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Fable Is Going Deeper With Its Morality Scale

The highly anticipated *Fable* reboot from Playground Games is set to revolutionize the franchise’s cornerstone feature: the morality system. Unlike the original trilogy, which relied heavily on a straightforward, binary choice between pure good and pure evil actions, the new game is embracing a more nuanced, real-world perspective on ethical decisions.

Ralph Fulton, *Fable* general manager and director, explained during an interview that while morality remains crucial to the game’s identity, the simple sliding scale approach is being retired. The developers felt that modern gaming—and society’s views on ethics—have evolved past the need for objective ‘good’ or ‘evil’ definitions. Instead, the game will focus on subjective opinions, allowing players to embody complex characters who may hold conflicting virtues and vices.

Mechanically, this system is not a single scale that tracks toward one extreme. Player reputation will be built on specific actions only if they are observed by other characters. This means the Hero of Albion might not have a consistent reputation across the entire world. Based on the deeds witnessed, players can develop vastly different standings in various towns and settlements, creating a truly localized and dynamic record of their choices throughout the game.

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