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Interview My brain wasn't processing what was coming out of my mouth

DarkUnderlord

Professional Throne Sitter
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Tags: Peter Molyneux

GamaSutra interviewed hype-master extraordinaire, Peter Molyfaux, Head of Lionhead Studios and maker of Fable. <a href="http://www.gamasutra.com/view/feature/4011/peter_molyneux_the_essence_of_.php">This is what he had to say about the philosophy of his games</a>:
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<blockquote><b>Christian Nutt: You guys are famous for prototyping. And when I talk to people who either still work at Lionhead or are veterans, they talk a lot about the extensive prototyping -- bits and pieces of it show up in your games later. One thing that Iwata said is that he'll see something in a prototype that they're working on, then it might get yanked out of the game and never ship in that final game, and then he'll see it two years later in another game.</b>
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Peter Molyneux: Yeah, well it's very interesting how it works. Prototypes, a lot of them are inspired by designers and some of them by me, but some of them are inspired by anybody that's got a bit of free time, like at the end of a project. Anybody can kick of one of these experiments.
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And we call them "experiments" and not prototypes because "prototypes" makes it sound like it's being built just for a product. But they are experiments. Some of the experiments are just completely out there. You would think, "How could that ever fit in anything?" I feel really happy with that because you never know when you're going to see some little glimpse.
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There's one particular experiment I'm going to show, which has got a fantastic feel to it. It has this amazing feel. It kind of feels like it's a room. And in this room, it kind of feels like there should be an old person in this room.
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I'm spoiling it a little bit. I instinctively know that we're going to use something from that, but I don't know what in. This is going to be my first real [GDC] talk, you know. I'm not PR-ing a product. This is a real reveal of how Lionhead works and how the experimental process works.
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[...]
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<b>CN: But it's interesting to talk about process, right? Like last time we spoke, we talked about your script writing and your process with the actors and scriptwriters and that. I think that kind of stuff, for our audience, is exactly what's useful. On the other hand, inspiration is something that you can't talk about concretely. It comes to you.</b>
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PM: Well, there are two ways inspiration comes... One is, I look outside this window now, and I can almost see two or three game ideas that you could latch onto, and I think that's part of the process of being a designer.
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Hey I have this great idea I just got from looking out my window. It feels like there should be this developer and he's... in this room and there's a chainsaw and he self-mutilates... oh gosh I'm spoiling it. Be advised that the interviewer does suffer from "<i>Oh God, how I want to suck your fat developer cock</i>" syndrome. They also talk about fondling dog's bottoms.
 

Deleted member 7219

Guest
Codex: if someone compliments a game we don't like, we say they are fellating the developer.
 

JarlFrank

I like Thief THIS much
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Steve gets a Kidney but I don't even get a tag.
He's like the weird old grandpa who gets drunk all the time and tells stories of his life that are completely exaggerated and everyone just goes like "Yeah, yeah, gramps, that's pretty cool." and pats him on the back.

Only that this guy actually earns money by being drunk and batshit insane.
 

Collywobbles

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Mar 11, 2009
Messages
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Re: My brain wasn't processing what was coming out of my mou

DarkUnderlord said:
There's one particular experiment I'm going to show, which has got a fantastic feel to it. It has this amazing feel. It kind of feels like it's a room. And in this room, it kind of feels like there should be an old person in this room.

We can't wait to show it to everyone, I mean who doesn't want to play a Nursing home rpg? Exactly, there are other old people of course and they totally have real lives. You can actually follow them to their old rooms and watch them sleep and shit their old pants, it's fantastic. Obviously we have all kinds of immersive minigames like Uno and Yatzee, and over 100 hours of recorded daytime television. We made the decision early that nobody can ever die in Old Room, it's more realistic that way. It's fabulous.
 

Chefe

Erudite
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Feb 26, 2005
Messages
4,731
I can't do it. I know it's bad to comment on an article just by the "Codex Quips" that DU puts up, but I cannot honestly read this trash. "Uh, like, I, things, stuff, dog fondling, laughs" JESUS CHRIST! This isn't an interview. This is just bullshit rambling.

Their "experimenting" prototypes makes sense. After all, Lionhead games are basically a bunch of gimmicky experiments strewn generically together.
 

J1M

Arcane
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May 14, 2008
Messages
14,739
He's hyping his GDC talk. Peter, do something worth hype first, then hype it. Boy who cried wolf and all that.
 

Jeff Graw

StarChart Interactive
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Frigid Wasteland
I don't know what's worse, Molyneux incoherent rambling, or the interviewers name: Christian Nutt.

Epic fail name.
 

Luzur

Good Sir
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Swedish Empire
A lot of times with prototypes, the gameplay testers play the prototypes, and 90 percent of the gameplay testers, when they actually touched this dog demo, immediately went to the dog's bottom and started fondling the dog's bottom, which is obviously completely... That's not what we wanted.

[all laugh]

PM: We didn't want people to feel like they could do that. But that really showed us, "Hey, this doesn't feel like stroking the dog. This doesn't feel like owning a real dog."

what kind of playtesters did they hire? furries?
 

Chefe

Erudite
Joined
Feb 26, 2005
Messages
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mondblut said:
J1M said:
Peter, do something worth hype first...

Like suicide?

Oh, so funny. We don't like his games so he should go kill himself. That's a perfectly legitimate thing to wish upon someone who makes video games.

I'd say "Fuck off and die, mondblut" but then I would be a hypocrite. So, just fuck off.
 

Chefe

Erudite
Joined
Feb 26, 2005
Messages
4,731
Overly serious? He was saying, "lol hype ur suicide molyfag! lolol!" There are a whole lot of un-classy things that go on here, but advocating for the death of certain developers certainly takes the jerkass cake.
 

Arcanoix

Scholar
Joined
Dec 12, 2008
Messages
574
Re: My brain wasn't processing what was coming out of my mou

DarkUnderlord said:
Hey I have this great idea I just got from looking out my window. It feels like there should be this developer and he's... in this room and there's a chainsaw and he self-mutilates... oh gosh I'm spoiling it. Be advised that the interviewer does suffer from "<i>Oh God, how I want to suck your fat developer cock</i>" syndrome. They also talk about fondling dog's bottoms.

WAIT WAIT Is the developer named Vince!!? :lol:
 
Joined
Apr 3, 2006
Messages
1,386
In a better world Pete would have been put down a long time ago.

I know how hard it is. I had a dog, I loved it, we'd been through some good times together. But he was old, and incontinent, and in a great deal of pain. Did I let him hang on? The fuck I did. Let Pete go guys; let's just pretend he died after producing Syndicate.
 

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