The senior producer on the game clarified that scoping is a common process in development.
The Fable reboot was first announced back in 2020, and since then, almost nothing was known about the project except the reveal trailer that was presented at the 2020's Xbox Game Showcase and the fact that the game is in development at Playground Games.
The lack of information made the fans worried that the title might undergo development troubles. In addition to that, during the recent XNC Podcast, the host claimed that he obtained information regarding the development of the game saying that Playground encountered problems while working on the game on their own ForzaTech engine. Therefore, they had to rethink the scope of the game and abandon some of the mechanics that they wanted to implement.
Shortly after, a senior producer on the new Fable game, Amie Loake, took to Twitter to address the rumors. She didn't directly say that the title is going through the development troubles, instead, she noted that revisiting the scope of the game is a normal process in the development.
Loake wrote that scoping is aimed at making sure that "the team are focused under one clear vision and can get it made in the time they have without killing themselves." "Games that haven't been scoped correctly often have delays and crunch, both we should be aiming to avoid whenever possible," she said.
The players felt that by posting these tweets, she indirectly confirmed that the Playground had really changed their plans regarding what the upcoming Fable would be like.
However, despite the development of the Fable reboot might be slowed down, Loake's words mean that people who are not familiar with game development could misunderstand the information received and present it as bad news about problems, while, in fact, scoping is a part of the development process.
Previously, a former developer at Playground Games, Juan Fernández, named several reasons why the development of the Fable reboot slowed down. He stated that one of the reasons for that was that the studio "lacked people with knowledge" on how to make open-world, character-driven action RPGs.
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