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The Making of Black & White

Chris writes "GameSpot has posted a feature story that details the entire development process for Peter Molyneux's new PC game Black & White. There are a lot of quotes from Molyneux as he takes you through the whole three years they spent making the game. A lot of interesting stuff about the philosophical underpinnings of how the game judges you good or evil."

18 of 130 comments (clear)

  1. First impressions of the game, by bug_hunter · · Score: 3

    Basically my first impressions,
    1) The kiddie voices used throughout the game really drive you mad
    2) My Geforce on 700 Mhz has trouble with some scenes but I am on highest detail setting
    3) Teaching creatures would be more fun if there was more useful things for them to do, currently I can only teach my tiger to throw my villagers into walls and stuff, which makes up for any other short commings in the game, cause it's as funny as anything.

    --
    It's turtles all the way down.
  2. Re:What the Hell...? by Twid · · Score: 3

    It's out. I bought it over a week ago, March 29th, at the Fry's Electronics on Hamilton Road in San Jose.

    It's a great game! My only complaint is the speed of play, it can take hours to get a scenario done by the time you feed your people, take over other towns, build up those towns, etc... My favorite thing, though, is petting my monkey. 8-)

    --
    - "When you want something with all your heart, the entire universe conspires to give it to you" -Paulo Coelho
  3. Re:How's the Gesture Recognition Interface? by Speare · · Score: 3

    Read the README, there's some additions, probably because the developers and testers did not want to spend all day failing to draw heart and wood gestures. Recognizing gestures isn't that hard in code, but the bigger you make your gestures, the easier it is to get recognized (just like PalmOS graffiti).

    Typing R is the same as the Repeat gesture. This is the number one time saver. Just as graffiti is fine for jotting a quick note, I don't want to be scrawling all day.

    Typing M is the same as the Miracle spiral gesture. You still have to draw the specific gesture to choose it, but repeats with R simplify multiple casts.

    Typing C zooms to your Creature. The camera will follow him until you adjust the view yourself.

    Ctrl+Shift zooms in very close to your hand. Zoom way out and then use this repeatedly to bring distant cows or mushrooms to your altar. Since this is so fast, you can steal trees from your enemy's forests with practice.

    Don't waste a bookmark on your temple: Space,Space goes to your temple, and Space,Space again returns to your previous view.

    Ctrl+digit makes a bookmark. Digit zooms to bookmark. Get your angle of view just right to see most of the buildings in the middle of a town, plunk a bookmark in the current center of your screen. Then you can zip to that same vantage point very fast. Again, use this to take things from place to place super-fast, like scaffolds to a neighboring town.

    Another time-saver: assemble the scaffolds in the workshop yard, not on the building site. Why fly back and forth several times?

    Another sanity saver: your creature will continue to follow a command after unleashing. Bring him home with a quick Space,Space,L,click,L. If he wanders into some other gods' zone, the other god will leash your creature!

    --
    [ .sig file not found ]
  4. We don't need no steenking keyboards by Galvatron · · Score: 3

    All programming is done through their unique Gesture Command(tm) system :)

    The only "intuitive" interface is the nipple. After that, it's all learned.

    --
    "The question of whether a computer can think is no more interesting than that of whether a submarine can swim" -EWD
  5. Also check out "Sigma", from Relic by dstone · · Score: 3

    Sigma is a game being developed by Relic, the studio that created Homeworld (Game of the Year by some accounts, etc, etc.) Anyway if you dig B&W, you might also dig Sigma (when it's out, late this year?) It involves crazy creatures, a B-movie plot, genetic wackiness, a pretty impressive rendering engine, etc. I'm sure the dev team of Sigma has watched B&W closely (it's been in development for about as long), though the gameplay and objectives seem to be different enough. Homeworld cameras and gameplay were great, so I have high hopes for Sigma!

    In the words of Relic's CEO, Alex Garden, (who has brushed shoulders with Peter Molyneaux)... "We prefer to think of Sigma as what happens when a geneticist smokes far too much crack."

    Some links for more info...
    http://forums.relicnews.com
    http://pc.ign.com/previews/14840.html
    http://firingsquad.gamers.com/features/gamestock01 /page2.asp
    http://www.gameweek.com/features/gamestock01/pc/in dex3.shtml
    http://gamepen.ugo.com/gamepen/Features.asp?itemid =92&pageid=5
    http://www.gamesmania.com/articles/PC/sigma/previe ws1.asp

    How does Relic afford to fund a game that has also been something like 3 years in the making? Microsoft dollars. Sierra funded Homeworld. Not sure why MS is backing this one, and say what you want about the evil empire... but they've got money to risk on crazy games like Sigma. And I think that's pretty goddamn cool...

  6. Three years? That's nothing! by Anonymous Coward · · Score: 4


    John Romero, and his army of programmers and artists, took four years to create Daikatana!

    Does it have frogs? or robotic mosquitos? a sparking fist? all that green scenery?

    Hmm...come to think of it, Duke Nukem (taking) Forever has been worked on for pert-near FIVE years now.

  7. Wow, read the others! by ddt · · Score: 4

    Woah, I stayed up all night gripped by the other behind-the-scenes stories that I guess I had just somehow missed. Check them out:

    http://www.gamespot.com/features/btg/

    The story of Lionhead studios read like one of a man with 18 Charisma holding together a company by sheer force of will and charm, but you should read the incredible story of tragedy, specifically "Haunted Glory: The Rise and Fall of Trilobyte" and the story of lies and folly, "Knee Deep in a Dream: The Story of Daikatana." I also found the story "Total Annihilation: The Story So Far" fascinating because the game really was so unbelievably good, and it seemed like Chris Taylor had come out of nowhere. The "Eye of the Storm: Behind Closed Doors at Blizzard" story is of course this industry's unbounded success story and was also a fairly interesting read because Blizzard has historically been so secretive and unwilling to discuss its insides with the press.

    Having done the indie self-funded game development thing, I have never read a story more inspirational than the one on Peter M. and Black & White. It was thrilling and romantic to hear about the bullpen style open office, the absurdly long hours, frankly the outright suffering, the light and flexible approach to design, the excitement of frantically describing your vision and watching it come together, and through thick and thin Peter's unflappable optimisim and gamemanship.

    Although I think the year-long 16+ hour days are tragic and wrong, I think this is otherwise how games should be made. I hope in exchange for funding it himself, Peter and his developers enjoy a tasty return on investment.

  8. only sucky games are perfect at release by RestiffBard · · Score: 4

    I picked up black and white the other day and love it. I've only been waiting for like two years since i saw the preview in PC gamer. sure there are some issues. but the prob with land 5 has been taken care of just check a BW fan site. and otehr issuses are being solved all the time. molyneux has said that even more things will be taken care of in coming weeks. as i recall waiting for the latest version of Doom, quake, unreal, etc... is fine. all of these games were great and were all buggy. then they released a patch and we updated and played on. i think we'll just have to accept buggy games when they come out. its just an economic reality. (btw rolling the rubber ball through town is just fun)

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    - /* dead coders leave no comments */
  9. Re:How's the Gesture Recognition Interface? by Fractal+Law · · Score: 4

    The gesture recognition system works but some of the gestures can be a bit hard to do, especially when you really need to do them quickly.

    The gestures are used in different ways. For example, if you have your creature leashed to your hand you can shake the mouse right and left to remove the leash from your hand.

    The miracle gestures are where it can get tricky. The healing miracle, for example, calls for tracing a heart pattern. I've often had to do it two or three times to get it to work. I've never been unable to perform a gesture, but it has often taken several tries for the more complex ones.

    Considering what the games has to do to recognize your mouse gestures I'm amazed that it even works at all. Once one has had some practice with the gestures they come pretty intuitively. I still use the keyboard for movement and such, however.

  10. Re:How's the Gesture Recognition Interface? by IvyMike · · Score: 4

    Xemacs has "strokes mode" which is pretty much gestures for emacs. If you've used one of the CAD tools that supports strokes (Mentor Graphics for me) you really start to appreciate what a great improvement to the UI they are.

    I'd like to see the entire GUI component of an OS support this.

  11. Wow! by TheFlu · · Score: 4
    Even more impressive than this game (which is excellent BTW) is this picture of one of the programmers desk. How's he even find the keyboard.

    Linux info>>> The Linux Pimp

  12. "LOL" by JAVAC+THE+GREAT · · Score: 4
    Sometimes it doesn't work out--at least at first, as was the case with Ollie Purkiss, a young London chap who interviewed for a programming position. Known as the only programmer who used a graphic tablet, he ended up getting the rejection call from Molyneux. "He said, 'Sorry, I don't think you are qualified enough,'" explains Purkiss, who says he quickly responded, "'Peter, I think you're wrong.'" Molyneux, so impressed with the young man's nerve, hired him on the spot. Purkiss now sits next to Molyneux in Lionhead's offices.
    Later in the article...
    Even just walking around the office, it's clear that Molyneux is constantly making sure the intellectual capital in the building is firing on all synapses. "Ollie," he calls out randomly one afternoon, "I was wondering, how would you go about swapping two numbers without using a variable?" While Molyneux knows the answer, Purkiss doesn't and is immediately perplexed by the problem. Molyneux cracks a smile and puts his hands back on the keyboard. You know he's saying to himself, "Mission accomplished: new challenge issued."

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  13. It's cool, until.. by Anonymous Coward · · Score: 5

    The game was, in fact, released too soon. Even though it was postponed back and back and took three years, it's still quite buggy. Framerate never goes above 31 fps (with the reccomended system, plus an extra 128 ram on top). The non-traditional interface is great.. At least until you realize you need to get to a main menu instead of being forced to watch the ten minute intro again after a crash corrupted your most recent save and the program assumed that you wanted to start a new game. It's cool until you uninstall and reinstall to replace corrupted files, taking careful checks to ensure you don't lose your saved game, only to find out that you lost all your creature AI. It's cool until you realize that you only really have the creature for 2 of the 5 lands, since you don't really use him on the first, he gets kidnapped in the second, and there's the 'level 5 creature bug' which utterly destroys him in the last level. It's cool until you realize that the villagers can't do anything except deforest and overpopulate, and you have to spend all your time completely micromanaging them. It's cool until the side quests completely disappear the same time the plot does. It's beautiful eye candy, it's completely engrossing for the first several hours, it leaps across traditional boundaries, but it just, unfortunately, didn't quite make the last hurdle.

  14. Excellent game, excellent article. by Raven667 · · Score: 5

    B&W looks like one of the most original games to come out of any development house in many years. The FPS, RTS, Roleplaying (sometimes just repackaged adventure games) have all been beat to death. Great houses like Looking Glass have fallen off the map. It's good to see something like this be created, I look forward to it being the best seller of 2001 and significant for many years after.

    I also wanted to point out the article, it is one of the best written (and longest!) that I have seen on any website or magazine in a long time. We should thank the author Geoff Keighley for taking the time to really interview the people at Lionhead and understand what it took to bring this game to fruition. The article was so interesting there was no way that I could go without reading it until the end.

    Many people here post flames when writers and journalists get computers and technology wrong, we should be thankful when they get tech right.

    --
    -- Remember: Wherever you go, there you are!
  15. Why this game *will* succeed by The+Cat · · Score: 5

    On page one, the article says "three years... team of 25 people" My first thought was to run the numbers: break-even is 273,000 units (conservative estimate). No way this gets funded. No way. This game would have been rejected again in the first meeting when there was no "good" answer to the question "what genre is it?"

    Page two explains why the game got made: it was self-funded.

    Its really a shame that the "big companies" in the game industry can't support efforts like these. Black and White looks like its going to be an amazing game, and it would have been a great thing for a publisher to have participated in its development.

    Good to see that better and better games are being developed.

  16. Re:so you hate the frame rate in cinemas, too? by jmauro · · Score: 5

    He is right in a way. Movies do not see the flickers, because if you look at a single frame of film it is blurred, like taking a picture with long exposure and people move inside of it. It has transistion from the last frame, the current frame, and the nextframe all merged into one. The blurred goes away when the frames are played in sequence at the correct speed. The effect is moving pictures. If you take a frame of computer game, from a game there is no blur. Every single picture is sharp and crisp. To get a non-jerky motion to show you need to push a video game to at least 60 fps. The extra frames give a more fluid motion, because the eye cannot pick up each frame in its entirety, but sees parts of each frame and combines them into a composite picture of sorts. The effect is that the motion is fluid. Film doesn't need extra frames but computer games do.

  17. Cool stuff in this game by IvyMike · · Score: 5
    • It supports my iFeel mouse; this game has texture.
    • It can import your address book from your email client for villager names. And you know what makes the best creature food? Your ex.
    • The graphics engine lets you scroll out and see the whole island. And it doesn't suck.
    • It gives a whole new meaning to spanking your monkey.
  18. Cool things to try in game. by bertok · · Score: 5

    I've been tring to work out what the most bizarre thing my creature is willing to eat. So far, I've seen my monkey eat people, whole pine trees, live cattle, it's own dung, and a fence.