Borys said:
what was missing from Fable - I heard only about growing trees, anything else?
Many, many things changed over the course of development -- from the entire opening plotline, to the bulk of the engine -- so it's kind of hard to nail down "what was missing" when there were so many different builds of the game over the years. Plus, many of the features that people consider "missing" are actually present, just in a much more limited fashion.
That said, I may as well run down the ones I remember:
Real-Time Aging
-- Originally, the entire game world was meant to be effected by time, with you and NPCs, towns, etc showing age as the years go on.
-- Also worth noting that the aging model changed multiple times over the course of development, and was at one point, supposed to "compess" time (for lack of a better term) to a sort of chapter set-up, so everything in the game world would advance at set intervals.
-- Also tied into this is the real-time foliage system. It was meant to work much like it does in Oblivion, though it was also meant to offer
player interaction, allowing you to do things like step on an acorn, and return to that location years later to find a tree there.
-- You originally started the game at Age 15, and ended at Age 44 (Molyneux's age at the time).
-- In the final game, as everybody that has played the game knows, only your character and a few select NPCs age as the game goes on. Your hero ages at set intervals in your childhood, and in real-time from 18-65 (accelerated through the use of magic); the NPCs, on the other hand, simply age at a single set interval for each one. The world itself, on the other hand, doesn't change one bit.
Real-Time Character Development
-- Many elements were originally intended here: running around a lot would cause your leg muscles to strengthen, swinging a heavy sword would cause the muscle in that one arm to strengthen and grow larger, sitting in the sunlight for long periods would cause you to develop a tan, you'd develop scars from getting injured, your hair would grow over time, etc.
-- At certain stages in development, Molynuex and Carter constantly kicked around the idea of character
deterioration. Basically, if you failed to utilize certain muscles, skills, etc over long periods of times, they'd essentially "level down." Those large arm muscles you gained from swinging that sword around would return to the original near-tooth-pick state, if say, you spent a few hours doing nothing but slinging spells or pelting things with arrows. Another element that tied into this was the ability to spend time in jail, ala Morrowind, which would accelerate the game world a set interval of time, and deteriorate your body accordingly.
-- In the final game, absolutely
none of the growth elements are in real-time, and the deterioration isn't present at all (and definitely
not missed). Instead, scars are only gained through losing set intervals of health, the size of your body/muscles only changes via leveling up certain attributes, your hair style/length only changes via haircuts, etc. Tanning, the leg muscles bit, etc simply didn't make it in at all.
Competing Heroes
-- Pretty much the most commonly groaned about "missing feature," the game was originally supposed to offer something akin to Skies of Arcadia's "Discoveries" system, only on steroids. The world was meant to be full of rival heroes that would compete with you during quests, take more boasts than you to show you up and earn more recognition, or even finish quests before you got off your lazy ass to get around to 'em.
-- In the final game, however, you're pretty much alone in the hero thing. Only competing hero in the game is 'Whisper,' and even then, she only pops up at set story points, and is easily bested.
Multiplayer
-- Big Blue Box added this in the form of an "import" option via a Memory Unit. Basically you'd take your character over a friend's house, import your hero, and quest together in 2-player co-op. Twist being that one of you was the hero, and one was the sidekick, and only the former earned experience points -- you could switch roles at any time with a single button press, so you'd have to balance out who would receive the spoils (bad design, if you ask me). After you're finished playing, you could simply import your hero back to the Memory Unit with all of the loot, experience, etc you gained.
-- Soon after, they expanded it to 4-player co-op, only to cancel multiplayer altogether the following year (in March 2004, IIRC) due to time constraints.
Outside of that, and the non-linear design originally promised, most of the other missing/changed elements are relatively minor in comparison: no killing kids, no ripping out people's hearts as an evil character, no permanent deaths for NPCs, NPC's impressions of you affecting your alignment, no learning expressions from NPCs (ie: a character in a bar burps, and you could rapidly press a button to learn the "Burp" expression from him), no learning abilities from opponents in the same fashion, fist fighting not effecting your alignment, no having children, etc.
Also, considering the news about Fable II featuring a pet, it's worth noting that the starting storyline in the original game (the cause for you joining the guild) changed a few times over the years. Originally it was meant that your family (father and mother) would get kidnapped, and your dog would get slaughtered and nailed to your front door (seriously); later on it changed to both (the bulk of) your family and pooch being slaughtered; and then finally it changed to how it is now, with no dog in sight.
...Which makes me wonder, will the dog make the cut this time?
