Peter Molyneux has been hard at work setting up his new indie studio, 22 Cans. And while the well-known developer hasn't detailed the studio's first major project, he has revealed a series of experimental games that will be released digitally as the studio prepares its first full-fledged game. It's called, aptly enough, "22 Experiments."
"We've got 12 people now, and I'm trying to push this to 20 people as soon as possible," Molyneux told BeefJack at the Imperial College London's Games and Media Event. "And then we're directing all of our staff at the moment towards these things called 22 Experiments, which are 22 experiments that we will release digitally on the journey to the final product that we're going to make." The first of the experiments is due in "about six weeks," but didn't confirm release platforms.
Molyneux didn't detail any of the games or the final product they're driving towards, but his story-telling ambitions seem as big as ever. During his talk at the event, Molyneux expressed frustration with the blockbuster model. "When I put my son to bed at night, the best story I can tell is a story that I make up, and that's a story about his life," he said. "And he loves it. That's the story I want. I don't want another James Bond film, I don’t want another Avengers."
He did note, though, that people shouldn't take his comments too literally. "It's not a storybook called 'whatever your name is,'" he said. "It's a bit more subtle than that."
Steve Watts posted a new article, Molyneux announces 22 Experiments, hints at next game.
Peter Molyneux has revealed a series of small, experimental projects called "22 Experiments," which will pave the way for the first full-fledged game from his new indie studio 22 Cans.
Cool. He gets a lot of shit here and kind of deserves it but maybe he'll be able to create some interesting stuff when he's not stuck making Fable games for Microsoft
The issue with Molyneux is that there's little consideration on game design when it comes to community feedback. Look at Fable 2 and how vocal folks were when they realized how confining the environments as well as the general gameplay were. There were glass walls everywhere which prohibited you from exploring what I thought were relatively gorgeous areas of the game, and the fighting consisted of maxing out a few overpowered skills and mashing the buttons in until your fingers turned blue.
Now, I still have not played Fable 3, but how in the world did our feedback turn into "okay, we're taking the traditional game menu and turning it into something more"? His goal is to streamline, not revolutionize. That's why his games get the feedback they get. He hasn't figure out that taking a little bit of critical advice seriously might actually make a game or two of his worthwhile for the more serious gaming audiences. There's a way to make games that are all encompassing, he just refuses to make them.