His most resent release of the Fable & Fable 2 Franchise was very successful and he now leads not only fable 3, but as well the project natal and artificial intelligence with Microsoft.
Peter’s games have always strived to take control away from the character rather than giving it to him, making the games more realistic and surreal. The idea of taking control away is not to limit the player as to what he/she can or cannot do, but limits what control over what the world around him is doing. Of course the best example of this is in fable 2, and your dog.
Not very in-depth of a biography, I hope you do better research than this on your own ideas. What about Populous? or Black and White? Can you see any patterns in his approaches to game design?
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