, 7 tweets, 1 min read Read on Twitter
It's interesting that #Fable's forebear, Wishworld is repeatedly met with the same comments: "Lol, no way that'd work on an Xbox! How delusional!"
This thinking is rather odd for a number of reasons:
1) We were initially working on PC. We were 'considering' console ports at the time, but it's only when we shifted to Project Ego that we started working with the brand new XBox hardware.
2) The reason we stopped making it was that Sacrifice was announced 4 months after we pitched to that game's publisher, and it was doing 60% of the things we planned.
3) The sort of landscape generation we were planning had been done to some degree in Magic Carpet and even Dungeon Keeper.
4) A game pitch is a game pitch. Pitches were always presented as a best-case scenario, plus mitigations in case things went wrong.
5) It had *nothing* to do with Peter at that point. His name was attached for PR purposes, and we had the support of various LH staff, but the design was 100% Big Blue Box's. Any 'hype' was our own.
I'm suspecting it's leftover bitterness over Peter's overhyping of Fable; a game in the middle of development whose bounds we were always testing, meaning features were constantly tried, dropped and reinvented.
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