1. The ability to actually be the main bad guy in the game.
In Fable I and II, although you are able to go around massacring random people at free will, the majority public still see you as at least the lesser of the two
![E v i l [Evil]](/emoticons/e_v_i_l.gif)
s. But what if instead you are the
![E v i l [Evil]](/emoticons/e_v_i_l.gif)
one and the boss is the
![G o o d [Good]](/emoticons/g_o_o_d.gif)
one, and the main enemy is to one trying to save Albion from your
![E v i l [Evil]](/emoticons/e_v_i_l.gif)
.
I've also heard about the "tyrant king", who murders the hero's father/mother who happens to be the one you play as in Fable II, but what if they happen to be
![E v i l [Evil]](/emoticons/e_v_i_l.gif)
or corrupt in their life (remember the new feature which allow Fable II saved games to effect Fable III), then what if this "tyrant king" instead kills your parent for a "noble cause" and the people praise him doing so if this is the case?
Also, the majority public should oppose that whole "an eye for an eye and a tooth for a tooth" idea. The player should have the right to spare any enemy, and if they don't, the people will get the idea that they are only interested in revenge.
2. More tough decisions.
I want there to be a difficult decision in virtually every quest, and the decision you make takes you to a different following quest (like in those books where your decision takes you to a different page). This will mean that virtually everybody will experience a completely different ending to those of their friends.
Also, when making a decision in a quest, whether it is part of the main story or not, it should not only add
![E v i l [Evil]](/emoticons/e_v_i_l.gif)
,
![G o o d [Good]](/emoticons/g_o_o_d.gif)
, purity or corruption to their current alignments, it should also limit how
![G o o d [Good]](/emoticons/g_o_o_d.gif)
or pure they can become in the future.
This is because, in Fable I or II, you could do all the quests in the game, choosing only
![E v i l [Evil]](/emoticons/e_v_i_l.gif)
or corrupt options, yet once the game is over, you could still just go and donate some gold to a church or a homeless person and immediately you're an angel again.
I think that if we instead had a system in which decisions in quests (and only in quests, since people are more likely to be reknowned for their actions in quests than in their free time) limit how positive your alignment can become later on, then it would much harder for players to be
![G o o d [Good]](/emoticons/g_o_o_d.gif)
.
3. Counter-revolutionaries.
I've heard about Lionhead's plans to include a revolution in Fable III and the Hero's ability to become king. I like it, but I think it would make the game more challenging if the people of Albion weren't sheep, and actually were determind to stand up for their own interests.
There will always be some (SOME) people who will respect you in Albion, regardless of your alignment.
If you're
![G o o d [Good]](/emoticons/g_o_o_d.gif)
and Corrupt, the majority may well think that you are a weak leader, and that things could be run much better by others. Still, some criminals, such as Bandits, Highwaymen, Thieves, etc. will be loyal to you as they feel they can relate to you. This is how you are most likely to face a counter-revolution from civilians, by the way. Guards will not support you.
If you're
![G o o d [Good]](/emoticons/g_o_o_d.gif)
and Pure, you'll be loved by virtually all civilians and guards, though you will be an immediate target for all non-law abiding humans and beasts.
If you're
![E v i l [Evil]](/emoticons/e_v_i_l.gif)
and Corrupt, then most civilians will want absolutely nothing to do with you and will coware in fear as soon as you approach (like in Fable I). Guards again will not support you and the criminals I mentioned above are also too afraid to come near you. However, you instead gain the support of the many beasts who inhabit Albion (eg. Balverines, Banshees, Trolls, Undead, beetles, etc).
If you're
![E v i l [Evil]](/emoticons/e_v_i_l.gif)
and Pure, you will gain the support of the majority public (but mainly out of fear). The guards again, will refuse to support you. The beasts don't support you, and neither will the criminal humans.
What I mean is that some people have different views than others when it comes to politics. Some may be willing to follow somebody who is
![E v i l [Evil]](/emoticons/e_v_i_l.gif)
or corrupt, they don't all oppose wuch people. Also, it takes the game away from the established distinction of what is your enemy and what is your ally.
4. To spend longer as a kid, and make a lot more life-changing choices.
Being able to turn Bowerstone into a Anarchist's dream was fun. But I'm sure we can do better.
What if, as a kid, we can decide what we eat and how much exercise we get, and that effects our figure when we grow up and what we specialise in.
Those who eat lots of meat will be big, tall, fat, and will get a free extra level up in a Strength skill of their choice.
Those who eat lots of healthy food (salads, tofu, fruit, etc.), will be short and slim, and will get a free extra level up in a Skill skill of their choice.
Those who drink lots of alcohol will be somewhere in between, but will be able to have a few more once they are older as they can adjust to it. They will also get a a free extra level up in a Will skill of their choice.
5. The ability to render places unihabitable.
I heard on Wikipedia before I bought Fable II that if you carried on commiting crimes in a settlement, then the economy would fail so much that the people abandone their homes and the place becomes deserted.
So I kept on commiting continious acts of genocide in the Gypsy camp, but to no prevail, the people still remained there .
We so need this in Fable III. There has to be a finite number of every creature or human. Not only should we be able chase all humans away from a town, city or village if we kill enough of them there, but also to chase hobbes away from a cave, and thus be able to use it for human purposes, for example.
Please comment here.