There is no lack of quotes from Peter Molyneux and other Lionhead employees regarding their aspirations for the emotional involvement of their games, in creating this blog I have found it to be their primary focus as a company. In order to keep this post relevant to my case study's four main areas of focus (social, cultural, ethical and economic) I have found a few recent examples, and an look into to how Lionhead hope to make progress in this field with the arrival of Project Natal.
Peter Molyneux recently talked to GAMES TM magazine[1] about Fable III[8] after the official announcement at Gamescom.[2] Here he spoke a lot about the Lionhead team's aims in creating a virtual world that players really connect with.
"We have this fantastic game mechanic - which I can't tell you anything about - but it allows you to be personally involved in judgements of what is good and bad. Just like the rulers of old, some of those are very personal judgements and heart rendering situations."[1]
"Once you are king you realise what is going on in the world, and that makes some of the promises you made on your journey really hard to deliver."[1]
After being asked if they were planning to build on the existing gesture system Molyneux reveals "In a way, and with an ambition that is going to completely surprise and shock you. Wow, I could get in so much trouble for that line."[1]
Some of these quotes start sounding very suggestive of Project Natal being implemented in Fable III, but of course when approached Molyneux only says "That's very, very, very much 'no comment'".[1]
If Fable III did use Project Natal technology it would be drawing on the dependency of fans, a big marketing hook for the release of Project Natal. As far as speculation goes on how emotionally involving Natal will make the gaming experience, there is certainly huge potential in Natal's motion sensing, voice recognition, controller free system of interaction for something ground-breaking. Although at the moment, so little is known about how Natal will fair as a physical input controller replacement that it is undoubtedly a huge risk for a game from a successful series if proven unpopular.
After watching the Milo and Kate demo and Project Natal Announcement trailer[3] I found it more useful to my investigation to look at the social and cultural responses to the technology rather than the technical specifications, I found comments from industry professionals and designers and the public in another issue of GAMES TM magazine[4]:
"If the auto industry made a hands-free car I would still prefer to buy one with a real steering wheel." - Trip Hawkins, Digital Chocolate[5]
"As a designer and a player, I'm not particularly interested in moving my body a lot to control a game or talking to a machine… I want the controls to disappear, and while Natal seems to do just that, in practice it turns the entire television set into a controller… Milo is actually a good illustration of the weakness of Natal, because Milo is very much about a boy who lives in a television set.
Current game controllers are indeed too intimidating and too complicated, but jumping up and down in front of a television is not the solution. It restricts us to our physical existence rather than freed from our limitations." - Michael Samyn, Tale of Tales[6]
"I think it'll be a huge device. We developed No More Heroes with the Wii Remote in mind, but now I want to think about games with Natal in mind." - Suda51, Grasshopper Interactive[7]
"Let's say that Lionhead really did have a digital boy whose AI would not be broken by unexpected questions. What would that mean? We would be able to enter a caring relationship with a realistic, virtual boy! That sounds amazing, until we realise that there are millions of REAL boys out there in the world who would benefit greatly from a relationship with a caring adult… Games are interesting in so far as they present insightful abstractions of reality, not because they can flawlessly mimic reality." - Jason Rohrer, creator of Passage[9] and Gravitation[10]
Controversial issues are imminent for Natal technology, replacing human interaction with computers has ethical concerns and 'The uncanny valley' is something I expect to hear mentioned in times to come. Many people are sceptical that Natal will be popular because of all the player participation, physical activity isn't something all gamers are looking for but it has been praised too for this breaking down of the 4th wall.
[1] Games TM, issue 87, Imagine Publishing, September 09
[2] http://www.gamescom-cologne.com/, Jan 10
[3] http://www.xbox.com/en-US/live/projectnatal/, Jan 10
[4] Games TM, issue 86, Imagine Publishing, August 09
[5] http://www.digitalchocolate.com/, Jan 10
[6] http://tale-of-tales.com/, Jan 10
[7] http://www.grasshopper.co.jp/en, Jan 10
[8] Fable III, 2010, Lionhead Studios/Microsoft Game Studios, Xbox 360
[9] http://hcsoftware.sourceforge.net/passage/, Jan 2010
[10] http://hcsoftware.sourceforge.net/gravitation/, Jan 2010
