A singular vision: Peter Molyneux's broken promises are good for gaming

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Monday, July 16, 2012
EDITOR'S NOTEfrom Rob Savillo

Derek argues that Peter Molyneux's overpromising proves him a visionary designer and that we should embrace such forward-looking developers. What do you think?

If I remade Tombraider I'd make you play as Lara's butler, then you can just enjoy exploring and getting treasure without abuse from locals [Link]

How about an escort mission where YOU play as the escort for a horrible agent. Give them a mental breakdown by repeatably getting in the way [Link]

-Tweets from parody Peter Molyneux account @petermolydeux

While he may currently be best known for exaggerating the features of his still-in-development games and the satirical Twitter account that mocks his outlandish ideas, there was a time when infamous game designer Peter Molyneux was a prince of the gaming world.

 

His remarkably unsuccessful first entry into the medium, a text-based business simulation called The Entrepreneur, sold two copies. Luckily, Amiga erroneously provided Molyneux and his partner Les Edgar with 10 computers after confusing his company with another already successful software operation with a similar name. Molyneux and Edgar used those computers to write a database program for Amiga called Acquisition that was far more successful than his business sim. They used the money from sales of Acquisition to found the most famous developer Activision ever destroyed: Bullfrog.

In 1989, Bullfrog released Populous, a god game, wherein players control the environment in which digital agents live in an effort to meet certain goals, be that keeping those people alive or perhaps even something as abstract as happy.

While it wasn't officialy the first god game (Utopia was released in 1982), Molyneux's breakout title brought this genre into the mainstream. This doesn't seem a strange premise now -- we have the legacy of Populous and other Molyneux titles like Theme Park, Syndicate, and Black and White that have popularized this type of gameplay mechanic. At the time, though, the mechanics of dozens of preprogrammed agents reacting to the decisions of the player was a novel concept. Tackling the logistics and coding of those agents in a decade where design was in its infancy pushed the idea of what a video game could be.

Pie-in-the-sky ideas are Molyneux's modus operandi. In an era when most development "studios" were one guy coding text adventures ripping off popular contemporary fantasy and sci-fi properties, Molyneux created a game out of something seemingly mundane: small-business ownership. It wasn't successful -- hell, most of Molyneux's ideas aren't. Even when his games sell hundreds of thousands or millions of copies, they do so in spite of all his broken promises about futuristic interaction with digital agents and emergent gameplay.

Hence the existence and popularity of the @petermolydeux Twitter account. The off-beat game ideas are all meant to be in good fun. But, as a challenge, read the feed and tell me thatyou don't see at least one idea for a game that you think might actually be kind of neat.

In fact, so many people read @petermolydeux's tweets and found nuggets of interesting game design that they created a competition called Molyjam, wherein contestants create short games inspired by a tweet. A parody of the man's outlandish thought-processes has resulted in a game in which the player, as the ghost of Rambo, must draw out and bear-hug the ghosts of his slain enemies. If that's not a legacy, I don't know what is.


Rambo: Last Blood
 

Molyneux seeks to engage his audience in a thought-provoking way. He's eager, even desperate, to make us care very deeply about the people we meet (or manipulate) in his games. He wants the digital beings we encounter to elicit genuine emotion, be that spite or empathy. I believe that, ultimately, Molyneux even wants us to love his creations.

You can tell from the way he speaks when interviewed that he is passionate about the games he is creating. He wants to pass that passion along to his audiences through innovative design. He promises much. He delivers on only a small portion of what he promises. But do you truly believe he fails because he doesn't know what he's talking about? Or that he's purposefully getting people's hopes up purely to sell more copies? Are we collectively that cynical? This is the man who gave us Dungeon Keeper.

That's not to say that his past glories negate his more recent bungles. The Fable games are significantly flawed and superficially deep. The choices you make have an impact on your kingdom and its inhabitants, but there are certainly games that better execute that aspect of game design (e.g., Fallout 3 or Fallout: New Vegas) and with far more complex "morality" mechanics than dancing equals good and farting equals bad. The Fable series also has a financial system so broken that you can easily save your kingdom without a single casualty by becoming a real-estate magnate.

But that didn't stop me from playing both Fable II and Fable III for an absurd number of hours. The charm of the world was and is a huge draw for players of Molyneux's games, which often outweighs how the game falls short of the man's vision.

Ultimately, though, we should appreciate that Molyneux is trying to innovate in the triple-A space. Across the game industry, people are groaning at the stagnant state of design. To generalize: Every shooter is a Call of Duty clone, every massively multiplayer online game is a World of Warcraft clone, and every sandbox game is a Grand Theft Auto clone.

What game is Fable like besides...well, Fable? It pulls from so many different influences and attempts so many different gameplay styles that it's tough for me to think of an example. These days --among the big-name releases -- that's pretty rare.

So, mock Molyneux's broken promises if you must. Call him a snake oil salesman if you feel strongly about it. But Molyneux's singular-vision approach to game design (shared by the likes of Ken Levine of BioShock fame) and his enthusiasm for strengthening the player's interaction and emotional engagement with digital worlds and agents is what will continue to move the medium forward.

Even when he misses the mark by a mile, at least his mark was a mile away from the same-old.

 
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Comments (6)
Blog
July 16, 2012

I agree.

It's not as if Peter ever fails because he wants to, because he doesn't care, because he's lazy.

He goes through the same stuff that any creator worth their salt goes through: He is ambitious, which is always more likely to lead to failure than playing it safe. He's smart enough to recognize when a core mechanic materializes that makes more sense than his original idea. He's smart enough to know that even when something would be really cool, sometimes it's just not working.

In adition, he's a human being working in a finite space. I'd rather see him continue to deliver promises that he can't keep, than to give us everything he promises.

By doing the latter, it probably means he's stopped reaching and evolving. By doing the former, he doesn't just create games, he creates ideas about them. He creates a new lexicon with which to measure his own success and progress, and that allows other designers to take stock in themselves.

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July 16, 2012

Very well put. Maybe you should have written this op-ed instead of me!

July 16, 2012

Nice piece, Derek. But, I'm curious to know where animosity towards Peter M's broken promises have surfaced. Is your post a response to some fan rants or a scathing article? It's been my opinion and perception that Peter M is held in high regard in the industry. Well, I know he gets some r.e.s.p.e.c.t. in my little world, at least. Has he fallen off of his pedestal as you claim? 

Another thought: if we truly want new ideas, divergent gameplay and innovation to upgrade from blips to trends in the industry, wouldn't it be better to deliver on lofty promises rather than fall short or under-deliver? I love to root for the new, the disruptive, the original and the creative. But, the industry won't change out of broken promises and waxing philosophical. I'm not talking about Peter M specifically (I think Peter is heading in the right direction), but about the industry at large. 

Peter has given us marvelous things in past and present titles. Now that Peter has left Microsoft and Lionhead,  it will be interesting to see what curiosities (pun intended) Peter M will lead us to as we tumble down his rabbit hole.  

Blog
July 16, 2012

I would argue that "waxing philosophical" has been the backbone to thoughtful progress in most human edeavor. Even science starts with a group of guys who don't know exactly how something works, set out to imagine what might be the case, attempt to prove it, and often fail.

Science has failed far more often than it's succeeded, and yet here we are debating whether or not that method for progress is valid--on the internet, miles apart, in real time.

I think that says it all.

July 16, 2012

Yes! Great point. We are debating virtually using a product that has worked magnificently. WORKED (pls don't take my caps lock as agression; this is cool-headed debate on my end). As in, went from concept to product.  

But, now we've gone off course...

My point is this: Peter Molyneux is brilliant and I'm glad he makes games. Derek wrote this piece asking if Peter M uses his ideas to tease gamers as a marketing strategy, or if Peter's games fall short of his overall vision. My response is: If Peter M left something on the table, for whatever reason, that hurts progress...it doesn't help it. Following the thought that genius is 1% inspiration and 99% perspiration, an idea in and of itself isn't enough to shake up the world. 

Derek's final point is that even if Peter Molyneux's games don't fully deliver on his concepts, they still push games forward. I agree with Derek, and I may even like the Fable series more than Derek based on his comments. But, my questions are still valid: who is lambasting Peter Molyneux and if it's true that Peter M is under-delivering, wouldn't we all be better off if Peter could hit the bull's eye? (That's a rhetorical question.)

A part of the problem with Molyneux's games might be pressure from external sources (like a publisher for example) that has curbed implementation of new ideas. This happens alot...and I believe (I'm not positive) it has a lot to do with Molyneux's departure from Lionhead. So, it'll be great to see if Peter can give us all something to marvel over at his new studio :)

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July 18, 2012

I thought the existence of the @petermolydeux Twitter account and its popularity in the gaming community was proof enough of the prevelence of this opinion of Molyneux (that he's known for breaking promises regarding crazy game mechanics/design and people are annoyed by that), but here are some articles from the front page of a Google search for "Peter Molyneux broken promises":

http://xbox360.ign.com/articles/112/1129929p1.html

http://www.original-gamer.com/article/3501-Peter-Molyneux-leaves-Lionhead-Studios-takes-broken-promises-to-22-Cans

http://www.hotbloodedgaming.com/2011/03/17/molyneux-promised-things-to-keep-journalists-awake/

http://www.straferight.com/forums/role-playing/183828-peter-molyneux-already-breaking-promises-fable-3-a.html

http://www.escapistmagazine.com/forums/read/7.271117-Peter-Molyneux-Apologizes-for-Over-Promising

The first couple of lines in each of the articles (one forum posting) reflect the attitude I argue against above. Hope that's evidence enough that this article was worth writing. Besides, I don't think Molyneux is leaving anything on the table -- I think that he's not been allowed to carry his full vision through to fruition due to things (in most cases) beyond his control: budgets, limitations of the technology, executive pressure, etc.

I'd also like to note that the first result of this search yields this article's posting on Venture Beat, but with an incorrect byline. Anyone know how I can get that fixed?

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