There's been lots of challenges on the way. There's some things - because I started talking about Fable over three years ago, literally when Fable was no more than a couple of concept sketches - there are some things which we thought about in those early days, for the simulated world, which we dropped because they really didn't make sense.
We had this idea, which was a pretty mad idea really, about all the vegetation, all the trees would grow around you, because you play the game as a hero from a kid to middle age, and it'd be cool if they grow with you.
The trouble is on a console of course is that you've got a limited amount of power. If 15 percent of that power goes to growing trees, then your hero can do 15 percent less. So there have been things that have been dropped, but there's tons of things which have been added - this expressions system which is really unique and enables us to do things which have never really been done before in a console game.
So could you give us some examples of what other groundbreaking gameplay and technology that Fable employs?
Molyneux: Well, the most incredible thing about Fable is the fact that there are lots of examples where people play the game in a certain way and things happen that were never designed to happen.
Yesterday one of the players was playing around and he managed to get married and he decided that he'd take his wife out on an adventure with him. And this adventure involved breaking into people's houses and taking their stuff. It's not a quest in the game, it's just something he decided to do.
She was saying things like "I should be back home now" and she was getting a bit nervous. Then he got involved in a fight with some guards and he dived behind his wife for cover and she took the blows for him and died.
That sort of cool emergent stuff is fantastic. Well, it's fantastic for me to see because I think it's just incredible and there's lot of examples like that. I think it works incredibly well. Look at the nine different monitors in today's preview day - everyone's hero is different. They all look different because every person who plays the game is a different games player.
Whether you want to be good or evil, more famous or less famous, whether you want to have scary tattoos or long hair - it's completely down to the way you play and what you want to do.
Again, there was someone yesterday who was running around in a dress. When he walked around the nearest village everyone was pointing and laughing at him, that is cool stuff. On top of that, you've got a story which is always there, so when you've finished messing around with the other stuff, you can always go back to the story.
Interesting, so how will the interaction between the main story and all the various side-quests and Fable's other distractions work?
Molyneux: Well here's the thing. I'm absolutely aware that although it sounds like it's really cool to have a game where you can do anything you want in it, actually it gets pretty boring after a while if you don't have some overall objective. So the story is constantly saying 'go there, do this, you should go and save this person...' but on the way we give you loads of temptations.
The design ethos behind the game is always "try to delay people going to bed". When I'm playing a game I always think, "Okay I'll just do this bit and then I'll go to bed" and so if you can delay that... But the story itself? The nice thing is that there are some things you do in the world which are woven into the story as well, so it sort of all adds into itself.
The story itself was challenging and actually it's a really good example. The first iteration of the story was absolutely huge, I mean it was about the rise and fall of nations and actually it was far, far too big and we've been refining and streaming the story and making it fit.