[...] with the amazingly innovative function that reacts to the players every stance.
"I always wanted for all players to be able to finish the game and understand that not everyone will want to spend hours mastering the push of the X-buttan," says Molyneaux and proceeds to discuss the implementation of the 'Stance system' the game will use.
"So you see, the system we have developed allows the console to interpret if the player is sitting comfortly in his couch, lying in his be or whatever. What it then does is approximate how interested the player seems to be in the game and translates that to in game movements. Say a player is standing in front of the TV, that means he is obviously interested enough in the game not to just take a viewers stance but to be involved in the game - and that's cool, which is why the character fights very cool, like, on the screen.
"On the other hand, if the player is lying face down in his bed, head turned away from the screen and snoring noises coming from him, he is obviously asleep and not as interested in spending effort into our game. So the game turns the volume and brightness of the game down to what we call 'Sleep Mode' and when the player wakes up again, the character will have finished some parts of the main quest and fought some enemies - all of which quickly will be told to the player through hand signals."
We thank Peter Molyneaux for his time and as we walk home ponders on how we managed to put so much effort into games just a decade ago. Truly, they were different times.