“Our hope is that people who pick up on PC think, ‘OK, this plays how I would expect it to play, it doesn’t play like just a half-done port,'” lead designer Josh Atkins told Rock Paper Shotgun. “Which I think is the danger for PC games.”
He added: “Not to knock anyone else, but people tend to just rush games out onto the PC, they do the very quickest port they can and they try to do it as a financial model rather than let’s try to make something that at least plays like it was designed for this platform, and respects what the platform does.”
Atkins said the PC port was motivated by fan demand, but also that there was no doubt PC games could be profitable.
“I know tons of people who play on the PC. So I don’t think it’s a business thing – it’s understanding how that business has changed,” he explained.
“And that’s something that, whenever something pivotal happens, like for example if the model moves from retail to completely digital, like X large % digital, I can’t tell you how many people buy games on PC digitally but it’s a big number. You have to think slightly differently, and you have to think about the whole business case differently”.
For the conversion team, producing the PC version was a little like coming home, and gave them the chance to think about what PC gamers might like in their version.
New features include an adjustable difficulty level with individual enemies tweaked; a streamlined property management system; a mouse-friendly interface; less focus on collecting; and lots and lots of bug fixes.
The PC version of Fable III is due in May.