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PIXEL DUST

Can We Keep Him, Huh?

Sat, 07 Apr 2007
by: This e-mail address is being protected from spam bots, you need JavaScript enabled to view it | vaguely related link: Need a new collar? | thanks: Black & White's AI team

If you've taken a spin around the web you might have seen the video footage of Peter Molyneux's presentations on Fable 2. The game looks great, but the real kicker comes with a waggly tail. A dog.
Woof woof!
The idea is to give the player a shaggy best friend, but one that is more than just company or adds extra damage, and will actually act as a part of the game's interface. In one of his many tube-alicious presentations he complains that the first Fable could be played by just looking at the mini-map – making all that work on the graphics a bit redundant. By moving work from interface elements like mini-maps and onto interactive elements, Pete's doing something very clever: he's making the most efficient way to play game also the one that involves you in the world.

Here's how this works: Your dog will lead the way and point towards destinations, which sounds a lot more immersive than a flashing red arrow. He'll bark when danger is near or when you need a hint at a game element you might otherwise miss. He's one part guide, one part early warning system, and one part hint delivery system. This creature is part of your window into the world, both an NPC and a part of your overall presence in world.

In his presentations Pete is happy to point all of this out but he makes it clear that the main idea behind the dog is not a gameplay connection to the world, but an emotional one. What kind of heartless beast can refuse the unconditional positive regard of a loyal bow-wow?

"Sit!"
One of my friends is quite the movie buff and has this huge problem with short-cuts to emotion. I think he sees it like using a sledgehammer to swat flies. Usually it's overkill, and in the wrong hands it just bashes you over the head without producing the desired results. This dog is very much a short cut to emotion. Pete has said as much. He talks about really giving you a good healthy connection to a nasty-pasty NPC by something as simple as having him or her kick your dog. Hey, it's cheap but it gets the job done. What I like about this system is that if Pete really wants to go for broke and do something a little more severe to your furry friend, he'll have to do it knowing he's also cutting some of your access to the world. It's not something to be taken lightly, and it will have meaning to players beyond just damage output or the normal attachment you feel to an adventuring buddy, it will leave them with a barely understood hole in how they see the world. How poetic is that?

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