From console to mobile: Game designer Peter Molyneux’s journey to reinvention (interview)

LONDON — You can’t find a more seasoned elder statesman of game development than Peter Molyneux. During a decades-long career, he has created monumental works such as Black & White and Populous. Yet Molyneux admits that he was surprised by the challenges in making the leap from console games (like Fable) to mobile games. And that experience has forced him to reinvention himself and relearn how to make games in the modern era.

It started in 2012 when his startup 22cans in Guildford, England, raised $881,571 in a Kickstarter crowdfunding campaign to build Godus, a new “god game” for the touch-screen interface. Molyneux had to learn how to craft a free-to-play game that monetized well yet didn’t alienate players with aggressive marketing tactics.

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Dean Takahashi

Dean Takahashi is editorial director for GamesBeat. He has been a tech journalist since 1988, and he has covered games as a beat since 1996. He was lead writer for GamesBeat at VentureBeat from 2008 to April 2025. Prior to that, he wrote for the San Jose Mercury News, the Red Herring, the Wall Street Journal, the Los Angeles Times, and the Dallas Times-Herald. He is the author of two books, "Opening the Xbox" and "The Xbox 360 Uncloaked." He organizes the annual GamesBeat Next, GamesBeat Summit and GamesBeat Insider Series: Hollywood and Games conferences and is a frequent speaker at gaming and tech events. He lives in the San Francisco Bay Area.