The world may not have a shortage of medieval fantasy games right now, but it is sorely missing the unique satirical take thatFablebrought to the table. Developed by Lionhead Studios, the originalFabletrilogy may have been a mixed bag overall, but its colorful characters, star-studded cast, highly accessible RPG mechanics, and fluid combat made the series really stand out. HopefullytheFablereboot, currently deep in development, can capture the magic of the original trilogy, while also bringing some new mechanics to the table, such as starting classes.
It’s pretty commonplace for an RPG likeElden Ringto allow players to choose from a range of classes when beginning the game, offering perks that point them towards a certain playstyle. Whether it’s a mage, barbarian, ranger, or bandit, starting classes all offer unique traits that can then be leveled up through use. While choosing a starting class doesn’t usually restrict the player to just one type of gameplay, it does give them a good place to start, and theFablereboot may benefit from that.

RELATED:Fable’s Childhood Openings Could Find New Life in the Reboot
Fable Should Have Starting Classes
TheFablefranchise has never really had starting classes. The closest the series has come is inthe firstFablegame, where players weren’t assigned a specific class from the get-go, but could earn special abilities if they continued to use a specific skillset or type of weapon. For instance, if players kept using magic, then they’d be rewarded with more mage-like abilities, and if they primarily used a heavy axe, then they’d gain some exclusive strength abilities. This encouraged players to freely exploreFable’s combat systems, find a particular weapon or style they liked, and get rewarded for using it consistently.
Fable 2and3, on the other hand, offered no class system at all. In both games, players can simply pick up any weapon of any type, and use it freely.Lionhead Studiosplaced no restrictions on what a player can wield inFable 2and3, or when they can wield it. This approach is a bit of a double-edged sword, as on one hand, this high level of freedom allows players to feel free to experiment with every weapon and playstyle the game has to offer, but on the other hand, those who prefer to stick to one specific weapon type aren’t being rewarded for committing to and mastering a certain playstyle.
Removing RPG elements like the original’s class system is one of thebiggest criticisms ofFable 2and3, and the reboot should avoid making those same mistakes. The newFableshould certainly have starting classes. From the moment the game opens up, players should be able to choose from a set number of classes, each offering unique traits and abilities, and each one evolving throughout the game to grant players new powers. These classes don’t need to be too convoluted; they could simply be the usual melee-focused class, ranged class, mage class, and the rest, setting players up for success but allowing them to adapt once they get to the meat of the game.
Giving players a direction when they first start a game can be a great way to achieve a satisfying sense of reward, as the more players progress their chosen path, the more they unlock, and the more they feel like they’ve grown. Adding starting classes toFablewould also increase the game’s replayability, as players will likely want to play the game again to experience all the different playstyles on offer.
Fableis in development for PC and Xbox Series X/S.