Donne quelques interviews intéressantes depuis qu’il a annoncé qu’il quittait Lionhead (Black&White, Fable), le studio qu’il a fondé il y a 15 ans après avoir quitté Bullfrog qu’il avait aussi fondé (et à qui on doit Populous, Syndicate, Dungeon Keeper, Magic Carpet etc.)
http://www.develop-online.net/features/1617/Molyneux-This-is-my-last-chance
My point is that there’s no game that encapsulates a hobby. The closest we’ve got is World of Warcraft. The thing about hobbies, when you think about them, be it gardening or fishing or whatever, is that people do these things for years. Why can’t we have a game that feels more like that, in which you can dip into and dip out of over the course of a very long time?
I would have loved to have been a fly on the wall all those years ago when the producers and writers for [Longstanding British Soap Opera] Coronation Street first sat down and discussed this show they wanted to make.
“We’re going to make this TV series,” the writers would say.
“Okay, what’s the story”, the execs would reply.
“Well there isn’t one. It’s just a street.”
“Okay… what happens to the street? Does it blow up?”
“No. Not much happens. All sorts of little things happen.”
“Right, what’s the story though?”
“Well we’re going to write it, as we go, for 50 years. It will be the most watched show in Britain.”
I mean, how did they do this?! How was this conceived?! How? How did it happen? It’s an unbelievably brave idea. A TV series that will last forever. It sounds impossible. I can’t imagine how it was ever commissioned. But it’s here.
The thing about Minecraft is that Markus Persson did something on his own and wasn’t constrained by the foundations of games design.
These foundations – things like progression, and scores, and teaching the player – have become features that people assume are essential in all games. They are weighing us down more than anything.
A lot of the time in this industry we forget that we’re supposed to be making great games and just get caught up in this treadmill.
Markus just threw people into his world and left them to it. No beginning. No end. The gift was giving people a world to play with. The genius was not adhering to those old stale rules of game play.
There is an approach to making this new game that’s crucial to us. We have to design it in layers. What I want to do is have something playable in a matter of weeks. From that point onwards we are going to play it and refine and refine it until it’s ready.
et une autre
http://www.eurogamer.net/articles/2012-04-11-peter-molyneux-why-i-quit-microsoft-and-why-my-new-game-will-change-the-world