Well, it started with this fatal line that I made and that was that I wanted to make Fable the greatest role playing game of all time. I kinda still defend that because I honestly don't see the point in making a game that you don't honestly believe has a chance of being the greatest game of all time. I meet the press quite a lot, every 6-8 weeks there's some sort of press interview. The way I work then is to get a system in, play around with it, polish it, make it better. Sometimes I leave it as it is and sometimes I throw it away.
I think what ended up happening was twofold: because I was meeting people so frequently I was talking about features that actually hadn't gone through that process, like the tree example. Actually it was stupid! Growing trees took a lot of the processing power that could have been used for combat. What does growing trees really add for the player?
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