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The Art of Fable III

Science and industry.

EurogamerIs that one of the appeals of the Industrial Revolution, as a setting? If you look at literary history and social change in Europe, that's definitely the point where a lot of traditional fairytales and beliefs are pushed out to the margins.
John McCormack

Yeah. They believe in science, in industry, but they don't believe in any of the old stories. We quite like the the juxtaposition of having a hero - your character - walking into a bar, wearing a giant glowing sword, a blue beard, a tattoo-laden glowing wedding dress, and announcing, "I'm the hero of Albion!"... And everybody laughs at you.

Then as soon as you cast a spell and set something on fire, they run screaming. It's crazy, it's something they don't believe in. The stories of creatures, of hobbes and balverines and all that - that's something they tell their kids, it doesn't actually exist.

Mike McCarthy

In Bowerstone, they've got bigger problems anyway - like the fact that the king keeps killing anybody who doesn't do what he says. That's going to be your major consideration, rather than whether there are trolls in the forest - the fact that people are kidnapping your kids and making them work in factories.

EurogamerYou talked about being stricter in your approach - is that, in part, why Aurora is there? To give you a creative outlet that isn't restricted by those rules?
John McCormack

Yeah... That's gone through all kinds of experimental iterations. It was made of ice at one point! As soon as any creative group sees a gap, we all just scream and run towards it - all shouting, "Right, okay, the whole place is made of SHOES!" No, no, calm down everybody, just calm... [laughs] We got stuck right into that. It was really exciting. It still is.

Mike McCarthy

I think that's one of the pleasures. We've got really strong art and design teams, and it's brilliant when you all get to talk about a completely new land - and just go mad, go completely mental and come up with all this stuff. Then you can haul it back. Making things slightly more subdued is always much easier than to take a really boring idea and try to make it exciting.

EurogamerDoes any of the other stuff go into a drawer somewhere and you think, right, that's something for Fable IV?
John McCormack

Well, at the moment it goes into the artbook! It's all related to Fable, so it'll always be in the background and useful, even if we ever decided to set a game...

Mike McCarthy

In a land made of shoes.

John McCormack

Before Fable 1, I meant, doing a prequel. We've got this plethora of unused artwork, with so many ideas in there.

EurogamerYou guys must love the artbooks, particularly the concept artists - you finally get to actually show people what you've been doing.
Mike McCarthy

It's really lovely actually, yeah. So much - literally 99 per cent - of the stuff you do as a concept artist goes no further than that. It gets given to a 3D artist who makes a model, and that's it. It's fulfilled its purpose. So it's great that now it gets used, it's a really big kick to see it in a book form. There's something about it which makes you feel... It makes you feel like a real artist! [laughs]

EurogamerPlus, you can bring home to your parents and go, look, I do have a real job!
John McCormack

That's exactly it, though! We did the Art of Fable II book, and as soon as I handed it to my mum, she said, "Oh my god! Look at that! Did you do that?" Well, yeah, I've been doing it for 10 years. But she doesn't play games. She'd never seen it.

EurogamerSo artbooks exist to harmonise the family relationships of the art team?
Mike McCarthy

It's just to convince other people that we have actually got useful jobs!

John McCormack

We've got a library upstairs - I've been collecting the concept art of games and films for years. I've got thousands of books of it, and I'd always wanted to have one that we'd done. Well, we got one last time, and we're doing one again this time, as far as I know - it's going to be great.

Fable III is due out for Xbox 360 on 26th October, with a PC version to follow later.

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