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Fable Is Going Deeper With Its Morality Scale

Playground Games is making some fundamental changes to the defining feature of the *Fable* franchise: its morality system. While the original trilogy relied on a famously binary choice between objective good and objective evil, the highly anticipated reboot is trading that simplicity for a much more nuanced approach, allowing for player characters that exist in moral gray areas.

Fable General Manager and Director Ralph Fulton shed light on this evolution in a recent interview with Xbox Wire. Fulton explained that while the original games are “inextricably linked” to the Good vs. Evil concept, the team recognized that morality in gaming—and the world—has moved on. The new system is designed to reflect modern understanding, emphasizing that there is no “objective good” or “objective evil.” Instead, morality is driven by “subjective opinions” and what the denizens of Albion choose to value in a person.

Crucially, this won’t operate like a simple alignment meter. Fulton confirmed that the new system is not a “sliding scale.” Instead, your reputation is earned through individual actions, provided they are actually witnessed by another character. This method allows for a dynamic and localized reputation; players won’t be universally aligned but may instead find themselves earning completely different reputations in separate towns based on the actions they are known for in those specific locations.

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