 Feb 2010 13:10:20 +0000</pubDate>
		<dc:creator>Urahara</dc:creator>
		
		<category><![CDATA[Fable News]]></category>

		<category><![CDATA[projectego.net]]></category>

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		<description><![CDATA[Written Friday, February 19, 2010 by Dan Webb

Say what you want  about Peter Molyneux, Microsoft’s European Head of MGS and father of  the Fable franchise, the man knows his stuff. He may get carried away  sometimes and oversell his franchises, but you don’t last in this  industry for 20 years without [...]]]></description>
			<content:encoded><![CDATA[<div><a href="http://www.xbox360achievements.org/news/news-4442-X10-Interview--Peter-Molyneux---The-Man-of-a-Million-Words---Talks-Fable-3.html">Written Friday, February 19, 2010 by Dan Webb</a></div>
<p><img src="http://www.xbox360achievements.org/images/news/x10button.png" alt="" width="490" height="100" /></p>
<p>Say what you want  about Peter Molyneux, Microsoft’s European Head of MGS and father of  the Fable franchise, the man knows his stuff. He may get carried away  sometimes and oversell his franchises, but you don’t last in this  industry for 20 years without knowing a thing or two about games.  Molyneux, the passionate maestro himself, was demoing the latest  addition to the Fable 3 franchise at X10 this year and was on hand to  answer a few questions.</p>
<p><img src="http://www.xbox360achievements.org/images/news/interview-divider.png" alt="" width="490" /></p>
<div><strong>Tracking Fable 1  through Fable 3, what kind of design curve did you follow?</strong></p>
<p>You  know - and I’m only talking about me... What you have to remember is  the team is an amazing team, it’s always been cutting edge and they’ve  always squeezed Fable into the Xbox and into the 360. They’ve done a  brilliant job. Let’s just talk about me as a director, me as a designer  and the ideas that I’ve pushed and bullied through in this thing.</p>
<p>I  think the first mistake in Fable 1 is that I really mistook the idea of  game features as goodness. I just stuffed it full of game features. I  didn’t think about the mechanics of those game features or how to  explain them to people or how to exploit them in the story. It was just  full of more and more stuff. I can remember going into meetings up to 3  months before the game was on the shelves and saying, “I’ve just had  this brilliant idea, why don’t we do this?” That was just insane man, it  is insane.</p>
<p>Then Fable 2 was the dawn of the realisation that  it’s not the number of features you’ve got... you know, you go into a  shop nowadays and if you pick up a box and turn it over, if there’s just  small 6 point writing of all the features and its gadgets, you know  it’s not going to be a pleasant experience. You go into a shop and there  are other products, for example, Apple do this... it’s a phone and it’s  beautiful, that’s it... “Oh right, that’s what I want.” The thing with  Fable 2, it’s not the number of features, it’s how we exploit them...  how we exploit them in the gameplay. What they mean to the player, how  easy people understand it and then there was this amazing moment when  this piece of research came back and it was... more than half the people  that played Fable 2 understood and used less than half the features of  the game. And as soon as you say that, you think, “oh my god, what a  talentless bastard I really am,” because how can I have made a game that  people understand less than half of his mechanics. It’s like making a  film where people are like, “that was cool... I don’t know what the hell  was going on, but it was quite cool.”</p>
<p>You know, that seems  wrong, so I think Fable 3 is all about using mechanics, exploiting  mechanics, giving gameplay reasons for things... you know expressions  were cool in Fable 2, but they were a way of just doing a fart joke over  and over again. Let’s be honest about it. That’s what they were. There  was no real meaning to them. There was no real emotional connection, so  they needed to have an overhaul, and the way you overhaul them is to  make them simpler, so that more people can use them. You know, this  striving for simplicity and accessibility in giving true depth. You want  100 percent of the people to understand 100 percent of the game.</p>
<p>That  was a much longer answer than you thought it was going to be, right?</p>
</div>
<div>
<p><img src="http://www.xbox360achievements.org/images/news/interview-divider.png" alt="" width="490" /></p>
</div>
<div><strong>Do you think  it’s a brave move making Fable more accessible, do you think it will  alienate fans of the franchise who loves its intricacies?<br />
</strong><br />
No,  I think what it just comes down to is – you can design a game around  ten percent of your audience if you want to, but you’re probably being a  bit lazy about it, and you know what? The world moves on, man. There’s a  great analogy I realised from another question earlier on – there’s a  fantastic television series; one of the most successful television  series of all time that doesn’t seem like it’s changed, but it has, and  it’s Coronation Street.</p>
<p>You know, Coronation Street has  continually reinvented itself over and over again. You watch one episode  of Coronation Street today and you compare it to an episode of  Coronation Street from ten years ago and it’s totally different, man.  That’s the genius of what makes that programme so unbelievably  successful. It’s a format that’s got a life of its own, and why should  Fable not be the same?</p>
<p>I love the idea of surprising people and  getting people to do everything the game is capable of, and that’s all  down to what they understand and the accessibility of what’s there. You  know, I like “expressions” and I like the ability to be able to emote  myself, but there’s just no reason for me to do that, and then you start  to introduce the “touch” system and the “follower” system and you’re  like “of course!” Now it fits in, now it’s part of the game, now there’s  a reason for me to do that. There’s a consequence to me doing that and  it all adds up.</p>
</div>
<div><img src="http://www.xbox360achievements.org/images/screenshots/1138/med_Fable_3_1.jpg" alt="" width="490" /></div>
<div><strong>So the news that will “piss gamers off” was  simply the removing of a couple of features, can you talk a little bit  more about that and why you said that?</strong></p>
<p>What I’ve come to  realise is this conversation I had in a taxi rank in Copenhagen when it  was minus fifteen and snowing, has turned into what seems like a  brilliant PR line: “Peter Molyneux says he’s going to piss everyone off  then he comes to America and reveals all and doesn’t piss anyone off.”</p>
<p>It  genuinely was me standing in the snow, minus fifteen, waiting for a  cab; we were talking about game design and Fable III and I said “you  know what? I’m really worried; I’ve changed so much in Fable III. I’m  worried about pissing people off.” Suddenly, with the power of Twitter  that became a PR line; it wasn’t that at all.</p>
<p>I think what I was  really getting at is just because you as a designer feel that – God, if  I remove experience and health bars and put levelling up from a 2D  interface to a 3D interface, some people are going to get really upset,  but that’s not a reason not to do it, man. It’s actually a reason to do  it.<br />
That’s what I was really, really talking about because I know  some people are going to miss health bars and going to miss experience,  but that’s not a reason not to do it, especially if those people – their  total number is getting smaller and smaller.<strong><br />
</strong></p>
</div>
<div>
<p><img src="http://www.xbox360achievements.org/images/news/interview-divider.png" alt="" width="490" /></p>
<p><strong>Would it be fair to say that you’ve  taken the RPG out of Fable then? </strong></p>
<p>I’m not sure I  personally call Fable an RPG. I mean it’s certainly not a 1990s RPG, for  sure. In a way you could look at it as an action-adventure, you know –  there’s a lot of drama, there’s a lot of story, there’s a lot of emotion  in there, but we’re levelling up. And you know, I love that levelling  up mechanic. I’m not the kind of person who likes being given a  pre-canned character and saying “this is you, no matter what,” but  that’s just me, and that’s not to say it’s not okay to make games with  Master Chiefs and all that – they’re brilliant, brilliant games.</p>
</div>
<div>
<p><img src="http://www.xbox360achievements.org/images/news/interview-divider.png" alt="" width="490" /></p>
<p><strong>What was the point at which you realised  you wanted to get rid of experience?</strong></p>
<p>The absolute main  reason is that most people didn’t understand it. We had red experience,  green experience, blue experience… These went into pools… You’d ask  people “how do you get red experience” and they’d say “I don’t know,  sometimes it’s red, sometimes it’s green, sometimes it’s blue.” You  know, that’s wrong; it’s just wrong. I really thought about why you just  get experience for combat; it seemed wrong. This game is about  expressions and getting married, and doing things in the world should be  as important as fighting. As soon as we said the world “followers,”  what people think of you meant more of the entirety of the game.</p>
<p>Same  with the health bar. Here’s the thing about removing the health bar –  we haven’t removed anything; we’ve just copied other games. First person  shooters – the health bar’s in the world. When your health gets low,  the corners of the screen go red, sometimes it gets black and white,  sometimes it gets fuzzy – that’s a health bar, man. It’s the same as  having a little bar except people actually see it.</p>
<p>In Fable II  we were making that bar smaller and smaller and last year when we were  working on Fable III that bar was one pixel high. Nobody was seeing it  and nobody had the first idea that they were about to die because it’s  up there and you’re looking down here! Why not just do what everybody  else is doing and just put it in the world? It just seemed like these  were legacy things where you’re making a transition from where you were  to where you should be.<br />
<img src="http://www.xbox360achievements.org/images/screenshots/1138/med_Fable_3_5.jpg" alt="" width="490" /></p>
<p><strong>What legacy things are you left with  then?</strong></p>
<p>I still love the idea of levelling up and I love  the idea of power. I love seeing myself and my hero grow and get more  powerful – I love that. That to me is what role-playing is all about and  I still love RPGs, but a lot of the levelling up is just a number at  the end of the day. Your levelling up is usually just spending that  experience in the equivalent of a DOS screen. Levelling up is going  nowhere – you absolutely level up.</p>
<p>I love the idea of being able  to choose - that’s the thing about RPGs; it’s about having choices. It’s  not a linear corridor. I love that I can choose to shoot, I can choose  to use magic, I can choose to use weapons – and it’s all about making  sure that’s all really clearly defined. For example, one of the problems  with Fable and Fable II was the whole morphing system. It just didn’t  work because the morphing system was based on experience spending; all  those thousands of hours we put into the morphing system was all  dependent on people spending experience – which they didn’t understand  in the first place – in a 2D screen.</p>
<p>Our fatal schoolboy… MY  fatal schoolboy error, was to put essential gameplay features locked in  that experience screen. Everybody wanted to block, so everybody had to  spend experience on strength, so that means there was one whole morph  no-one ever saw. It was stupid me being stupid.<br />
<img src="http://www.xbox360achievements.org/images/news/interview-divider.png" alt="" width="490" /></p>
</div>
<div><strong>What would  you say the difference between a gimmick and a feature was?</strong></p>
<p>Let’s  use Fable as an example. As it turns out I think expressions in Fable  II and Fable were more of a gimmick than a gameplay feature. You know,  we didn’t really exploit them in the game; they were more about making  people laugh because of the fart joke in many and various ways. There  weren’t any real rewards… okay we did this thing where you got a little  gift if you did expressions in the right way, but after a while that  gift was so meaningless because you had so much money and wealth...  That’s a gimmick.</p>
<p>A game feature is something that is woven into  the drama of the experience; there are real gameplay reasons to do it;  we encourage you to do it, we give you the rewards to do it, and it’s  something you can do over and over again. So for example, in Fable II  what really worked as a gameplay feature which could have easily been a  gimmick, was the jobs. They were very, very simple but they really  worked – you really felt like you were a blacksmith or whatever. That’s  more of a game feature, woven into the game.</p>
<p>What’s so brilliant  about “touch” is that for me, it really does change everything because  in Fable and Fable II and a lot of other games, you’re presented with  choices – whether you’re going to save someone or not save someone – but  now you have to physically drag someone to their fate, it really does  emotionally change it. It’s especially true when we can give you – and  this is telling you more than I should be telling you anyway – if you’re  going to execute someone, we make sure there’s enough space between  where you’re going to execute them and where you are now, that they have  time to make you feel just a little bit guilty about doing it. That  tramp you take into the factory in the demo says, “if you take me in  here I will die in two weeks. My friend was killed by one of these  machines!” And you’re dragging him to it. I’m going to pull on your  heart strings a little bit and that’s why it’s so different from  pressing A and B because you’re physically doing that stuff.</p>
<p>It’s  the same with romance. When you first meet somebody in Fable and Fable  II, getting married was three button presses. There was no courtship;  there were no successes there; now marriage is a real, proper courtship  that you go through. There’s a point in the game where you can marry the  daughter of the mayor of this village called Brightwood; if you marry  her she comes with a whole load of followers because you’re married into  the family of the mayor. There’s a reason to do that, because these  followers are really, really important. I would love to tell you another  reason why they’re really important but I can’t.</p>
</div>
<div><img src="http://www.xbox360achievements.org/images/screenshots/1138/med_Fable_3_3.jpg" alt="" width="490" /></div>
<div><strong>How conscious are you of good and bad choices.  Players always tend to side with the good choices... How do you make the  bad choices rewarding?<br />
</strong><br />
Almost all players take the good  choices. That’s what’s so interesting when you’re coming to something  like Fable III – if you approach it by saying “okay we’ve got to come up  with twenty more moral choices about good and evil,” you’re going to  struggle. Now we say “it’s all about power and corruption and with great  power comes great responsibility”… I can guarantee you Gordon Brown has  choices every day which to you and me seem like moral choices. Should  we pull out of Afghanistan? Should we stay in Afghanistan? Should we  spend this huge wodge of money on the health service or should we spend  it on the troops? Those are moral choices but they’re all about power.  You may not think of them as pure good/evil choices – and I’m not saying  those kinds of choices won’t be in the game – but the real thing you’re  going to think about after you stop playing will make you wonder “was  that the right thing to do?” Those are the kinds of choices kings and  rulers and rebels and revolutionaries really are faced with.</p>
<p>It’s  really interesting – and this may be politically incorrect but – Obama  is a great inspiration to me because for me, this guy before he was even  president, he won the Nobel Peace Prize. He’s the first person ever to  with the Nobel Peace Prize without doing anything; he won it on a  promise. Now, he guaranteed to close Guantanamo Bay in a year. To me,  that’s as simple as picking up a phone and saying “close the place. I’m  the president.” One year later and it’s still open. What went wrong,  man? To me that’s a simple one! And that’s what makes – and this is a PR  line, I’m not going to apologise for it – the story of Fable so  relevant today, because you’re going to be idealistic by the time you  get on that throne. You’ll be an idealist and most people will want to  close those workhouses and turn them all into schools, they’ll want to  get the beggars off the street, they’ll want to empty the coffers of  their treasury and put it out there with the people, but man… I’m not  going to make it that simple. There must be a reason why Guantanamo Bay  is still open and that’s going to be a great story to tell, but I  promised not to say anything more than that!</p>
</div>
<div>
<p><img src="http://www.xbox360achievements.org/images/news/interview-divider.png" alt="" width="490" /></p>
</div>
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		<title>Fable 3 co-op to bring full characters, dogs, weapons into friends&#8217; games</title>
		<link>http://www.projectego.net/821/fable-3-coop-bring-full-characters-dogs-weapons-friends-games.html</link>
		<comments>http://www.projectego.net/821/fable-3-coop-bring-full-characters-dogs-weapons-friends-games.html#comments</comments>
		<pubDate>Tue, 16 Feb 2010 21:14:52 +0000</pubDate>
		<dc:creator>Urahara</dc:creator>
		
		<category><![CDATA[Fable News]]></category>

		<category><![CDATA[projectego.net]]></category>

		<guid isPermaLink="false">http://www.projectego.net/?p=821</guid>
		<description><![CDATA[
If there's one thing we could've used in Fable 2, it was a  more fleshed-out co-op system. Sure, we could see our friends' orbs  floating about Albion and we could even invite them to play as a one-off  character in our world, but it was one unable to collect experience or  [...]]]></description>
			<content:encoded><![CDATA[<div><a href="http://www.1up.com/do/minisite?cId=3176640"><img src="http://www.blogcdn.com/www.joystiq.com/media/2010/02/fable3touch580px.jpg" border="0" alt="" hspace="0" vspace="0" /></a></div>
<p>If there's one thing we could've used in <em><a href="http://www.joystiq.com/tag/fable-2">Fable 2</a>,</em> it was a  more fleshed-out co-op system. Sure, we could see our friends' orbs  floating about Albion and we could even invite them to play as a one-off  character in our world, but it was one unable to collect experience or  have any lasting impact on our game. As you might image, Lionhead's head  lion Peter Molyneux is ready to deliver just that in <em><a href="http://www.joystiq.com/tag/fable-3">Fable 3</a></em>. Molyneux  told the <a href="http://www.1up.com/do/minisite?cId=3176640">4Guys 1UP  podcast</a>: "I heard you all about co-op. You want to have your own  hero come into the world. Okay, fine, you can have that definitely."</p>
<p>Detailing the system further, he admitted that the player's dog and  weapons will also be available in co-op. "When you come into my world,  you come in as your hero, with your dog, with all your unique weapons,  self-crafted weapons. I heard you -- you don't wanna be tied to my  camera, you wanna go off and do your own thing in my world. Fine, fair  enough."</p>
<p>That said, he warned about "consequences" from bringing in said friends  to your own version of Albion. "It means careful who you invite in,  'cause they can screw the whole thing up, man!" And then, when the  possibility of using the new "touch" functionality came up, things took a  turn for the weird. "Yes you can use touch with your co-op partner. Yes  you can walk down the street hand-in-hand. Yes you can drag your co-op  partner to your dungeon and see what happens. Absolutely." Keep in mind,  folks -- what happens in the dungeon <em>stays</em> in the dungeon.  Rawr!</p>
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		<title>Fable III Has New Race And New Continent Confirmed By Molyneux</title>
		<link>http://www.projectego.net/820/fable-iii-race-continent-confirmed-molyneux.html</link>
		<comments>http://www.projectego.net/820/fable-iii-race-continent-confirmed-molyneux.html#comments</comments>
		<pubDate>Mon, 15 Feb 2010 13:18:29 +0000</pubDate>
		<dc:creator>Urahara</dc:creator>
		
		<category><![CDATA[Fable News]]></category>

		<category><![CDATA[projectego.net]]></category>

		<guid isPermaLink="false">http://www.projectego.net/?p=820</guid>
		<description><![CDATA[Peter Molyneux has confirmed that Fable III will  feature a new continent entirely seperate from Albion with a new race of  inhabitants.
Speaking to IncGamers at X10, Molyneux revealed the news when asked about areas and races  outside the confines of Albion, responding with the simple response,  "yes, it will have new [...]]]></description>
			<content:encoded><![CDATA[<p>Peter Molyneux has confirmed that Fable III will  feature a new continent entirely seperate from Albion with a new race of  inhabitants.</p>
<p>Speaking to <a href="http://www.incgamers.com/News/21000/">IncGamers</a> at X10, Molyneux revealed the news when asked about areas and races  outside the confines of Albion, responding with the simple response,  "yes, it will have new races and a whole new environment."</p>
<p>Known as Aurora, the new continent marks the first time  the Fable series has ventured beyond the borders of Albion, if you don't  count Knothole Island, which was still technically Albion anyway.</p>
<p>Fable III will be out in time for the holiday season.</p>
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		<title>&#8220;Fable III isn&#8217;t an RPG.&#8221; - Molyneux</title>
		<link>http://www.projectego.net/819/fable-iii-rpg-molyneux.html</link>
		<comments>http://www.projectego.net/819/fable-iii-rpg-molyneux.html#comments</comments>
		<pubDate>Sat, 13 Feb 2010 14:41:28 +0000</pubDate>
		<dc:creator>Urahara</dc:creator>
		
		<category><![CDATA[Fable News]]></category>

		<category><![CDATA[projectego.net]]></category>

		<guid isPermaLink="false">http://www.projectego.net/?p=819</guid>
		<description><![CDATA[Peter Molyneux has said he no longer  considers Fable an RPG series - labeling Fable III as "more like an  action adventure".
The news comes after the revelation that the  third iteration in the RPG series doesn't feature a health bar or HUD. Instead, if the hero's life is in danger, the screen [...]]]></description>
			<content:encoded><![CDATA[<p>Peter Molyneux has said he no longer  considers Fable an RPG series - labeling Fable III as "more like an  action adventure".</p>
<p>The news comes after the revelation that the  third iteration in the RPG series doesn't feature a health bar or HUD. Instead, if the hero's life is in danger, the screen  will inform the character by changing colour - in a similar way to  Modern Warfare.</p>
<p>Molyneux has also scrapped the previous Fable  game's expression system for a 'touch' mechanic, which allows players to  hug, shake, fondle, drag and more.</p>
<p>"I'm not sure I even call  Fable an RPG anymore," he said at X10 last night. "Certainly not a 1990s  RPG, for sure.</p>
<p><!--[bigpic]--> "In a way, you could look at it  and say it's like an action adventure. There's a lot of drama, there a  lot of story, there's a lot of emotion in there - but with leveling up.  I love that leveling up.</p>
<p>"I'm not the sort of person that  likes being given a pre-planned character and told "this is you no  matter what".</p>
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		<title>New Fable 3 Screenshots from the Microsoft X10 Event</title>
		<link>http://www.projectego.net/818/fable-3-screenshots-microsoft-x10-event.html</link>
		<comments>http://www.projectego.net/818/fable-3-screenshots-microsoft-x10-event.html#comments</comments>
		<pubDate>Fri, 12 Feb 2010 10:53:10 +0000</pubDate>
		<dc:creator>ProjectEgo.net</dc:creator>
		
		<category><![CDATA[Fable News]]></category>

		<category><![CDATA[projectego.net]]></category>

		<guid isPermaLink="false">http://www.projectego.net/?p=818</guid>
		<description><![CDATA[The brilliant as ever Albion Knight of the Fable Forums was kind enough to share a handful of stunning new Fable 3 pics with the community earlier which included some newly released in-game screenshots of Fable 3 - please do be sure to visit the Fable 3 pics topic and check out the full catalogue [...]]]></description>
			<content:encoded><![CDATA[<p>The brilliant as ever <a href="http://forums.projectego.net/members/albion-knight-966/">Albion Knight</a> of the Fable Forums was kind enough to share a handful of stunning new Fable 3 pics with the community earlier which included some newly released in-game screenshots of Fable 3 - please do be sure to visit the <a href="http://forums.projectego.net/pics-links-x10-22440/">Fable 3 pics</a> topic and check out the full catalogue of images available.</p>
<p>I've also gone ahead and included some of the better pictures into our <a href="http://www.projectego.net/756/fable-3-gallery.html">Fable 3 Gallery</a>, so please make sure to find time to have a gander at the gallery too.</p>
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		<item>
		<title>Peter Molyneux Reveals Juicy Details About Fable 3</title>
		<link>http://www.projectego.net/811/peter-molyneux-reveals-juicy-details-about-fable-3.html</link>
		<comments>http://www.projectego.net/811/peter-molyneux-reveals-juicy-details-about-fable-3.html#comments</comments>
		<pubDate>Fri, 12 Feb 2010 10:14:30 +0000</pubDate>
		<dc:creator>ProjectEgo.net</dc:creator>
		
		<category><![CDATA[Fable News]]></category>

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		<description><![CDATA[Whilst at the Microsoft X10 event, GameSpot were able to secure a video interview with Fable mastermind Peter Molyneux. The interview, in which Molyneux was kind enough to reveal some very interesting and unique features, spans a total of 8 minutes and is definitely worth a watch.

A few of the key features worth paying attention [...]]]></description>
			<content:encoded><![CDATA[<p>Whilst at the Microsoft X10 event, GameSpot were able to secure a video interview with Fable mastermind Peter Molyneux. The interview, in which Molyneux was kind enough to reveal some very interesting and unique features, spans a total of 8 minutes and is definitely worth a watch.</p>
<p></p>
<p>A few of the key features worth paying attention to during the video includes:</p>
<h3>Your Gamerscore will Influence your Weapons</h3>
<p>Gamerscore (total number of achievement points) affects your weapons. According to Molyneux, your weapons will appear differently to your friend's if there is a substantial in Gamerscore. This, to me, sounds like a brilliant idea and something I personally haven't witnessed in a game before.</p>
<p>I think it would be excellent if this kind of functionality extended to different areas of Fable 3 too. Perhaps your character's appearance could in some way be affected by Gamerscore?</p>
<h3>The Ability to Trade Rare and Unique Weapons</h3>
<p>Not long after Molyneux mentioned that your hero's weapons will be affected by your Gamerscore, he also mentioned that you will be able to trade your unique weapons with friends. I love the idea of Molyneux encouraging Fable 3 gamers to mix and socialise. I would also like to see something along the lines of a "marketplace" approach idea to trading items and weapons implemented.</p>
<h3>Molyneux is Very Interested in Natal</h3>
<p>I'll be honest: The upcoming motion capture technology know as Natal does not interest me in the slightest. In fact, I would much rather gaming moved away from motion controls and return back to the days whereby we all exclusively used game pads.</p>
<p>Anyway, Molyneux expresses great interest in incorporating Natal support into Fable 3 but makes it clear in his video that the primary method of play with be using your control pad. So, for those of you who were concerned you would <em>have</em> to fork out for the Natal kit (when its released) to play Fable 3 should be able to sleep easy tonight.</p>
<h3>Fable 3 Definitely Coming Out This Year</h3>
<p>Molyneux said it himself! Fable 3 will indeed be released this year. My prediction is that we'll be able to get our hands on <a href="http://www.projectego.net/797/fable-3-release-date.html">Fable 2 in October</a>.</p>
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		<item>
		<title>Plans For Fable III &#8220;Outside Experience&#8221; Not Another Pub Games</title>
		<link>http://www.projectego.net/810/plans-fable-iii-experience-pub-games.html</link>
		<comments>http://www.projectego.net/810/plans-fable-iii-experience-pub-games.html#comments</comments>
		<pubDate>Fri, 12 Feb 2010 07:28:10 +0000</pubDate>
		<dc:creator>Urahara</dc:creator>
		
		<category><![CDATA[Fable News]]></category>

		<category><![CDATA[projectego.net]]></category>

		<guid isPermaLink="false">http://www.projectego.net/?p=810</guid>
		<description><![CDATA[During our earlier interview with Peter Molyneux,  where the affable Lionhead overlord revealed some of Fable III's new  features and changes, we also learnt that Pub Games will definitely not  be coming back as a precursor for the new game.
"It  destroyed the economy of the Fable universe," Molyneux declared. But  [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p>During our earlier interview with Peter Molyneux,  where the affable Lionhead overlord revealed some of Fable III's new  features and changes, we also learnt that Pub Games will definitely not  be coming back as a precursor for the new game.</p>
<p>"It  destroyed the economy of the Fable universe," Molyneux declared. But  that doesn't mean that Lionhead aren't concocting something else to  accompany Fable III.</p>
<p>"We have a plan - a very cute  outside Fable experience," said Molyneux.</p>
<p>We're  not sure quite what shape this plan will take, but we're certain that  it'll bear no resemblance to Fable II Pub Games.</p></blockquote>
<div><a href="http://www.xbox360achievements.org/news/news-4368-Plans-For-Fable-III--Outside-Experience--Not-Another-Pub-Games.html"><em>Written Thursday, February 11, 2010 by Richard  Walker</em></a></div>
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		<title>Molyneux Explains Why Fans Might Be &#8220;Pissed Off&#8221; By Fable III</title>
		<link>http://www.projectego.net/809/molyneux-explains-fans-pissed-fable-iii.html</link>
		<comments>http://www.projectego.net/809/molyneux-explains-fans-pissed-fable-iii.html#comments</comments>
		<pubDate>Fri, 12 Feb 2010 07:25:03 +0000</pubDate>
		<dc:creator>Urahara</dc:creator>
		
		<category><![CDATA[Fable News]]></category>

		<category><![CDATA[projectego.net]]></category>

		<guid isPermaLink="false">http://www.projectego.net/?p=809</guid>
		<description><![CDATA[Speaking with Lionhead's Peter Molyneux at X10, we  found out why certain plans for Fable III might "piss off" fans of the  series.
It appears that Fable III will be  incredibly streamlined, doing away with the player HUD, removing your  health bar and replacing it with an FPS style visual indicator.
Additionally, levelling [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p>Speaking with Lionhead's Peter Molyneux at X10, we  found out why certain plans for Fable III might "piss off" fans of the  series.</p>
<p>It appears that Fable III will be  incredibly streamlined, doing away with the player HUD, removing your  health bar and replacing it with an FPS style visual indicator.</p>
<p>Additionally, levelling up won't occur in the usual way  with accumulation of XP. Instead, your progress and standing in Fable  III's world will be measured by the number of followers you attract to  your kingdom.</p>
<p>If you can woo the mayor of a town  as King for instance, you'll draw followers from there, expanding your  influence.</p>
<p>Weapons too will benefit from the new  levelling system applying level up enhancements the more you use a  certain weapon. Once it reaches a new level, it'll change in appearance,  presumably gaining bolstered attributes as a result.</p>
<p>Us? We're not pissed off at all by any of this. How  about you?</p></blockquote>
<div><a href="http://www.xbox360achievements.org/news/news-4366-Molyneux-Explains-Why-Fans-Might-Be--Pissed-Off--By-Fable-III.html"><em>Written Thursday, February 11, 2010 by Richard  Walker</em></a></div>
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		<title>Fable II Gains Classic Status</title>
		<link>http://www.projectego.net/808/fable-ii-gains-classic-status.html</link>
		<comments>http://www.projectego.net/808/fable-ii-gains-classic-status.html#comments</comments>
		<pubDate>Fri, 05 Feb 2010 17:29:13 +0000</pubDate>
		<dc:creator>Urahara</dc:creator>
		
		<category><![CDATA[Fable News]]></category>

		<category><![CDATA[projectego.net]]></category>

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		<description><![CDATA[Fable II (and Halo Wars) has made its way into  the Classics range from today, retailing for the bargainous sum of  £19.99 (ERP).
Anyone who hasn't actually picked  either of these up would be wise to do so now, especially with Fable III on  the cards. Now would be a good time [...]]]></description>
			<content:encoded><![CDATA[<p>Fable II (and Halo Wars) has made its way into  the Classics range from today, retailing for the bargainous sum of  £19.99 (ERP).</p>
<p>Anyone who hasn't actually picked  either of these up would be wise to do so now, especially with Fable III on  the cards. Now would be a good time to discover Lionhead's first Xbox  360 foray into Fable-dom. The Fable II Classics Edition comes complete  with all the Knothole Island and See the Future premium add-on packs  too.</p>
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		<item>
		<title>Fable 2 II Game of the Year Edition</title>
		<link>http://www.projectego.net/799/fable-2-ii-game-year-edition.html</link>
		<comments>http://www.projectego.net/799/fable-2-ii-game-year-edition.html#comments</comments>
		<pubDate>Sun, 10 Jan 2010 21:01:13 +0000</pubDate>
		<dc:creator>Urahara</dc:creator>
		
		<category><![CDATA[Fable News]]></category>

		<category><![CDATA[projectego.net]]></category>

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		<description><![CDATA[There have been several e mails asking what is included in Fable 2 II “Game of the Year Edition.“
 Fable II Game of the year edition includes the two expansion packs “Knothole Island” &#38; “See the Future” that are available for download from XBOX live for 560 XBOX live points per expansion pack.
It’s RRP is £39.99 but I've [...]]]></description>
			<content:encoded><![CDATA[<p>There have been several e mails asking what is included in <strong><em>Fable 2 II</em></strong> “<strong><em>Game of the Year Edition</em></strong>.“</p>
<p><strong><em> </em></strong>Fable II Game of the year edition includes the two expansion packs “Knothole Island” &amp; “See the Future” that are available for download from XBOX live for 560 XBOX live points per expansion pack.</p>
<p>It’s RRP is £39.99 but I've seen it go for £18.99 at gameplay.co.uk which is quite good value considering that the cost of downloading expansion packs is approximately £9 to £10.</p>
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