Jason
chasing a bee
Tags: Lionhead Studios
In an interview at GDC, <b><a href="http://www.lionhead.com/Fable2/screenshots/WhatsTHAT!_1280.jpg" target="blank">Peter Molyneux</a></b> patiently <a href="http://kotaku.com/5495408/a-rare-argument-for-more-linear-video-game-stories" target="blank">explained to Kotaku</a> why branching storylines are for chumps.
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<blockquote>What we found is that if you over-branch the storylines [is that] if there was one route you went down and got one reaction — and a completely different route got another reaction — we found that people would get really disappointed. They always felt they were on the wrong path. They always felt, ah, I wanted to see the dragon!</blockquote>
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The more I hear from this guy the more I think he's actually some kind of modern day bodhisattva. But instead of leading us to Nirvana, he regularly blesses us with these little moments of smug superiority, like pearls left on a dirt path.
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<br>
<i>Thanks to PlanHex for the tip</i>
In an interview at GDC, <b><a href="http://www.lionhead.com/Fable2/screenshots/WhatsTHAT!_1280.jpg" target="blank">Peter Molyneux</a></b> patiently <a href="http://kotaku.com/5495408/a-rare-argument-for-more-linear-video-game-stories" target="blank">explained to Kotaku</a> why branching storylines are for chumps.
<br>
<blockquote>What we found is that if you over-branch the storylines [is that] if there was one route you went down and got one reaction — and a completely different route got another reaction — we found that people would get really disappointed. They always felt they were on the wrong path. They always felt, ah, I wanted to see the dragon!</blockquote>
<br>
The more I hear from this guy the more I think he's actually some kind of modern day bodhisattva. But instead of leading us to Nirvana, he regularly blesses us with these little moments of smug superiority, like pearls left on a dirt path.
<br>
<br>
<i>Thanks to PlanHex for the tip</i>