Fable II was only brought up as an example of where expectations were or were not met. This isn't really the thread to debate opinions on Fable 2, only to voice them with respect to opinions of Peter Molyneux and his creations.
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I haven't played Fable 2 and thus have no opinion on the effectiveness of the one-button system. My point though wasn't that it would (or not) work, but that it was advertised as a game changing aspect to Fable 2, Lionhead reinventing gaming and making it accessible etc., but I can't say I've seen the impact of that, through excited forum talk or developers copying the system. Similarly the dog, which every player was supposed to fall in love with and which was supposed to create an emotional involvement unprecedented in games. It may have worked quite well, but I don't see the gaming landscape shifting with developers trying to emulate Lionhead's success with empatic characters.
Molyneux is very enthusiastic about the ideas at Lionhead and what they are trying to do, but his lofty goals rarely make it to reality, certainly not with the impact one would expect if the results were as painted during development were realised. It's very easy for creative types to run away with an idea. Molyneux has recognised he's been more vocal than is sensible, and spoken of dreams as if they could be expected. I can unserstand and forgive that, but it doesn't change the view I have of the creations coming out of Lionhead that are good, solid games, but which don't deliver on expectations and potential. If he was at the helm of a lot of studios (and this role isn't described as such, he's just facilitating collaboration between teams and helping them get from from each other), I fear he met set unreachable targets (because he's aiming for the wrong ones) and the games would suffer.
Well the same arguments can also be used for his efforts from Bullfrog that many proclaimed as revolutionary, etc...
But yet, we've not seen anything Populous like, nor anything all that similar to Magic Carpet or Dungeon Keeper.
It doesn't mean that those games (and likewise those at Lionhead) didn't try to push the boundaries of PC (and now console) gaming. Pushing gaming beyond what it's currently at doesn't mean it didn't push gaming just because noone else emulated it. ICO for example pushed expectations of what to expect from gaming and yet noone has emulated its gaming style. Same goes for Katamari Damarci (probably spelled it wrong as I always do).
Even if he fails more often than he succeeds, you still have to respect the fact that he's at least trying to push the boundaries of what is expected from PC/console gaming rather than just regurgitating the same tried and true formulas with just a small tweak here and there.
And more importantly (other than Black and White) he's done so while still, for the most part, keeping them accessible to a wide audience.
IMO, we need more people like him that are willing to dream big. Just like we need people that are willing to just regurgitate the same old game styles (because we love some of those tried and true game styles).
I think the only reason he gets more flak than some other devs that promise big things is that he really can't keep it to himself. So he's like a polarizing figure that people like to point at and call names.
A lot of devs dream big and don't deliver on their dreams. The big difference is, most of those devs don't bother to tell anyone but their own dev team what their dream is. So once a game is released virtually noone knows that the dream was cut back. Molyneux on the other hand is quite happy to blab to everyone that will listen what his dreams are.
BTW - along those lines. Anyone other than me remember what Carmacks stated dreams for Quake originally were? It was SIGNIFICANTLY different from what Quake was finally scaled down to be. With virtually all of the original stuff Carmack was hyping for Quake removed. Unreal ring a bell with promised features that never made it to fruition?
Regards,
SB