Top 106 Quotes & Sayings by Peter Molyneux

Explore popular quotes and sayings by an English designer Peter Molyneux.
Last updated on December 23, 2024.
Peter Molyneux

Peter Douglas Molyneux is an English video game designer and programmer. He created the god games Populous, Dungeon Keeper, and Black & White, as well as Theme Park, the Fable series, Curiosity: What's Inside the Cube?, and Godus. He currently works at 22cans.

It was an amazing thing to see how Bowerstone, the capital of 'Fable,' progressed. It went from, in 'Fable 1,' to just 20 houses and then in 'Fable 3' it felt like a city that had districts. You could see that sense of progression in it.
The biggest was me running Lionhead at its peak. That was about 305 people. I'd say that was, for me as a creative, one of the most hellish times of my life. Normally running a team is like herding cats. This was like herding the entire African plains.
People get so frustrated with me, so much so that they've threatened me, they've threatened my family and it just cannot go on, it really can't. — © Peter Molyneux
People get so frustrated with me, so much so that they've threatened me, they've threatened my family and it just cannot go on, it really can't.
With 'Black and White 2,' I want to put it in a setting where you're actually using the creature. I want the little people within the land not to just be a resource but actually be in conflict and fighting and battling against each other.
You know, Kinect... I'll be honest with you. It was a disaster.
That's what 'The Trail' ended up being, this delightful way of exploring and managing your backpack and crafting and collecting and trading with other players, doing all that in this really delicious way. When we finished that and released it on iOS and Android, tens of millions of people loved and enjoyed it.
I think that with any act of creation, you can't ever be satisfied. There's always more that you feel you should have done.
I'm looking forward to 'LittleBigPlanet.' I think Media Molecule are doing fantastic work on giving people the tools to create some amazing stuff. I can hardly wait to play it.
Derren Brown doesn't really predict the lottery numbers. But there is an enormous amount of entertainment in there.
What we found while making Milo, is that part of the skill of designing this whole new experience is in making people comfortable with the fact that they can be seen.
I think that PC gaming is as healthy as it's ever been. I think there's probably more people playing games on their PCs, I just don't think they're gamers.
When people reach age 12-14, they become obsessed with evil. The percentage of people who are good versus evil becomes reversed. It's part of the way that teens' minds are being reordered - it's just a developmental stage.
If you don't think of yourself as being someone who needs to go back to school, needs to reinvent yourself, then you're not able to do the thing you're passionate about. That's to create and invent and innovate.
Well, the most incredible thing about 'Fable' is the fact that there are lots of examples where people play the game in a certain way and things happen that were never designed to happen.
As a designer, as you get used to Kinect, it's such a different experience for me as a designer - for any designer. — © Peter Molyneux
As a designer, as you get used to Kinect, it's such a different experience for me as a designer - for any designer.
Some games work well as straight patches, but 'The Trail' wasn't one of those.
Well, I'm always a bit harsh about the things I'm doing.
You don't meet computer game characters when you use a controller. You control computer game characters.
You know, if you look at a lot of the hit games from America, they are about end of the world scenarios.
I love working on games, it is my life.
I'd been away for about 10 days, and literally the first thing I did, even though it sounds very... it just shows you what a boring person I actually am, because the first thing I did was kiss my wife and hug my kid, then I turned on 'Fable 2' just to see how much gold I'd accrued over 10 days.
Steam is probably the easiest to release on.
When we transitioned from the PC to the console with 'Fable,' it took us five years to do that. And that's just going from a mouse to a controller.
Imagine if you're playing at home and your girlfriend is badgering you all the time not to play. Wouldn't it be great to have a game you could play with her? Because then you can carry on playing the game and not get beaten up for it.
People like Markus Persson who did Minecraft, he's a fantastic person to talk to, and I think Minecraft is a complete work of genius.
We had this terrible thing, this awful thing with 'Black and White' happened, where the design of 'Black and White' was actually... was hijacked by the fan sites. Because what happened is, there were so many fan sites on 'Black and White,' the hype on 'Black and White' was just ridiculously huge. It was completely out of our control.
There was a whole sequence of concept art about a 'Fable' set in a kind of steampunk Victoriana age.
The important thing is authoring a game for an audience that will enjoy the experience. That's a tough thing to do.
'The Trail' on PC is far more challenging by nature. The flow of the game is completely changed, because I think that's what the audience enjoys.
In 'Fable 1,' the number of features was more important to me than what the features did. And as a games designer I've come to realize that it's not the number of features you have, it's the way that those features interact.
When EA acquired Bullfrog there were, like, 35 people, and within nine months there were 200. And any feeling of culture and inventiveness was diluted by that.
Consumers don't give a damn about what device they're playing on. They just want to play it everywhere. They want to be playing on the console and then take it off to the bus.
We experimented with different monetization techniques in 'Godus.' We had some events that you could go on which were time-limited. That didn't work terribly well.
I do miss talking in the press, I miss meeting journalists at shows and stuff but maybe that's more out of habit than anything?
The temptation, when you go into Kickstarter, is that the first three days are wonderful, and you believe you're a god. You go in your spreadsheet and think, 'If every day's like day one, we're going to have suitcases of money arriving at the front door.' Then, it dips into this slump.
When a society is really successful like America, throughout history there's been this trend for those societies to be obsessed about end of the world scenarios. You know, about meteorites and plagues and destroying things. And you can see that in the American fiction.
In the original 'Fable,' Albion was kind of run by heroes and heroes were the thing, and there weren't any lords or kings, there were just heroes, and greater and greater heroes.
I love the mouse, I love designing games for a mouse-based system. I think it's still a way of playing games which, you know, everyone's really excited about the Wii and all that, but for me, the mouse is for the PC an awful lot what that pointing device did for the Wii.
Absolutely not every idea is anywhere near mine at Lionhead. It's a real collaborative effort. — © Peter Molyneux
Absolutely not every idea is anywhere near mine at Lionhead. It's a real collaborative effort.
I'd love personally... this is not an announcement at all, but I would love to see 'Fable 2' on the PC.
The Fable story hinted at a dramatic time before 'Fable 1' when the Guild was founded, this would be a perfect setting for 'Fable 4.'
With 'Godus,' we did Steam Early Access, Android, and iOS. It was quite a rocky road going through all those hoops.
I think if you try to force a personality on a world then I think you're destined to fail.
Belief in a religion is the perfect way to control groups of people.
With 'Black and White' we laid down the canvas for what's possible in 'Black and White' 2 and 3. We gave you a creature that you could nurture and build up and we focused an awful lot on that creature with the add-on disc.
Why should the televised stuff be only about pro gamers? For me it's more fascinating to see who's going to be the next god of gods than watching some pro gamer.
When you're external to a publisher, most independent developers live on paranoia. The mainstay of every day is paranoia - every indie company believes their publisher in some way has these Machiavellian plans that will cause disaster for the game and the studio.
Innovation, surprising people and creating a sense of wonder is what consumers want.
You don't do hero films about old men. They smell of wee, don't they?
I am so honoured to be a part of the games industry, but I understand that people are sick of hearing my voice and hearing my promises. So I'm going to stop doing press and I'm going to stop talking about games completely.
In 'Fable III' we have taken away the experience system. — © Peter Molyneux
In 'Fable III' we have taken away the experience system.
That's what my objective was, to reinvent myself from a console designer to starting a new business and embracing multi-platform, relearning the skills necessary to make successful games. It's been an amazing journey.
I felt that the moral side of 'Black and White' was slightly confused. That's why I want the world to be in turmoil.
I just think the days of me doing press and getting excited about games before they're done is over. That's not how the world works anymore.
You know, the health bar in 'Fable III' was destined to be this pixel-high line at the top left-hand side of the screen. No one was looking at it! No one even knew it was there!
I'll always love the time I spent making 'Black and White.'
I love my games and I love sharing them with people. It's this amazing incredible thing I get to do with my life, creating ideas and sharing them with people. The problem is, it just hasn't worked.
I play role-playing games, and I love the concept of leveling up.
I've been in the industry doing games since the BBC Micro, the Acorn Atom, the Commodore 64.
I'm not a PR person. All I am is a designer.
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