Playground Games is making significant changes to the iconic morality system for the highly anticipated *Fable* reboot. While the original Lionhead trilogy relied on a clear-cut, binary choice between good and evil—often resulting in exaggerated angelic or demonic appearances—the developers are moving toward a far more nuanced approach. The goal is to allow players to craft complex characters who aren’t easily pigeonholed by simple heroic or villainous labels.
Fable general manager and director Ralph Fulton confirmed the design philosophy in a recent interview with Xbox Wire, noting that the traditional concept of good versus evil has evolved considerably since the early 2000s. Fulton explained that the new system actively rejects the idea of “objective good or objective evil.” Instead, morality in Albion is purely subjective, based entirely on the opinions and values of those around the player.
Importantly, the system is designed to avoid being a traditional “sliding scale.” Players will be judged strictly by their actions, but only if those actions are witnessed by non-player characters. This emphasis on local perception means your reputation won’t be universal across the land. A player might be viewed as a notorious scoundrel in one town due to their shady dealings, while simultaneously maintaining a sterling, heroic reputation in another village where their charity has been noted. This creates a fascinating model where the hero you play is truly defined by local memory and observation.