I started as a simple woodsman, doing the odd job here and there, hunting down bandits and the like with my trusty rifle and longsword. People started recognizing me as tales of my deeds spread, and when a sculptor asked if they could set my image into stone, I humbly accepted–more so to support her artistic endeavor than to show off my likeness.
Eventually, I took a wife. She was a simple farm girl, but she was charmed by my heroic deeds and she was just playful enough to make our lives in the bedroom interesting. With a wife at home, I thought it best to have steady stream of income and not rely on whatever blacksmithing or woodcutting job came along in between fulfilling my duties to the woman whom had saved my life as a child–a woman who saw great things for my destiny, things of which I am not even sure.
Anyway, where was I? Yes, the money. I bought a few cheap stalls and another home; I rented the second home out. I did not tell my wife that I had bought this home as it was much more emaculate and comfortable, but because of that I could charge a higher rent; so, we lived in my humble abode in Oakfield while I gathered the profits from my businesses and property.
Then, something happened. I started loving the money. I loved hearing the jingle of gold in my pocket. I raised the prices on all of my merchandise and the rent on all my properties. I was bringing in over a thousand gold a day! Since making money was so easy, I lazed about all day. I bought clothes befitting a noble gent and paraded around town. Women loved me, and I loved them in return; and my wife was never the wiser.
My wife! Ha! The needy heffer! I grew tired of her neediness, her living off of my dime. Did she really expect that simply always being home, ready to give me gifts and to sleep with me were enough? Inviting her on a walk one day, I took her to a cemetery, knowing that it would frighten her so, and I told her all of the things that had bottled up inside of me. It was not long before we divorced.
I enjoyed spending my own income for a long time, but one day I awoke feeling empty. I was corrupted by my love of riches. Flies seemed to swarm around my body, fat from too much wine and pie. My eyes were yellowed, my skin pot-marked. My cutlass and pistol, which had seen only enough action to claim the title of Lionheart in the Crucible–not a hard feat, as my combat skills had not dulled, but an ufulfilling one knowing the state of my soul–seemed just decoration, much like my clothes. I was still a good man–I did not kill or steal, and I was benefactor of the Temple of Light–but my intentions were impure. I was driven by greed, and I was ashamed of it.
I started over, effectively. I sold all of my businesses and homes, keeping only one to sleep in, the one that breathed goodness and life. I sold my clothes and weapons and replaced them with functional tools and garb, nothing pretentious and showy. With my earnings, I bought healthy, natural food. I ate it to help lose weight and cleanse my spirit, and then I started climbing my way back to the top. This time, I bought businesses and slashed the prices by over-half, putting more goods into the hands of customers. I bought homes and let tenants stay there for free, hoping to atone for my phase as landlord when I was likely to expel a renter if I decided I wanted to sleep in the home.
Now I am ready to carry on, with a more noble spirit and kinder demeanor. I started cutting wood again, smelling the fresh pine and hearing the satisfying sound of an axe-head cleaving through a log. I freed the Temple of Light from an attack by the Shadow Temple; and to think, just recently I was entertaining the idea of sacrificing an innocent to the Shadow Temple, just to receive the reward they promised their faithful!
I was fat, and rich, and ashamed. Now, I am thin, a little less rich, and satisfied. And through it all, Bowser, my faithful dog, has been by my side, my truest friend…
I’m not a fan of narrative saving a game. Game play comes first, always. However, I am fascinated by how game play can advance narrative–how the story itself can be a game play mechanic. By enhancing game mechanics and drawing gamers deeper into the fictional world of the game, it’s possible for gamers to tell their own stories through games; and that’s how narrative in games should work, as an open-ended device tied directly to game play, not just a framework for the game play itself.
Fable 2 hits the nail on the head when it comes to narrative and game play. Yes, technically, it has its problems–numerous ones. There is not enough difference between the various in-game weapons to necessitate one purchase over the other, especially with firearms. The game stalls and has to load frequently, the menu system is clean but multi-layered and time consuming, and the main story is cookie cutter fantasy type stuff. Not to mention multiplayer is anti-climatic in its execution. It’s a fun game and it’s worth the money, but don’t expect a strong contender for game of the year based on game mechanics alone.
Now, narrative game of the year, the game that told the best story, that’s where we’re talking. While the written narrative of Fable 2 suffers a bit, the story shines when it comes to merging narrative and player action. By tying the player emotionally to every action their avatar makes (from the job they find most satisfying versus the most lucrative, to the tolerance level they have for watching children run away from them scared, to whether they can really bring themself to slap their wife or kick their dog), a natural progression of character development becomes apparent and the gamer sees him/herself actually telling a story, much like the one I introduced this piece with. Nothing in this game feels artificial; it’s all part of you answering the question that serves as the game’s central theme: who will you become?
That is what makes Fable 2 so great to play. Not the story or game play alone, but the interaction between the two. Oblivion may have had limitless variety and moral choices, but there still only seemed like a few “right” ways to play the game, as if it was non-linear in name only; with Fable 2, there is no wrong way to play.
Fable 2 does have faults yes, but the options presented to the gamer are so diverse and so natural that they are easy to overlook. This is a fine game, and shows the right way for the story to save the game play.