Fable II Interview

Videogamer.com sits down to talk to Fable II's creative lead Peter Molyneux.
VideoGamer.com: There's an awful lot to Fable 2 isn't there?

Peter Molyneux: There is. That is the biggest worry.

VideoGamer.com: Really?

PM: Well, when you've got such a big game. It's not a long corridor, and this isn't a criticism of games like that at all as I think they're fantastic, but when you have a game that is a corridor, you know that when a person moves from here to here, they're going to have these weapons, they're going to be in this state, they've just seen this before and seen this afterwards. Life is a lot more predictable and a lot less chaotic. In Fable people can go anywhere. They can save up and buy any weapon. They can troll the whole thing through and just grind, and level themselves up anywhere. They can kill the quest givers that are in the middle of giving quests. It's chaos and so when you're balancing the game you end up biting your nails and thinking "Jesus. I just don't know what people are going to be at this stage". That's quite a frightening and scary thing.