Friday, October 24, 2008

In Praise of Able (with an F)

I thought I would take the time "Pre-Fable 2" to look at the reception of the original Fable and what made it, in my eyes, a big success.

For a game that I loved, I thought Fable received quite a harsh critical reception, partly because I think it dared to do a variety of things differently. And I hope that Fable 2 continues along this road…but more of that at a later date!
Let’s start with the feeling I got playing (and finishing..sometimes a rare thing) Fable. Well firstly, and this is important in a game, I enjoyed it. I felt I was a hero. I wasn’t particularly challenged; in fact I thought it was fairly easy. But I enjoyed it. And I’m sure Mr. Molyneux set out to achieve that, rather than laughingly sitting at his desk stroking a white cat as I tore my hair out in frustration, crying “Why is this game so hard!” That’s right; games don’t have to be hard. In fact, one of the things that occurred to me while playing Halo 3 was that a lot of the time I didn’t feel like an invincible super-soldier, but some poor grunt who got repeatedly gunned down after going over the top. OK, I selected the difficulty and wanted a challenge, but I basically lost the vision of being the protagonist that Bungie had created.

I think this is an inevitable part of “single protagonist” shooters, where you can die. They are nearly all one man armies in the Halo, Gears of War, etc mould. One of the good things about the COD 4 single player experience was the fact (SPOILER! LOOK AWAY!) that one of your protagonists dies in the course of his mission. It lends a little mortality back to the game, and the idea of war. I think some games in the future will have the nerve to address this, and create a different feeling game, perhaps in army /war styled shooters such as Gears or the Battlefield or COD series. Why not have the players character as the general, who gives feedback on story and progress and accomplishment in between missions, while you play as a series of grunts who have to carry out the missions. The amount of corpses the player accrues can act as a score as well as giving an emotional weight to your achievements in the game. If the unit runs out of men, then maybe that mission fails. All the while the player character “General Chief” can boast of his cunctation skills in preserving his boys, or coldly pronounce that the mission was accomplished regardless of casualties. Or break down weeping, “War is Hell!”

Which leads me back to Fable. I finished it easily, and I had a blast. So much so, that I made a new character and jumped right back in vowing to do things differently this time (in fact, evilly!) The game’s enjoyment came not from the progress alone, but through the environment and the atmosphere the game conjured. In fact I can sum up my love of Fable in two words: “Chicken Chaser!” The character of the game was embodied by brave use of audio, and it still resonates today as one of the few games whose audio signature stays with me and epitomises the game (alongside the fantastic chatter of the original Halo). In fact I remember being quite angry reading an Edge magazine discussion which dared to criticise the use of audio in Fable, seeming to prefer yet more bland “thou & thee” mid Atlantic RPG speak. I hope Fable 2 continues in the path it so ably beat before, and from the few clips I have seen, it seems to do so. Its humour shone throughout the game, and was a big part in making it a comfy gaming experience that will long stick with me as a uniquely identifiable game. Chicken Chasing was not just an amusing audio clip it was a fun experience in the game, one which had nothing to do with “storyline” and “progress”. Again, Fable acted as a gaming enabler; the ability to spend time in the world mucking about, boasting in front of crowds and scaring passers by took the pressure off the player to ‘accomplish’ and progress, and let them proceed as they saw fit. Progress might be buying another house, or getting a new haircut. Either way, it was an enjoyable gaming experience, and something other games could do well to learn from.

Perhaps more games, even those not starting with an F, should make the player Able.

No comments: