“When you feel lost: steal it”, he said by Twitter. “100% tear it from another game.”
Sure, Fable doesn’t do that – at least not the way you think. The 2004 RPG’s themes, ideas and story are entirely different from Devil May Cry… but the game’s creator revealed that it almost got out of hand until he turned to DMC for an idea the scope of the game.
I’m sure everyone knows about this hack already, but I’m going to mention it anyway, in case it saves someone from completely going off the rails during development. It’s a clue about the range, when you feel lost: steal it. 100% tear it from another game.
— Dene Carter (@Fluttermind) November 14, 2022
“How did the world of Fable get so big? Because I had played [Devil May Cry] and I noticed that the world had something like 82 zones,” he explained. “It didn’t seem excessive. He reused and recontextualized spaces. It worked for a relatively short, but high quality game.
Carter goes on to explain how it helped. Essentially, he copied the way DMC used these areas in order to map the world of Albion.
“I literally counted the number of zones, the size of those zones, and the average time spent in those zones, and used that to block the entire world of Albion,” he said. “At the time, we were spinning out of control, convinced that we had to do something ‘big’ (whatever that means).”
Yeah, it looks like the Fable devs had a pretty broad vision. Instead, Carter refocused the game’s development with DMC’s scope in mind…and there were a few other inspirations, too.
“Literally copying the scope of DMC, the interaction density of Silent Hill and the encounter style of the first Way of the Samurai changed Fable from a floppy, indefinite, endless death march to something we could actually finish *without* ever having worked on a 3D game.
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IGN’s opinion on Fable gave it 9.3/10 and said, “Fable opens a door for you, lets you see this wonderful treasure that the idea of an open world, competing heroes and NPC interactions can offer – but it doesn’t let you through. There are a lot of great notions in the game that aren’t fully realized. While I was playing I kept thinking, “Why didn’t they do this or that” , but in the end, I still had a blast playing Fable, and for me, that makes all the difference.
Want to know more about Fable? Check what Fable creator Peter Molyneux wants from a new Fable as well as our Top 10 Best Original Xbox Games.
Ryan Leston is an entertainment reporter and film critic for IGN. You can follow him on Twitter.