"when we were designing this game" was 'freedom', and it's beyond not just being an 'on-rails' shooter.
It's about going and stopping "where you like" and how you get there. The main way to navigate the world is the horse, which "has feelings" too.
"The first word that we wrote on the wall when we were designing this game was ‘freedom,’" said Lionhead Studios boss Peter Molyneux .
"The freedom to go wherever you like, the freedom to stop where you like. The freedom to take your horse and carriage across the plains where there are no tracks.”
Molyneux apologised for misrepresenting the game during its E3 2011 debut. Many thought it was an on-rails shooter for Kinect but that wasn't the case he clarified afterward. The game can be played sitting, standing or “doing whatever bizarre thing you choose to do while you’re playing a computer game”. Fable: The Journey is a Kinect headliner.
"The main way you navigate is by using your hands to snap the reins on the back of your horse. This is a very analog control. You can be very gentle with that, you can be aggressive with that." You can't just flog the poor steed to death.
“Just remember your horse has feelings – if you push your horse to the point of collapse you’re going to feel pretty guilty about that.”
Molyneux also revealed that some characters along the way may not interact with you if they see your trusty cart pulling horse in a bad way, which means fewer things to do. Fable: The Journey releases for Xbox 360 and Kinect next year.
Fable: The Journey about 'freedom' in design and how you play
18 July 2011 | By Simon Priest