

Lionhead announced Fable III after a drawn-out series of teasers featuring historical figures saying things about government and whatnot (pictured). John McCormack, an artist at Lionhead, explains the concept in this Eurogamer interview:The entire Fable idea is a fairytale twist on European history and myth. What we've settled on is to go about 50 years on from Fable II. So we've loosely chosen the Napoleonic period, and we've started to pull in a bit of Regency, a tiny bit of Victorian, and we're plugging in an early industrial age to Albion. It's a Napoleonic fairytale.
There's also something about being in charge of a town, but Lionhead insists it's not going to merely play like a real time strategy game. Here's lead designer Josh Atkins.Let's imagine you're the leader of a town in Fable, people come to you and say, 'We have this disagreement, what do you think we should do?' and you can say, 'I think this person's right.' But then imagine someone comes and says, 'Oh my God, there's a farmer outside of town and he's doing something horrible.' That's not a situation where you can just decide who's right or wrong. This is actually a guy who's killing people - what do you do? It's about making the tasks you're faced with evolve throughout the game and become more elaborate and demanding.
If you think those are vague, trying reading the rest of the three-page article, in which Lionhead staffers lounge around, musing about the game. Because, you know, at this early stage they can talk about the game, but they can't talk about the game.