Revolutionary Fable 2 feature is a dog

There's a reason Peter Molyneux is smiling in this picture. He was nervous to reveal the "revolutionary" new feature in Fable 2. Several people on his own team told him not to do it. In fairness, it's definitely a risky feature. No one in their right mind would call it revolutionary at first glance. Yes, the intertubes were right: Fable 2's secret new feature is a dog. That's it. So, why is Peter smiling? He's smiling because he just convinced a room full of jaded journalists that a dog is revolutionary. Yup, it's a dog, but believe it or not, you will love it.

So, how is a dog revolutionary? The GDC Fable 2 discussion centered on innovation. In fact, the presentation was called "Putting Innovation into Fable 2, or how to live up to promises." That last bit is more than likely a reference to the flack that Molyneux received for claiming that the original Fable would be the greatest RPG of all time. The question, then, is how does Fable 2 live up to its promises? How does it become what Fable should have been? First, the obvious: Molyneux revealed that there would be more of everything in Fable 2. That means more weapons, monsters, locations, and magic. All that, according to Molyneux, is easy. Lionhead, he asserts, is about innovation. The next step, says Molyneux, is emotion. Not just any emotion either. No, Fable 2 aims to make players feel love.
To this end, players will be able to raise families and have children. Children will take on the look of the player character and will react to what the player does in the world. For example, should you run out and slay a dragon, on your return home your child will burst through the door and praise your accomplishments. This gives you a sense of accomplishment. Still, says Molyneux, family and children are easy. They're cheap. What about love? Enter the dog.

The dog in Fable 2 is a completely dynamic creature. It grows and morphs along with the player. Evil dogs will be more Doberman like and good dogs will be fluffier and cuter. The dog is intelligent and takes care of itself. In fact, players have no direct control of the dog at all. The dog is autonomous, but bound by a few rules (similar to Azimov's rules of robotics).
Starting with the first rule, the dog won't be a chore do deal with. It can handle itself and it won't do anything to aggravate you. For instance, the dog will not alert enemies to your presence until you're ready to fight. The dog also pays attention to how you play and reacts accordingly. If you fight with a sword, for example, the dog will concentrate on enemies that have guns, as those enemies prevent you from getting close enough to attack. It's very cool and requires no extra input from the player at all.

The second rule, and this is the clincher, the dog loves you. It protects you, it looks to you for approval, and it will follow you to the ends of the earth. Of course, you don't have to like your dog. For instance, if the dog is wounded, you can choose to leave it limping in the woods. The dog still loves you though, and it will find you. As Molyneux puts it, you may find yourself talking up a floozy in a pub, only to hear a scratch at the door. Someone opens the door to reveal your bloody, battered dog. Characters will respond to this, saying things like "who would do something like this to a dog." Molyneux hopes something like that will make players feel bad. He also hopes that growing and playing with the dog will produce a bond with the player. "If I can get you to care about something just a little bit," says Molyneux, "then I've got you."
He definitely got me, and judging from the room's reaction, he got us all. The dog's antics had the conference room enthralled. Laughs erupted as the dog chased its ball. A chorus of "awwww" broke out when the dog came limping back to its master after a battle. This concern grew even more when Peter showed us that you can simply walk away from your wounded dog if you wish.
I know, the concept sounds absurd -- and it was the last thing I expected -- but the dog has me hooked. Molyneux made me care, and I wasn't even playing. When the presentation began, Peter said that Fable 2 is aiming for "wow" moments. It looks like he just scored the first one.









Reader Comments (Page 1 of 1)
VOS @ Mar 8th 2007 6:29PM
Retarded. God I need to get done with school and get out there.
J.Goodwin @ Mar 8th 2007 6:54PM
To be fair, that IS NOT what he said.
The revolutionary feature is "LOVE," which he said had different examples in the game related to sexual relations, marriage, children, and the loyalty of animals.
Whether that's any more or less cliched...I don't know.
alijah @ Mar 8th 2007 6:55PM
good idea but revolutionary i think not its scripted so why would you call it revolutionary.
King Keepo @ Mar 8th 2007 7:02PM
Sounds like he's following up on the emotion thing he was talking about the other day (interview with a few RPG dudes on this site in the last couple of days). Judging by the reported crowd reaction he's already got his emotive hook, and I suspect he chose a dog because people will easily fall for it.
I'm really starting to look forward to the other quirks Fable 2 has up it's sleeve...
UntombedSoldier @ Mar 8th 2007 7:08PM
VOS, jaded much? I'm very glad to know you'll be revolutionizing the industry soon when you get your code-monkey job at EA Sports; just be sure to remember the little people. Sheesh.
As for the dog idea, I think I'll need to see it before passing judgment. I can envision at least two scenarios: 1) it's done poorly and like alijah said it ends up being just another scripted escort mission gone wrong, or 2) it's done too convincingly and you have dog people (admittedly, like me) getting bent out of shape when playing the game and the dog gets hurt beyond medicinal aid. Obviously, there's a wider spectrum of outcomes than that, but those are the most worrisome to me.
Also, Molyneux had better have a plan for those players who don't want dogs at all. It's a pretty significant thing to force players to use this other entity as their HUD (as some commentators have mentioned) and for those who don't like dogs in the first this could be a pretty major imposition.
Revolutionary or not, it sure is ambitious.
Brian @ Mar 8th 2007 7:14PM
Did he mention at the event about sharing your dog with your friends?...then said something about how they can play together. Is that a hint to one of the other revolutionary features of Fable 2?
I was their and the Dog feature was awesome. I think it's one of those things you just have to see for yourself.
Nick Nelson @ Mar 8th 2007 7:15PM
If you go the evil route I really hope to see the dog turn into a three headed shop keep eater. Also, whatever happened to the 'world's oldest profession'?
aragorn @ Mar 8th 2007 7:21PM
obviously he's addicted to nintendogs.
nowadays, you just can't have the name "Peter Molyneux" in the same sentence with the word "revolutionary." well... unless you're critisizing him.
DeadPlasmaCell @ Mar 8th 2007 7:28PM
If Steve Jobs can say the iPhone or iPod is revolutionary or Nintendo can say the Wii is revolutionary and people eat it up, then why not this guy?
THA1icarus @ Mar 8th 2007 7:28PM
So the dog can't die?? If he is your "HUD" you need him.
skimming @ Mar 8th 2007 7:32PM
Kudos to Richard for a great writeup. In general, we readers don't give enough (any?) credit to the staff here for their work.
Really, an excellent summary of the features and experiences.
And no, I'm not Richard's Mom.
THA1icarus @ Mar 8th 2007 7:36PM
BTW gun???
Guns in fable????
Why???
Is the next Revolutionary feature. First Person Shooter mode??? Ore a chainsaw????
Sorry for ranting on,
I'm going to bed...
gtpunch @ Mar 8th 2007 7:45PM
Peter Molyneux saw a Tamagotchi about 10 years ago and has never been quite the same since.
aragorn @ Mar 8th 2007 7:47PM
THA1icarus: I'm pretty sure they're talking about a blunderbuss... which is a totally relavant weapon for a fantasy game.
NEO1X @ Mar 8th 2007 8:25PM
I hope he doesn't find a DS with Nintendogs or Fabel 2 will never get done
Richard Mitchell @ Mar 8th 2007 8:27PM
J. Goodwin,
In my own defense, I recorded the event. Peter Molyneux said, and I quote:
"The big feature, the one that is gonna make you laugh and cry and care is a dog."
Mikeawesome @ Mar 8th 2007 10:38PM
Nice write up. Envisioning this in my head, because I have read other reports of what Peter is trying to do, coupled with your detailed examples (which other sites didn't do), I really felt pulled emotionally, especially as a "dog person".
I would like to see one thing, though, if your dog gets wounded in battle, you can pick him up, maybe somehow have him straddle your back and you carry him back to safety. After all, depending on how you play the game, he could be your only ally.
Veras Gunn @ Mar 8th 2007 11:18PM
It's called Azimov's rules OF robotics, not Azimov's rules or robotics.
Regardless, I like sounds of this feature. I'm not too thrilled that me being moral will get me a poodle to follow me, but I still like how Molyneux's shaping the new Fable. I just hope the dog isn't going to be one of those features they just happen to leave out because they couldn't get it to work in time for the release date.
Toph @ Mar 9th 2007 1:48AM
After reading a few write-ups on the net (IGN to name one that's excellent..even refers to FF7 if you know what you're looking at), I really want Fable 2. I'd say it's up on my top 5 list for this year..with Halo 3, Fable 2, Alan Wake, Mass Effect and XBLA in general, I'm happy to be an Xboxer (And for the record, Home looks like douche.)
Azerael @ Mar 9th 2007 4:15AM
Does it have to be a dog? I don't want a dog. I want a cat.
Or a Tiger.
Or a Dragon.
I hope we can 'upgrade' the pet... I don't want a stupid, slobbering, idiot dog...
Link182 @ Mar 9th 2007 4:57AM
Since when was ripping off nintendo revolutionary? Sony's been doing it for years. Still can't wait for fable 2, though the last time I said that there was no 2...and i was sorely disapointed.
mike @ Mar 9th 2007 7:52AM
Its nice to see more depth than just level up your gun and shoot crap, i know thats what most xbox owners love but who cares what you thin the xbox360 will be more mainstream and this is a great idea
I have watched the presentation on ign and a few other things he said;
* You are in the city someone kicks your dog that should invoke a certain emotion or context with that person in the game no need for a long winded conversation/qrguement to establish context or on the reverse someone strokes your dog it establishes context with that person
So many possibilities on how this can drive and shape a game..
THA1icarus @ Mar 9th 2007 8:24AM
Now that I have seen the actual presentation, It looks ok, it can really draw you in to caring aboud this dog. Even dough I'm not a dog person.
But if this game is so big and long I don't know if the dog will be up for the task of not boring you ore not anoying you in time. It seems a gimicky(if that is a/the word)...
And I retract the gun statement, it's in there and I have to live with it.
DjDATZ @ Mar 9th 2007 8:59AM
"Evil dogs will be more Doberman like and good dogs will be fluffier and cuter."
YES! DOBERMAN FTW!
I have a serious question...what are cat lovers/dog haters gonna do about this game? Will this game be solely responsible for cat lovers/dog haters understanding that dogs are superior to cats?
Btw, I think this feature is awesome and I cannot think of having someone that would leave their wounded dog behind. (Yes, I myself have a dog.)
mike k. @ Mar 9th 2007 9:05AM
Hopefully my real life dog won't be jealous of my XBOX dog.
I have enough distraction from my puppy bringing me toys to throw on the couch when I'm playing Smackdown Vs. RAW.
w0rddriven @ Mar 9th 2007 3:21PM
I think a more logical choice of where this came from is Shadow of Colossus. There is a point before the final boss where an emotional event takes place. I'll try not to spoil it but that event made me act like a little girl at first, heartbroken over a bunch of damn pixels. Then pain turned into rage which was ultimately carried out against the boss. The event is rectified later, but it somehow to this day still leaves me emotionally tied to it. Funny thing is, I rented the game and haven't played it since. I know I'd be called a wuss for saying this but anyone who's played the game through can't say it didn't affect them to some degree.
If Fable 2 can pull that level of emotional attachment off (entirely possible to go beyond that given Peter's vision) then it'll be awesome. I'm not a dog lover myself but it's not really about the species of the animal so much as it is about the deep emotional connection to the companion. I hope you can do interesting things to protect and/or hurt your companion. Kick it, slap it around like in Black and White, or completely destroy it and have it follow you as a ghost. Inversely I'd want to be able to protect it, carry it when wounded (as others mentioned), or if deeply emotionally attached I'd pull a Fable 1 and sacrifice NPCs to bring it back from the dead dark magic style. I'd even turn a 100% moral character into the most vile being in the Fable 2 universe to bring it back, given the right conditions. There were things I simply didn't do in Fable 1 because I didn't want a hint of being evil. Kotor and Kotor 2 followed the same formula. That would introduce choices that I normally don't make in those types of games, which is most likely a portion of Peter's intent.
matjet @ Mar 10th 2007 6:58AM
If you don't like your 'dog' can't you just not have it? rather than abandoning it or whatever, do you have a choice to not get it in the first place. If the animal is forced on you and you can't permanently get rid of it, then this is Very stupid.
ngS @ Mar 13th 2007 2:37AM
I think it rules
john @ Mar 20th 2007 9:14PM
i was really not expecting this...mainly because i didnt really think that the "revolutionary thing" would be another animal. well i guess he was right this was a totally unexpected feature.
Leathersoup @ Apr 5th 2007 12:33PM
Those sick french people. All they want to do is making games about loving dogs..... eww :P