There’s something a bit off-putting about talking to Peter Molyneux these days. The well-known designer of games ranging from Populous to Fable is known for projecting such over-the-top confidence about the world-changing nature of his upcoming projects that the self-parody of his public persona has become a bit of an in-joke in the gaming community.
Given that reputation, the Peter Molyneux I talked to recently was quite a bit more restrained and subdued than you might expect. The usual child-like enthusiasm and grand vision for the video game medium are still there, for sure. But these days, Molyneux seems more chastened and self-reflective than bombastic and expansive.
One proximate cause for this change, no doubt, is the less-than-stellar launch of the cryptically titled iOS app Curiosity: What’s Inside the Cube, the first “experiment” from Molyneux’s new startup 22cans. The app consists of little more than chiseling away at a massive, multi-layered cube alongside other players on the Internet. It launched earlier than expected last month and was quickly plagued with server problems, choppy performance issues, and an error that wiped out the amassed, in-game savings of thousands of early players.
Looking back, Molyneux sees Curiosity as a victim of its own viral success. “I anticipated 40 to 50,000 people would kind of stumble across it… that number was exceeded within three hours and it just became a real testament to how virality works, because suddenly the number of downloads was completely spiraling out of all control. Our poor servers were struggling incredibly, we thought we would have weeks to scale out beyond the 50,000 maximum, but we had minutes. The team did some fantastic work implementing a solution quickly but unfortunately made a mistake that got rid of everyone’s gold.”
Reflecting back on it now, Molyneux thinks the botched Curiosity launch might have also led to the second major cause of his current anxiety: the slow funding progress for his Project Godus Kickstarter. Previous Kickstarter efforts from well-known game designers like Tim Schafer, Chris Roberts, and Josh Sawyer have quickly set crowdfunding records. Molyneux’s effort to revitalize the largely defunct “god game” genre, however, is struggling. As of this writing, there is less than £330,000 ($533,676) pledged with five days to go to reach Molyneux’s £450,000 ($727,740) goal.

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