Daman Games App

Fable Is Going Deeper With Its Morality Scale

Playground Games is set to fundamentally evolve the iconic morality system that defined the original *Fable* trilogy. While the franchise has always hinged on the consequences of choice, the upcoming reboot is ditching the straightforward good versus evil binary in favor of a far more nuanced and complex spectrum. This overhaul is designed to enable players to craft characters who are genuinely ambiguous, making it difficult to categorize them simply as heroes or villains.

Fable General Manager and Director Ralph Fulton shed light on this philosophical pivot in a recent conversation with Xbox Wire. Fulton acknowledged the foundational link between the original trilogy and the concept of good and evil, but stressed that the intervening years have changed how both society and video games approach ethical systems. He explained that the new design eliminates the idea of “objective good” or “objective evil.” Instead, player standing is entirely dependent on the subjective opinions of the non-player characters they interact with and what those individuals choose to value.

Mechanically, this change means the system is not built around a simplistic sliding scale. Reputations are gained based strictly on observable behavior—if an NPC witnesses an action, they judge it. This localized judgment has a fascinating consequence: the protagonist may develop significantly different reputations across various settlements. Players could find themselves celebrated for their deeds in one town, only to be known as a notorious miscreant in the next village over.

Leave a Comment

Scroll to Top