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Molyneux: Milo Challenges Extend Beyond Technology

by Jeff Cork on Aug 05, 2010 at 03:35 AM



As soon as Lionhead's Peter Molyneux demoed the Milo demo at last year's E3, it was clear that the project was going to need a good PR manager. The concept of talking to a young boy is something that makes a lot of people either uncomfortable or suspicious, and that challenge is something that Moolyneux embraces.

The designer spoke with USA Today about the project, which he says is now at the point where it can be played from the beginning for several hours at release-level quality. While he says that he can't imagine seeing it on store shelves, he does say that he expects players will eventually be able to experience it. Why? "The reason for that is it is enormously contentious for us to do a game, a story, an experience, about a boy," he says in the interview. "You are immediately appealing to all the dark thoughts of humanity. I actually love that, the idea of being so contentious that it makes people turn around and say, 'You can't do a story about a boy.' But, for me, doing that in that way is absolutely right. After all, for me one of the best films I saw last year was about an old man and a Boy Scout. It was called Up (Pixar and Disney's Oscar-winning animated film). If I described for you this story, 'It's about an old man and a Boy Scout, strangers meeting and living together and going on adventures, you'd say, 'You can't do that. It's out of the question.' What you look for in drama and story is uniqueness and you look for experiences that people haven't had before and I think it's good to get it on a contentious level."

Molyneux also describes the setup for the game, which is a bit more involved than just stumbling upon a child in a park. "When you first meet him, he's a kid who's just moved from the hustle and bustle of London to New England," says Molyneux. "He's an only child. His parents are super-busy unpacking the house. They have changed countries. The father has got a new job and the mother has to go out to work for the first time. Like all of us with children, you may want to spend time with your kids but life is just too busy. At that point, you are introduced to Milo when he is at his most vulnerable and most lonely. One of the first things you are asked in the game is, 'Do you see yourself as a guardian angel to Milo? As an imaginary friend? As a real person?' And you are asked that specific question and ... As you experience things with Milo you unlock this mechanic called 'potential.' The more potential you unlock, the more the sort of person Milo is becoming will change."

What do you think? Is this an experiment worth pursuing? It's probably worth having to endure all the lame pedophilia jokes if it inspires others to expand on what games can be. At this point, do we really need another game with a space marine or desert shooter part XII?