A biography for Peter Molyneuxhasn’t been written yet.
“I think if you try to force a personality on a world then I think you're destined to fail.”
“You know, the health bar in 'Fable III' was destined to be this pixel-high line at the top left-hand side of the screen. No one was looking at it! No one even knew it was there!”
“If you don't think of yourself as being someone who needs to go back to school, needs to reinvent yourself, then you're not able to do the thing you're passionate about. That's to create and invent and innovate.”
“Innovation, surprising people and creating a sense of wonder is what consumers want.”
“RPGs are great for MMO transitions.”
“I do miss talking in the press, I miss meeting journalists at shows and stuff but maybe that's more out of habit than anything?”
“With 'Godus,' we did Steam Early Access, Android, and iOS. It was quite a rocky road going through all those hoops.”
“What the press hasn't realized is that I'm just a big kid showing off, and you've got to treat me like that. You know, you don't make big kids accountable.”
“Belief in a religion is the perfect way to control groups of people.”
“Mystery and curiosity are real motivators.”
“To see somebody create something from nothing is incredibly impressive.”
“You know, Kinect... I'll be honest with you. It was a disaster.”
“I just feel that in today's world, where you've got computer games of all types - through Facebook, Android and Apple, for example - you put them all together and it's an incredibly important force in all the world.”
“We've got plans for 'Fable' III, IV, and V. It's a big story arc, and if you play Fable II, you'll recognize things from 'Fable I.'”
“I think the first thing is that if you're going to make a game which is accessible and which draws people in, you've got to start from the beginning.”
“People like Markus Persson who did Minecraft, he's a fantastic person to talk to, and I think Minecraft is a complete work of genius.”
“The biggest was me running Lionhead at its peak. That was about 305 people. I'd say that was, for me as a creative, one of the most hellish times of my life. Normally running a team is like herding cats. This was like herding the entire African plains.”
“What we found while making Milo, is that part of the skill of designing this whole new experience is in making people comfortable with the fact that they can be seen.”
“I think that with any act of creation, you can't ever be satisfied. There's always more that you feel you should have done.”
“When you're external to a publisher, most independent developers live on paranoia. The mainstay of every day is paranoia - every indie company believes their publisher in some way has these Machiavellian plans that will cause disaster for the game and the studio.”