Fable Drops Key RPG Feature, Sparking Fan Discontent
During yesterday’s Xbox Developer Direct, we got an in-depth look at the upcoming Fable reboot. Playground Games is taking the reins after the closure of Lionhead Studios in 2016, and it’s clear they’re modernizing the beloved action RPG series with an expansive open world and a revamped morality system. This new approach means that your character’s appearance will no longer be tied to your moral choices, marking a significant shift from the series’ traditional framework. In fact, the game is moving away from the notion of actions being strictly good or evil.
For those unfamiliar with the original Fable games, they featured a binary morality system typical of early 2000s titles. Helping others would nudge you toward the “good” side, while committing heinous acts would push you toward the “evil” end of the spectrum.
In the classic Fable games, your choices would gradually alter your character’s appearance—good characters looked pristine and almost angelic, while evil ones developed monstrous traits. I often played as the villain, but I wasn’t thrilled about my character’s transformation into something hideous. However, that was part of the experience. Playground Games’ Fable is taking a different route, and this appearance-changing mechanic is being scrapped.
As showcased, Fable is adopting a more subjective approach to morality. Instead of labeling actions as simply “good” or “evil,” NPCs will respond to your behavior based on their individual perspectives. For instance, you could evict tenants as a landlord, and a wealthy character who thrives on that chaos might still view you as a decent person. With this nuanced take, Playground’s Ralph Fulton explained that the previous system of morality-based appearance changes doesn’t fit their vision, as there’s no longer an objective moral scale to base them on.
Fulton elaborated, stating, “That sort of character morphing feature, obviously a really central part of the original games, isn’t in ours. The original games were built on the idea of objective good and evil, and your appearance changed based on where you fell on that scale. For us, that doesn’t really work. You’re perceived differently by different people based on their values.”
He continued, explaining that reputation is tied to the specific location you’re in. When you enter a new area, you start with no reputation, allowing you to shape your identity and how others perceive you based on your actions. This means you could create entirely different reputations across various locations. If you walked in with horns and a trident, however, your past would precede you, limiting your ability to redefine yourself. The team felt that maintaining control over your identity was more important than retaining the legacy feature.
From a roleplaying standpoint, I understand this decision and appreciate that my future bald, bearded character won’t have to look like a demon while trying to charm the inhabitants of Albion. However, this change does mean leaving behind a core aspect of the Fable series, and longtime fans eagerly awaiting a new installment are reacting to this shift.
Some fans have expressed disappointment, noting that the transformation of characters based on actions was a key part of their love for Fable. Others have suggested that a dual system could have worked, allowing for different perceptions in various towns while still maintaining a character’s inherent nature.
On a positive note, Fable will introduce a character creator, ensuring that players can customize their avatars. It remains to be seen if there will be enough options to allow players to recreate some of those classic transformations when the game launches in the fall.