
Playground Games’ much-anticipated Fable reboot is still shrouded in mystery, even though it’s slated to release next year. It’s been well over ten years since the last mainline Fable game came out, and with innumerable changes occurring in gaming tech and trends over the last decade, it’s safe to say that this new Fable will be trying to do things differently. Whether this presumably modern approach will actually pay off is a different story, though.
Of course, technical improvements should be expected: Fable will surely have better graphics and performance than its predecessors, while also boasting a larger scope and more advanced gameplay and quality-of-life features. One of the many obfuscated elements of this upcoming release is any potential multiplayer integration: Fable 2 and Fable 3 both feature cooperative multiplayer elements, and it’s not totally outlandish to believe that the reboot will try to build upon them. But the multiplayer mechanics of the previous games are rather archaic by modern standards, and don’t have the heft to support a long-term playerbase. Playground Games may want to integrate a more comprehensive and feature-rich version of Fable‘s classic co-op, and it should take some cues from Rockstar’s approach to the concept.
Related
Fable: The Argument For and Against Companion Characters
Fable has never leaned into companion characters, but the reboot could change that depending on how it balances player agency with modern RPG norms.
Games like GTA 5 and Red Dead Redemption 2 are single-player experiences first and foremost, but they are expanded and deepened by dedicated multiplayer modes. The best way to think of GTA Online and Red Dead Online are as quasi-MMOs—large virtual worlds in which players can interact and team up for various activities. Players create a separate avatar for the purpose of online gameplay, and can build their criminal enterprise through a number of different avenues:
These activities lend depth to the online worlds of GTA and Red Dead, giving players unique, life-sim-adjacent activities that are separate from the single-player gameplay loop. Beyond these opportunities are heists and other large-scale operations, which allow players to team up with each other to complete various tasks, often buttressed by some sort of narrative. These central design pillars are paired with more low-stakes activities like team deathmatch and races, creating a sort of digital playground injected with real human interaction. Of course, both of these online games have a lot of problems, and arguably don’t live up to their full potential, but their basic premises are strong and could be applied to another game, like Fable.
In previous Fable games, one can visit the world of another player, effectively serving as their henchman as they complete standard single-player activities. This isn’t totally worthless, but it’s not the best approach to multiplayer either, especially since the games don’t seem to be balanced differently when there’s a second player involved. Additionally, there’s a notable lack of multiplayer-only experiences to be had, making the online gameplay feel more like an accessory, or an afterthought, to the meat and potatoes of the games.
But this new Fable could theoretically soar with a version of Rockstar’s online sandbox philosophy. Players could create a new avatar and enter a version of Albion that’s disconnected from the base game, replacing single-player missions with multiplayer-centered quests and other fantasy activities. For example, maybe two or more players could team up to slay a dragon, or start an adventurer’s guild with their online friends. Maybe Fable could even let players start businesses like potion shops or bounty-hunting organizations, further deepening their connection to the game world while providing ample opportunities for unique cooperative and competitive gaming.