Peter Molyneux, the mastermind behind the Fable franchise, has never quite adapted to corporate life, particularly during his time at EA in the 1990s. After establishing Bullfrog Productions, known for titles like Populous and Dungeon Keeper, Molyneux climbed to the position of Vice President at EA in 1994, shortly before Bullfrog’s acquisition by the company in 1995. However, during his inaugural board meeting, Molyneux quickly realized that the culture was not a suitable match for him.
“I went to my first board meeting and was crushed with disappointment because it was like the school playground,”
Peter Molyneux
he shared with Edge magazine in issue #416, describing his experience as filled with chaos, where participants were bouncing on tables and shouting—far from what he had anticipated.
Notably, Molyneux recounts his excitement upon selling his first game, stating he was so eager that he cut a hole in his mailbox to accommodate all the orders, though it only sold two copies—one of which he humorously claims was likely purchased by his mother.
At 66, Molyneux reflects on his future with apprehension, suggesting that his upcoming game, Masters of Albion, could potentially mark his finale in game development. “I just haven’t got the life energy left to do this again,” he confessed.
Before embarking on the Fable series, Molyneux spent an astonishing 12 hours crafting the origin of city builders, Populous, stating he “forgot” to finish the project sooner, marveling at the absence of a game end.
During his EA tenure, Molyneux faced immense pressure from upper management to develop Dungeon Keeper within just six weeks, a timeline he deemed unfeasible. Ultimately, he struck a deal to create a different title in that period, resulting in the vehicular combat game, Hi-Octane.
Feeling disillusioned with corporate structure, Molyneux left EA after just three years. He recalls a drunken night with former EA employee Tim Rance, during which they impulsively penned a rather regrettable resignation letter that Rance subsequently sent to then EA CEO Larry Probst. Molyneux stated, “I told EA, ‘Look, I’m not leaving until Dungeon Keeper is finished, but as soon as I handed my notice in, they kind of shut the doors and said, ‘You shouldn’t be here any more.'” He now understands that decision but reflected on its emotional toll, emphasizing that all his social interactions were tied to his work, leaving him feeling isolated once he departed.
The lesson here? No matter how deeply corporate bureaucracy grinds you down, think twice before letting your friend persuade you to quit after a few drinks. It may seem audacious, but the next day could bring a regrettable hangover along with a career shift you weren’t prepared for.
