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Why Game? 1 - TextFiles.com

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in response. There were many images of the<br />

adventurer standing in vast wheat fields; or<br />

beneath the shadows of a dead tree, the set-<br />

ting sun serving as a backdrop; or of a lonely<br />

mountain road, the ruins of a long-forgotten age<br />

in the foreground.<br />

And lo, just as the public began to take a<br />

strong interest in this Project Ego, Microsoft the<br />

Mighty accosted Peter the Boasting, wielding the<br />

Purse of Many Dollars, and insisted that the RPG<br />

<strong>com</strong>e to the Green and Black Box that they had<br />

created for the purpose of hosting such adven-<br />

tures.<br />

Peter the Boasting was thusly joined in<br />

union with the Mighty Microsoft. Once destined<br />

for a great multiplicity of PC’s, The Greatest<br />

RPG of All Time now was destined for the Green<br />

and Black Box. With the move to the Mighty Mi-<br />

crosoft, Project Ego was dubbed a more simple<br />

and fitting title: Fable. Even more etchings and<br />

engravings began to pour through the heavenly<br />

gates of The Inter Net, and many of its denizens<br />

<strong>com</strong>menced the <strong>com</strong>position of various pam-<br />

phlets and epistles, <strong>com</strong>paring it to other highly<br />

anticipated adventures soon to <strong>com</strong>e forth.<br />

Yet, as time passed, the public grew anx-<br />

ious, frustrated, even worried about the RPG,<br />

as its release was not yet known, and the public<br />

was informed that the game was going through<br />

delays. Was there something wrong with the<br />

Greatest RPG of All Time known as Fable? Two<br />

years of setting suns and rising moons had<br />

passed after Peter had taken the Boasting plat-<br />

form, when one day an proclamation was made<br />

at the Festival of Three E’s: the adventure was<br />

to ship in four months time! There was much<br />

rejoicing. An even great number of excited mis-<br />

sives were written and exchanged in the course<br />

leading up to the day of launch. The moment<br />

was arriving, and the public’s anticipation was<br />

palpably ripe.<br />

Part 3: The Great Launch<br />

The four moon cycles had gone by and the<br />

RPG was released onto the public, swollen with<br />

anticipation as they were. As they first partook<br />

of the adventure, they all had a laugh with the<br />

innocent inhabitants of the towns and the inter-<br />

actions they made possible. Yet, this joy was to<br />

be short-lived - for the quests they undertook<br />

were more important than fooling around with<br />

the innocents of the towns. People began tak-<br />

ing the quests that the guild had provided for<br />

the adventurer, and it became apparent to the<br />

public that the quests were a bit one-sided: it<br />

was easy to see that many of them were set<br />

up for the adventurer to lean towards a pure,<br />

moral alignment. The adventurer had no real<br />

choice when it came to his questing. There were<br />

but few quests that afforded the adventurer<br />

this choice of sides. This promised dimension<br />

of choice and consequence seemed to be falling<br />

short of its potential. To be<strong>com</strong>e wholly good,<br />

all an adventurer had to do was kill bandits and<br />

other villainous creatures of the land. However,<br />

to be<strong>com</strong>e wholly evil, the character simply had<br />

to begin killing the traveling merchants and the<br />

innocents found in the towns. In be<strong>com</strong>ing evil,<br />

the so-called “bad elements” in the game, ban-<br />

dits and the like, would continue to attack the<br />

adventurer instead of siding with him. It all felt<br />

shallow and hollow.<br />

Yet were there still the wide-open areas<br />

to be explored in the game? Not so! It became<br />

quite apparent that the wide-open areas had<br />

been replaced with simple, inflexible paths. The<br />

RPG’s motto was: “Every choice has a conse-<br />

quence.” This too proved to be an optimistic<br />

estimation of the game, at best; generally the<br />

case was that if an adventurer failed in an un-<br />

dertaking, he hadn’t really failed at all; as if by<br />

magic, the events that passed seemed to erase<br />

A Story of Fable 47

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