2 cose che ho letto e scaffale (

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IGN interviews Playground Games' founder and general manager, Ralph Fulton, on Microsoft's upcoming Fable reboot.
www.ign.com
As part of an interview with IGN, Playground Games founder and general manager Ralph Fulton revealed the rationale behind ditching the dog, and it's understandable, even if its upsetting.
"Yeah, I did know I was going to get this question," Fulton said. "And do you know what? There are some folks on the team that were relishing me getting this question because I cut it a while back. You know what? For development reasons, right?
"I don't need to go into any more detail than that, except to say there are a substantial number of people on the team who have yet to forgive me for that decision."
But what about in a sequel? Surely that's the number one thing that would be added.
"I hear you on that," Fulton told IGN. "Hey, for those people that still bear a grudge, this is my penance."
IGN: On this same track, the Dev Direct piece talked about the more fluid, good and evil system, morality. Will you physically change appearance like you classically did in the original three based on how you behave?
Ralph Fulton: That sort of character morphing feature, obviously a really central part of the original games. It's not in ours. And I'll tell you why. There's probably a couple of reasons. One, I guess it's about that high level principle I was talking about, that there is no objective good and evil. And the original games were predicated on there being an objective good and an objective evil, and you were somewhere along that scale, and that's what determined how your appearance changed.
IGN: Yeah.
Ralph Fulton: But for us, that doesn't really work. The way I've described our morality system working, you're never that thing, absolutely. You're different things to different people based on what they like or what they choose to value. So, that's one reason that it didn't work.
There's another reason, which is in our game, you build reputation based on the settlement, the town, the city that you're in, the part of the world that you're in. But when you go to a new place, a place you've never been to before, you walk in without any reputation and thus nobody knows what to think about you. And you can almost, through your behavior, through your choices, form completely different reputations, a completely different identity, if you like, in that place from the place that you were last time. And you can do that across all the locations in the game.
Now, you couldn't do that if you walked in with horns and a trident. Your reputation would precede you in that instance. And honestly, that ability to be completely in control of your identity and thus what people think of you felt more important to us than that legacy feature. So, it worked great in those games. It didn't seem to fit in ours, so we don't have it.
IGN: Okay, that's a good answer.
Ha senso, pero' era figo il cambiamento estetico