One particularly hilarious quest midway through the storyline speaks volumes about the difficulties of designing a modern game. A group of dorks in Bowerstone insert you into a game of their own creation -- basically Albion's version of Dungeons & Dragons. As you traipse through their world, the three dungeon masters argue with one another over various aspects of their design. Should opening this chest be optional or mandatory? Should the player be forced to speak with all of the townspeople, or should he be told which one holds the information he requires?
One room in their game consists of nothing but a single, brightly lit lever in a pitch-black chamber with several large, vibrant yellow arrows dangling from the ceiling -- pointing directly at the lever's location. Fable III seems to be designed for the type of person who still has trouble finding that lever.