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Game Narrative Review: Fable II [09.15.09]
- David Gerald Saunders
[GameCareerGuide here presents the second in a series of narrative reviews written for a contest supported by GDC Austin in association with the IGDA Writers' SIG. This entry was penned by David Gerald Saunders, masters student in level design at The Guildhall at SMU.
The goal is twofold: to encourage students to look at game narrative and writing with the intensity and depth that they do other aspects of game development, and to reward the students who excel at game narrative analysis. To read the first entry, and an in-depth explanation of the contest, click here.]
Game Title: Fable II
Platform: Xbox360
Genre: 3rd Person Action/RPG
Release Date: October 21st, 2008
Developer: Lionhead Studios
Publisher: Microsoft Game Studios
Game Writer/Creative Director/Narrative Designer: Peter Molyneux (C/D), Dene Carter (Writer, Story), Reese Bryant (Writer), Mark Hill (Writer)
Overview
The narrative of Fable II, like its predecessor, follows the classic monomyth structure; an orphaned child named Sparrow sets out on a quest of adventure to exact revenge against the man who murdered his (or her) sister, only to discover supernatural powers granted by an ancient, prophesized lineage. Accompanied by a Dog of undying loyalty and guided by a blind fortuneteller, Sparrow must thwart the murder's nefarious deeds and save the world.
But what makes Fable II particularly interesting is its two-part narrative structure, namely, the game's extremely linear main storyline, overlaid with a tremendously dynamic, changing world. The player's moral choices directly affect the shape, landscape, and makeup of the world, and thus Fable II, despite being linear, gives the player the impression that they are writing their own, personal narrative.
Characters
- Sparrow - The player avatar, whose sex, physical appearance, and demeanor are determined largely by the overt choices, combat specialization, and social actions the player makes throughout the game. If the player chooses to enhance strength, Sparrow's muscles will grow accordingly. If the player chooses to enhance magic, arcane lines will tattoo themselves upon the Sparrow's skin. Should the player perform enough "good" or "pure" actions, Sparrow will grow more attractive, while if the player performs enough "evil" or "corrupt" actions, Sparrow's head will grow horns and his (her) skin will turn sallow, ghastly, and foul. Sparrow speaks not a single line of dialogue in the entire course of Fable II; the designers' goal was to make Sparrow a true analogue to the player's moral will. Only two of Sparrow's motivations are communicated to the player: Sparrow's love for the Dog, and Sparrow's sorrow at Rose's death.
- Rose - Sparrow's older sister, Rose, serves as the player's introduction to the world of Fable II before becoming Sparrow's reason for adventuring forth into the land. As the only family member Sparrow has, Rose's main concern is providing for Sparrow; both Rose and Sparrow grow up as homeless street orphans. Almost immediately it is clear that Rose wishes for a better life for her and her sibling, and her admiration for the castle looming in the city's distance is reinforced on numerous occasions. When Rose and Sparrow come across a magic box granting them each one wish, Rose wishes to visit the castle. Her wish is granted, and upon visiting the castle is murdered by Lord Lucien, whereupon Sparrow vows revenge.
- Sparrow's Dog - As the player's trusted, loyal companion, the Dog serves as the Fable II's most sympathetic connection. Every step of the way, the Dog's purpose is to pull the player into an emotional connection with the game. Indeed, of the few choices the game makes for the player regarding Sparrow's disposition, the Dog is the most glaring; early in the story, Sparrow's wish from the magic box is to have a Dog. The Dog is an immovable part of the narrative, follows the player wherever they may go, and cannot be discarded or killed. Should the Dog become critically wounded, it limps upon three legs towards the player, begging to be healed. Should the player leave the wounded Dog to its fate and attempt to abandon it, the Dog will, eventually, crawl its way back to its unloving master. Much like Sparrow, the Dog's physical appearance changes according to the player's actions; a good Sparrow will have a healthy, loving companion, while an evil Sparrow will have a mangy, fierce companion.
- Theresa - A blind fortuneteller, Theresa serves as the game's narrator and link to the main storyline. She is the one who encourages the children to wish upon the magic box, and she is the one who takes Sparrow in after Rose's death. Her soft, well spoken, but slightly aggressive demeanor helps distinguish Theresa as the mastermind behind the player's actions. As a character with almost zero backstory provided, and with an overly intimate knowledge of what needs to be done and when, Theresa's intentions are suspect throughout. In fact, after the player liberates an ancient, evil artifact from the final adversary, Theresa, instead of destroying the artifact, claims ownership of it.
- Lord Lucien - Despite being the main "bad guy" of Fable II, Lord Lucien is only seen four times during the course of the story. Reclusive, obsessive, and well dressed, Lucien's only concern is finding a way to resurrect his wife and daughter, who died some years before the beginning of the game. These are touchy subjects for Lucien, and his butler reminds the player of this fact before meeting Lucien face-to-face. Although not much of Lucien's personality is portrayed by he himself, his backstory, and thus his motivation, is briefly discussed throughout the narrative. Early on, Lucien invites Rose and Sparrow to his manor and performs a mysterious ritual, after which he determines he must kill the two children. Lucien, while certainly evil later in the story, is portrayed early on closer to a shade of grey, and before murdering Rose and attempting to murder Sparrow, he whispers, as an effort to reason with himself "this is not what I intended, but nothing must stand in my way!"
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