During a discussion about the beloved RPG Fable 2, lead designer Peter Molyneux shared that incorporating a dog into the game was a challenging endeavor for the development team. In an interview with Edge (issue 416), he remarked, “When I first started, making sequels came with a sense of embarrassment; it felt like a cash grab. My experience with Populous II left me unenthusiastic.” However, as the time came to develop a sequel to Fable, his mindset shifted. He thought, “Forget it. If we’re going to create a sequel to Fable, it has to embrace our originality and creativity, just like the first installment did.”
While the team swiftly designed new monsters, weapons, and characters, Molyneux realized, “That’s just not enough. There has to be something truly distinctive about Fable II! That’s when the concept of the dog emerged.” He emphasized, “Forget about larger weapons and complex narratives—the dog is going to be the standout feature of Fable II.”
Challenges in Design
With this ambitious vision set forth, the team faced significant hurdles in bringing the dog to life. Molyneux candidly stated, “The first version was absolutely terrible.” Initially, some proposed, “Let’s just get rid of the dog entirely.” Despite the negative feedback, he remained steadfast, arguing, “The emotional bond players have with a pet—this unconditional love—is invaluable.”
The development process saw three different iterations of the canine companion. Molyneux humorously described the first iteration as “a yappy little nuisance.” The second version was more focused on gameplay elements, allowing the dog to attack and provide power-ups. Ultimately, Lionhead Studio perfected it in the third iteration, which Molyneux felt succeeded, particularly in the game’s climax. He noted, “In the final version, I believe the dog truly resonated with players, especially during the ending.”
