Lionhead took this statistic to heart with the development of Fable 3. Molyneux started his talk by citing the statistical number porn of games like Wizardry, Ultima, and Fallout. Using Fable 1 and Fable 2 as a baseline comparison for all things, Molyneux detailed how the team was reworking the franchise for the third iteration on their overarching design. They started by identifying what was core to the Fable experience amongst which are: character morphing, choices, drama, and emotion. These qualities, along with a few others, are absolutely core to gameplay experience and should be evolved, not cut, as the team ventures forth on a new project.
As an example of the evolving design paradigm is the way that Lionhead is handling character morphing for Fable 3. One of the problems that Molyneux cited with the original game's character morphing was the oft-heard unfortunate-looking body image that female characters saw as they played through the game. The other primary problem was that all of the character morphing happened as a result of leveling-up which occurred in Fable 2's 2D UI rather than naturally in the game world as a result of player actions. The solution that Lionhead found for both of these problems involved mapping all character visual changes to in-world player actions. If a player uses a sword, his muscles will get bigger, and if a character uses a giant hammer (also a melee weapon, but a heavier one) the character's muscles will increase at a faster rate. Using ranged weaponry will result in a taller, more athletic character. Using magic will yield a character whose complexion looks like that of a heavy-duty magic user. The more followers a player has, the more "powerful" his character will look.
The way that Lionhead solves the problem of the character statistical evolution/leveling up is by giving "experience" an in-world currency. This currency, in Fable 3 is that of "followers." Followers are characters which, uh, choose to follow the player as he ascends to power and royalty. Molyneux said the inspiration for this came from his experiments with Twitter and the feeling of having internet followers and interacting with them over a long period of time.
Another major change that Molyneux is bringing to Fable 3 is changing up the "hero's journey" which a number of games (and both prior Fable games) and movies and books and films all employ as a character progression structure. Granted, Campbell's "Hero's Journey" was originally used as a means of critiquing and analyzing literature, but whatever. Instead of Fable 3's full narrative arc covering the entirety of the player character's journey from lowly street-rat to full-on hero, Fable 3 will have the player ascend to royalty (kingship or queenship) halfway through the game. The last half of the game, then, will allow the player to play from this place of power in the game world. More interestingly, the promises that the player can then make good on the promises made to the people of Albion as he rose to power. Molyneux said one of his inspirations for this mechanic was Obama's campaign versus his presidency.
Molyneux then showed Fable 3 and, well, it looks pretty amazing. The industry setting looked absolutely incredible and provided a nice change of pace from the theme of most games.
And, most importantly, the dog is back.