Top 106 Quotes & Sayings by Peter Molyneux - Page 2

Explore popular quotes and sayings by an English designer Peter Molyneux.
Last updated on April 15, 2025.
In a way, I love being inspired by the production quality that TV and film have got - there's no question about the amount of skill they use to entertain us.
The dream of Bullfrog is that everybody is employed for their creativity rather than their particular skill.
There are going to be some real surprises in 'Fable 2.' — © Peter Molyneux
There are going to be some real surprises in 'Fable 2.'
The major change was going from 'Black and White' to 'Fable,' because I was no longer programming, and I had spent most of my time designing through programming, and only working with people I knew well.
To see somebody create something from nothing is incredibly impressive.
There's a lot of pressure to release a game early. In Syndicate's case there was a lot of pressure from us on distributors Electronics Arts to release it in March '93, and I said no.
There are women who find nice people attractive... I've never met them.
Don't recreate something that's already been created and is good. You want to have an idea, think of different idea. Don't think of someone else's idea.
I think that games like 'Braid' show us that the 'new kids on the block' can do some really inventive, smart things with a genre like the side-scrolling platformer that has been around for 25 years. It's proof that people can 'come up' and surprise us all the time.
The horrible truth is that if you end up giving my wife more money than I've given her, she's more likely to find you attractive.
I don't question the omnipotence of belief.
'X Factor' isn't just about internationally recognized singers, it's about all the rest of us. There's a human interest story there.
I think the first thing is that if you're going to make a game which is accessible and which draws people in, you've got to start from the beginning. — © Peter Molyneux
I think the first thing is that if you're going to make a game which is accessible and which draws people in, you've got to start from the beginning.
RPGs are great for MMO transitions.
Over the years you just pick up inspiration and ideas bubble away in my mind.
I think it's fantastic that people still remember Fable, and some of them are really passionate about it.
I love strategy games, but a lot are very techy, and they don't really give you any human side of what strategy really is.
You don't often talk about the cultural significance of video games in places like China and Korea, but it's a huge part of culture throughout the world, and very, very accessible too. Now that you don't have to be locked away in your bedroom to play them, it's gaming everywhere.
I think, for me, it's very simple with the Xbox; I just want the ultimate gaming console.
Mystery and curiosity are real motivators.
Things like engine technology used to be hugely restrictive. You couldn't have more than one baddie on screen, you couldn't have more than three arrows firing at once. Now, you can say, 'I want 20 monsters, and 30 weapons,' and there isn't a technical string attached.
The new Peter Molyneux has been born that never ever promises things but always ever shows it.
I remembered a long time ago, Kit Williams hid a golden hare somewhere in Britain and wrote a book which was layered with clues about where the it was. This really fired my imagination, I read the book and it was way too cryptic for me to understand, but it seemed to fascinated people - it even got on the news.
I'd love Bullfrog to be like it was when we did 'Populous,' with eight of us all together in the same room, but you can't stay that way. You'd die.
Some of the most beautiful scenes I've ever seen in a game has been in 'Minecraft.'
If I really really like you, and I really tell you I think you're fantastic, you're much more likely to like me. I think that's human emotion.
I just feel that in today's world, where you've got computer games of all types - through Facebook, Android and Apple, for example - you put them all together and it's an incredibly important force in all the world.
The thing about 'Fable' is that it was such a rich world. It was, well, what the name says it is. It's all about Fable and Albion and this idea of legends and humor.
What the press hasn't realized is that I'm just a big kid showing off, and you've got to treat me like that. You know, you don't make big kids accountable.
I think the charm of 'Fable' was in the feeling of the world and definitely the humor.
As game designers, we often assume people are playing from start to finish, and they're never going to walk away from it. But people are doing that. — © Peter Molyneux
As game designers, we often assume people are playing from start to finish, and they're never going to walk away from it. But people are doing that.
I think people were worried I was going to walk away from 'Godus' and call it a day.
For me, going back to 'Fable' is a terrible experience. I look at it and at best I would call it fractured.
Having people disappointed with a game I've been working on, and my team has been working on, is one of the things that motivates me to make a better game.
I play computer games every day of my life.
Bizarrely, a lot of the innovations in free-to-play are coming out of the PC space rather than the mobile space.
We've got plans for 'Fable' III, IV, and V. It's a big story arc, and if you play Fable II, you'll recognize things from 'Fable I.'
The whole point here, and the seed that JJ Abrams laid in my mind is, is the power of curiosity enough? What happens next? That dramatic construct is what has driven soap operas and serialised novels over the course of history.
I know Microsoft, I know they were only doing things because they thought they were long-reaching and long-thinking. But the world we live in now is that we have to realise, especially if you're a big corporation, if you make one step wrong, the world will leap on you, and unfairly, very unfairly, they will judge you.
Some people leave artwork, some people do rude things, other people then turn those rude things into nice things.
The trouble is, I'm a terrible PR person. — © Peter Molyneux
The trouble is, I'm a terrible PR person.
Freedom is... freedom can actually be boring, you've got to realize that.
It's quite an unfair thought that Microsoft are trying to control our gaming, they're trying to force us to be online all the time. [People] didn't really think that through.
Players will be able to adjust the volume from 1 to 100 in increments of 1. You could play the game 100 times and have an entirely different experience.
I think what i've also learned, is that doing Kickstarter and Steam Early Access before you've got something which is defined and playable is a hugely risky undertaking that can be very destructive to the final quality of the game.
I still have nightmares about holding German sausages over my head.
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