I want to talk about some of the successes and failures of Fable 3, both from an interface design perspective and a game design perspective. Since this post got long enough, right now I’ll focus on the interface choices and next time I’ll look at the game itself. Before that can happen, we need to establish a few baselines.
Assassin Creed 2's weapon racks were much better than Fable 3's. You couldn't compare two unequipped weapons, but you did get an easy to parse comparison between the equipped weapon and the weapon you were focusing on in the rack.