As far as the open-ended statements go, yes, that's probably how it
works. As far as I know, that's common for those types of artificial
intelligence projects. I hope you didn't really think Milo could
actually comprehend the things you say to him and give you the exact
answers.
Well of course you were
supposed to think that was so. Mr. Molyneaux has a talent for doing this with his projects; I don't know how far it dates back, but I remember similar development-stage demons of Black & White by him, where he showed you features in the game in a way that simply had you believing that anything was possible in the game.
The best examplie is the demonstration of B&W's smoothe and wide-ranged 'zooming' system, where he zooms all the way out, so you can see the whole map you're playing on, and then zooms in so that you can see a building, then a barrel next to the building, then an apple on the building, then a tiny worm wiggling in that apple. Which, by the way, is the only level of detail in the game which is that fine. I'm sure plenty of people have played B&W without even seeing that apple.
Mr. Molyneax does this; It was done again somewhat with Fable. Then of course the realities of game development hit in and leading to a final project that is much more pragmatic. But, such as in the case of Fable, you get the feeling that it is a
![G o o d [Good]](/emoticons/g_o_o_d.gif)
game- a fun game, that was originally intended to be much, much more and simply had a lot of planned features cut out.
Perhaps he's a bit of a trickster; Perhaps he really believes that he will accomplish what he tries to make the games look like. I tend more toward the first; he knows how, with mischevious smile, to generate the right kind of hype to get people looking at his projects.