
""I think that line in Fable--'For every choice, a consequence'--wasn't delivered on well enough," Molyneux explained. "I think the possession mechanic that we had in Dungeon Keeper wasn't delivered on enough. The open-world freedom that we had in Black & White, I think it was good at the start, but it didn't deliver enough at the end. And Masters of Albion is an opportunity to mix all those together. Even though one is an RTS, one is a god game, and one is a role-playing game, why the f**k can't we mix them all together?""
""And I don't know if it's going to work," Molyneux continued. "It's so important to me, this game, because to a certain extent it's about redemption. I admit now that I did overpromise on things, and said things that I shouldn't have said about Curiosity. But I only ever did that because I thought it was the right thing to do at the time. And so Masters Of Albion is a redemption title for me. But also, it's my last game. It just is.""
Peter Molyneux intends Masters of Albion to merge mechanics from RTS, god games, and role-playing games into a single city-building god game that corrects past shortcomings. The project aims to address unmet promises such as Fable’s weak choice-consequence delivery, Dungeon Keeper’s underdeveloped possession mechanic, and Black & White’s incomplete open-world progression. The game is presented as a personal redemption effort to make good on ambitious design claims. Masters of Albion is declared to be the designer’s final game, with health and lifestyle cited as reasons for retiring. Uncertainty remains about whether the hybrid vision will fully succeed.
 Read at GameSpot
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