Fable 3 X10 Inside Lionhead

Players can migrate their savegames from Fable II to Fable III. This allows the player's actions from Fable II to impact on the world of Fable III as their parent in the third game is their Hero from the second game. This was hinted at in the Fable II downloadable content See the Future.[2]
While the player is attempting to overthrow the current king of Albion, they need to gather support from the people. However, depending on the amount of control the tyrant exerts over a region, initial support can be hard to gather. To encourage citizens to join the revolution, the player must make promises to improve their lives when they have the throne. These promises can affect anything from a single individual's life to affecting the entire population or a class group within it. After the player has gained control of the crown, they have the opportunity to carry out or ignore the promises they made that allowed them to achieve their position.[2]
As Peter Molyneux, Lionhead's Creative Director, explains:
The really strange thing about leadership is that there's a common thread that has existed for centuries in all cultures. Whenever politicians, rebels or juntas are climbing to power they make promises, and very often these promises are not delivered on. We want to give a sense of that, so as you're building up your forces, as you're being a rebel, you will find this opportunity to promise things to get more power. Then after you've become leader, the opportunity to live on those promises has real consequences.
When queried over how the game would work after the player had assumed control of Albion, Molyneux was quick to deny that the game would become a Theme Park-style management game and that Lionhead would not be returning to its roots making strategy games.[2]
Molyneux explained a new mechanic called "judgements," started when the player grants their subjects an audience to hear their problems. Often these problems will be disputes with "muddied moral waters." If the player is impatient, they can make a quick decision to lock one party of the dispute in their dungeons, do nothing or reward one party with gold. If the player wants to become more informed, they can choose to journey to the scene of the crime itself and make a just (or purposefully unjust) decision on the matter. In addition to this, players have to make decisions about what promises they made in the early stages of the game they need to keep and give their full attention and what promises should be ignored. Molyneux's intention is to show that the great revolutionary heroes that have become mythologized aren't necessarily good rulers themselves. He asks, "If someone comes to you and begs for mercy, are you going to be the sort of tyrant who picks them up and throws them in the dungeon? Or are you going to be the sort who grabs them by the shoulders and gives them a big hug and shoves ten gold pieces in their hand?"[2]
There are rewards for being a self-serving ruler, including a treasury filled with gold piles that grow or diminish based on the player's wealth. The player's in-game family will attempt to pressure the player into selfishly taking money from Albion to maintain and upgrade their castle.[2]
The player is also tasked with dealing with how their society works on a day-to-day basis, such as how to handle crime, poverty and taxation. Another example is the choice to go to war. While Albion is only a single continent in a much-larger world, Fable III is the first game in the series to expand the playable areas beyond Albion's borders.[2]
Like the character-morphing that defines the series, where the player's character changes appearance based on his or her actions, growing beautiful or ugly based on good and evil actions respectively, Fable III expands that to location-morphing. If the player taxes a region heavily, the people will become visibly poorer, their buildings will start to fall into disrepair and the player will encounter hostility from them if he passes through the area. The example Lionhead gave was the town of Bowerstone: in the time since Fable II Albion has undergone the industrial revolution and Bowerstone has become "a mass of Victorian-era inspired churning industry," with the skyline being hugely affected by this. During the technological upheaval, however, crime, injustice and poverty have grown and the player can choose to eradicate it or let it continue unchecked. Regardless of their decisions, Bowerstone will change to reflect their choices.[2]
Molyneux has promised to remove a traditional RPG mechanic from Fable III, the emphasis being on removing "clunkiness" and making the game more accessible. The game also introduces two related systems known as "Expression Touch" and "Dynamic Touch." Expression Touch turns romantic relationships into a subtle journey that involves the player and their chosen partner becoming physically closer, rather than using the simplistic Expressions of the first two games. The system also applies to general interaction, such as embracing the player character's family or refusing to shake someone's hand. Dynamic Touch allows the player to lead someone by the hand to a location. Molyneux gave an example of a child trapped in a burning building. The player could go into the house and comfort the child with Expression Touch before using Dynamic Touch to carry the child to safety.[2]

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