Peter Molyneux Interviewed
6:44 AM | Cord Kruse | 2 comments
CVG has posted a new interview with legendary game developer Peter Molyneux. The interview includes discussion of Molyneux's early days at Bullfrog, his successes and failures over the years, Lionhead's tenth anniversary, and his current work on Fable 2.
Can you tell us a bit about what it was like in those Bullfrog days?For the full interview follow the link offered below.
Computer and Video Games: Peter Molyneux Interview
Molyneux: Bullfrog went from being a two band in 1989, which had a meteoric rise to success thanks to Populous. It really was a rags to riches story or like an express train journey where we departed at Populous and the journey continued with games like Syndicate, Theme Park and Magic Carpet and which eventually arrived with the sale of Bullfrog to Electronic Arts.
Looking back, it was a really exciting rollercoaster ride up to that point. But then it was a huge culture shock as well; I was a developer who smoked, drank coke and ate pizza at his desk and all of sudden I was caught up in health and safety issues. Its hard to pinpoint specific highs and lows, the realisation that more than two people wanted to play Populous was an incredible high!
You've expressed disappointment with a number of your other, more acclaimed titles such as The Movies and B&W2. Why is that?
Molyneux: The Movies and Black & White 2 were made under incredible strain. We were a small studio working on four games simultaneously; Fable the Lost Chapters (PC and Xbox), the Movies and Black & White 2 - and they all were finishing together. So I think the quality did suffer.
I now realise it's not enough to finish a game but more a question of finish and then spend a substantial amount of time rebalancing and polishing, which is something we've never had the luxury of until recently. But looking back at The Movies, the sales were not all we'd hoped for and on playing it again I realised that there were too many things to do at the same time, putting too much pressure on the player. It should have been simplified and then would have been more enjoyable.
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