Black & White (video Game) Animal Picture Ke Gane Video

Black & White (video game)

Allow, selamat pagi, artikel ini akan membawa pembahasan mengenai animal picture ke gane video Black & White (video game) simak selengkapnya 

This feature is on the 2001 video game. For the Pokémon games, perceive Pokémon Black and White.

Black & White (video game)

Black & White is a god video game developed by Lionhead Studios and published by Electronic Arts for Microsoft Windows within 2001 and by Feral Interactive within 2002 for Mac OS. Black & White combines elements about artificial life and strategy. The sportsman or sportswoman acts when a god whose end is to defeat Nemesis, another god who wants to grip on top of the world. A leading leitmotif is the idea about good and evil, in the company of the sky thing affected by the player's moral choices. The core gameplay mechanic about Black & White is the interaction among the sportsman or sportswoman and an avatar creature, who carries away the players instructions and whose personality and conduct alteration within reaction to how they are treated. Multiplayer is supported on top of a local system or online.

Peter Molyneux led the three-year growth about the highly anticipated game, originally to aspect wizards instead about gods. Black & White was written from scratch, and the intention was to own the chief user interface complimentary about icons, buttons, and panels. Versions for games consoles were within development, yet were cancelled.

Black & White received widespread acclaim on of|supported by} release; reviewers praised the artificial intelligence, uniqueness, and depth, although the system requirements and bugs were criticised. Black & White won awards from several organisations, with the British Academy about Film and Television Arts and the Guinness World Record for the complexity about the artificial intelligence, selling on top of two million copies. Later re-reviews about the sport considered it to own been over-rated at the time. An expansion, Black & White: Creature Isle, and sequel, Black & White 2, followed.

Gameplay[edit]

A Norse village at the beginning. Larger houses back additional villagers.

Black & White (video game)

The sportsman or sportswoman takes on of|supported by} the job about a god ruling on top of several islands populated by assorted tribes. The sportsman or sportswoman interacts in the company of the environment via an animated, on-screen hand, that is used to throw people and objects, tap houses to wake their occupants, actors miracles, and achieve more actions.[1] Key items within the tale are gold and silver scrolls. Gold scrolls start a marked event(including the chief story), and silver ones a minor duty to achieve for a reward.[2]

Nearly every move (or want thereof) affects how the sportsman or sportswoman is judged by their followers: the sportsman or sportswoman may be seen when a good god, an bad one, or in-between the two. The land, interface (including the hand), and music alteration according to that alignment. A good god's temple is brightly coloured, during the time that an bad god's is designed to view intimidating.[3][4] It is not necessary to consistently achieve acts about either alignment and a mixture about the two can be used to stay neutral. The sportsman or sportswoman has two advisors, only good and the more evil, who try to talk (someone) into the sportsman or sportswoman to do things according to their alignment.[5][6]

An significant duty is expanding the villages, by constructing buildings and increasing the numeral about villagers. Important buildings involve houses, the Village Centre (which displays the god who controls the village and the accessible miracles), and the Village Store (which stores resources and displays the villagers' desires). Buildings are created within the Workshop at the end of obtaining blueprints.[7] Wonders are special buildings granting a particular benefit. Villagers go to only about eight tribes, such when Norse, Celtic, or Japanese, every single having a opposed Wonder.[8] Villagers can be assigned to achieve a particular duty such when fishing or starting a family.[9] If the Temple is destroyed, the sport is lost.[10] When attacked, Temples transfer destruction to their god's buildings and followers within defence; one Temples whose god has not at all followers are vulnerable.[11]

The Temple is surrounded by sites where villagers worship, generating the control wanted to actors miracles. Villagers require feeding, healing or rest to worship. How many villagers revere is controlled at the Village Centre, and which miracles are accessible depends on of|supported by} those accessible at the player's villages.[12] Miracles involve providing food or wood, healing people, and providing shields to protect an area.[13] Miracles can and be actors by using Miracle Dispensers, a common prize for completing Silver Reward Scrolls. These allow the casting about a miracle lacking worship.[14] Miracles can one be cast, and nearly all more actions performed, inside the player's land about influence, which can be extended by expanding the inhabitants about villages owned, or by charming on top of others.[15] Miracles can be selected at the Temple or Village Centre, or by performing sure gestures in the company of the Hand.[16] Power can and be produced by sacrificing work beings at the altar.[17]

The general end about a level is to gain government on top of every village on of|supported by} an island, accomplished through of} acts that talk (someone) into the villagers to believe within the player. Villagers can be swayed by everything from assistance in the company of day-to-day tasks to thing terrorised by fireballs and lightning storms.[18] Artefacts (special objects that glow within their owner's colour) and missionary disciples can be used to move villagers.[19] Villagers become bored in the company of repetitive attempts to move them. For example, assuming boulders soar suspended too frequently, their effect is lost. This forces the sportsman or sportswoman to utilize many methods to convert a village.[20]

Black & White (video game)

The sport features a fight mode, where more gods are battled for government about an island, a multiplayer mode on top of a local land network (LAN) or an online service, and The God's Playground, where gameplay aspects can be practised. In multiplayer mode, deathmatch and cooperative modes are available.[21][22] In united mode, players portion a creature.[23]Black & White includes a aspect enabling the import about true weather.[24]

Creature[edit]

One about Black & White's core features is the interaction among the sportsman or sportswoman and an avatar- similar to creature. Three are accessible to select from the beginning about the sport and others can be obtained by completing Silver Reward Scrolls. The currently-owned creature can be swapped in the company of a new only at sure points within the game. The creature starts away small, and grows when the sport progresses. Each has strengths and weaknesses: apes are intelligent and skilled at study yet want strength; tigers are strong yet learn slowly.[25]

As a god, the sportsman or sportswoman can teach their creature to achieve tasks such when stocking the village store or performing miracles. The creature is taught what and when to eat, and how to strike (at) or move rival villages. Fighting skills may be taught within one-on-one battles in the company of more creatures; strike (at) and defence abilities can be improved. Teaching is performed using a reinforcement learning system: assuming the creature does something the sportsman or sportswoman does not want, it can be discouraged in the company of a slap. If the creature does something the sportsman or sportswoman approves of, it can be stroked. The creature remembers the response to assorted actions and gradually changes its conduct accordingly.[26] With period and repetition, it can achieve complex functions that allow it to serve when the player's avatar. Three types about leashes are used to command the creature to go to a particular place, and can be tied to a building to restrict movement. One leash encourages the creature to pay attention when actions are demonstrated; the others encourage either benevolent or malevolent behaviour.[27] The sport reinforces the creature's choices and study by providing optical feedback, and the creature has an alignment separate from the player's. Evil wolves sport glowing eyes and large fangs and claws; good ones turn a shade about purple and glow gently.[28]

Lionhead Studios used Michael Bratman's belief–desire–intention model to simulate creatures' study and judgment creation processes. A creature forms an intention by combining desires, opinions, and beliefs. Beliefs are attributed to lists that store data on assorted world objects. Desires are goals the creature wants to fulfill, expressed when simplified perceptrons. Opinions describe ways about satisfying a want using decision trees. For every single desire, the creature selects the confidence in the company of the best opinion, thus forming an intention or goal.[29]

Plot[edit]

The sportsman or sportswoman begins on of|supported by} an inch when a new god, created from a family's prayers. After saving their drowning son, the god follows the obliged family to their village. A large creature is afterwards discovered who tells about its previous master, a god named Nemesis, who desires to reign surpassing when the one true god by destroying all others. The sportsman or sportswoman is told about the Creed; an energy source in the company of the ability to smash gods. Nemesis destroys his previous creature and attacks the village. A mysterious vortex opens that the sportsman or sportswoman enters to escape Nemesis. The sportsman or sportswoman is transported to a second inch and greeted by another god, Khazar. Khazar reveals that it was he who sent the vortex and requests assistance against another god, Lethys, Nemesis' underling, within exchange for resources to reconstruct the village.

Later, Nemesis destroys Khazar and steals his piece about the Creed. Lethys in those days kidnaps the player's creature, charming it through of} a vortex. In the third land, the creature is held within stasis by three magical pillars. After the creature is freed, Lethys grants the sportsman or sportswoman a piece about the Creed and opens a vortex where another can be found. The sportsman or sportswoman returns to the initial land, now cursed by Nemesis; fireballs and lightning rain from the sky. After the curses are lifted by destroying the three keeper stones, and the piece about the Creed is claimed, Nemesis appears, inviting the sportsman or sportswoman to his realm. On the previous island, Nemesis curses the player's creature, causing it to slowly alteration alignments, shrink, and grow weaker. When the latest piece about the Creed is obtained, the sportsman or sportswoman destroys Nemesis, and is port when the one god within the world.[30][31]

Development and release[edit]

Black & White drew elements from Peter Molyneux's previous projects, Populous and Dungeon Keeper.

History[edit]

Black & White took on top of three years to develop beginning on of|supported by} 14 February 1998,[32] and was released on of|supported by} 30 March 2001. Peter Molyneux funded the project himself and devoted his continuous centre to its development.[33] Molyneux stated that he tried to correct the mistakes he made in the company of the sport design about Dungeon Keeper.[34] The end was to develop a unique sport where players felt they peopled a world where they could do anything. Molyneux had liked the plan about controlling people when a god since his previous venture, Populous. He was into within the idea about good and evil and thought that this could be used to power the game's atmosphere. Development was slow, starting in the company of one six people, when Molyneux wanted to meet the correct team. Discussions on concepts (including a Mafia-style game) began at his home within 1997,[35] and within February 1998, the side moved into Lionhead's offices. The expanded nine-person side exchanged more suggestions for the sport and its content, such when lip-synchronised characters, although this was thought impossible. As additional people joined, Molyneux wanted Lionhead's friendly sky to remain, and their policy about one recruiting people who could fit within in the company of existing members meant that the side had developed their own method about working. According to Molyneux, side members questioned and competed in the company of every single other, resulting within a better quality about work. He said that "the side did the do business about a group twice their number." The group that finally numbered twenty-five programmers in the company of a budget about approximately £4 million.[24]

Molyneux stated that King Kong was an imagination for the game.[36] Soon afterwards, watching the Outer Limits episode "The Sandkings", he noticed that the episode featured bug-like creatures worshipping a scientist, and who moved around him within reverence whenever he was nearby. Molyneux thought that thing admired in the company of that position about devotion made only a god.[37]

In 1998, Black & White was shown at the E3 trade show within Atlanta, Georgia, and incorporated elements about Populous and Dungeon Keeper.[38] Molyneux estimated the sport would be about finished within 1999,[39] and scheduled it for a late September 2000 release.[40]Artificial intelligence was only about the door key areas still thing worked on. The sport crashed many times; Molyneux fixed the bugs using Microsoft Developer Studio before restarting.[41] He expected the 3D engine used would be an improvement when compared to his previous games. He instructed the programmers to "Make it the nearly all pretty motor at all conceived by anybody, ever".[42] As about December 1998, not at all animators had been hired, and the art side were developing their own skills within that area.[43] By this time, the motor was thing developed by three people: Alex Evans, Jean-Claude Cuttier, and Scawen Roberts (who had joined from a messenger company called, coincidentally, Black And White). Cottier developed the landscape system, and start a manner about generating textures, enabling the reflection about assorted types about terrain. Roberts created the creatures and the animation (Eric Bailey afterwards took on top of the creature animations[44]). Evans described developing the motor when "a daunting task".[45] Composer Russell Shaw came up in the company of the plan about the world changing face according to the player's alignment: he suggested that the player's territory loses colour assuming he plays evil, and for it to be gaily coloured assuming good.[46] Artist Mark Healey wanted the cursor to be a magician's hand.[46]

The continuous game, with the tools and libraries, was written from scratch. A trial and error move towards was taken: the side learned by trying something and changing what did not work. They avoided using control panels, icons and buttons for casting miracles, preferring a gesture system. Molyneux commented that he would own been very disappointed assuming the structure was dumped, yet within the end, they got the aspect employed "beautifully". Integrating the storyline was start to draw the sportsman or sportswoman through of} the sport within an surprising manner, which led to the growth about characters similar to Sable, the Creature trainer, and the advisers. A great understanding about effort was devoted to getting features such when the climate import working.[24]

The sport was originally to aspect battling wizards, who would own had creatures (originally named Titans) to raise, and be powered by belief. A door key plan was the ability to turn work beings into Titans. Healey's early visualisation featured the Horned Reaper from Dungeon Keeper representing Titans. The side wanted the sportsman or sportswoman to perceive the world from the same perspective when possessing a creature within Dungeon Keeper (it was originally intended for the sportsman or sportswoman to be able to grip government about creatures within the first-person[47]). Molyneux wanted "limitless flexibility" and the ability to zoom away to perceive the world from the sky. It was decided to make the sportsman or sportswoman a god when it was realised that humans could not wield the powers that were thing implemented. The spells that were to be actors became miracles, and the wizards' supporters became worshippers. The mechanic about turning work beings into Titans was dropped because about problems in the company of balance, in the company of sure Titans having advantages on top of others.[48] After the name Titans was dropped, others were considered, with Sards, Demes, Ikons, Psiphs, and Amalians. None had unanimous support, so they ended up thing called 'creatures'.[49] Elements about the Wizard theme, such when Temples resembling a wizard's tower, remain within the latest game. Temples were originally named Citadels and some sported a medieval, fairy-tale look.[50][51][52]

In January 1999, Richard Evans was employed away how the sport judges the morality about the player's behaviour.[53] Mark Webley (who had programmed the creature's artificial intellect on of|supported by} a testbed version) had become project manager, ensuring routines were listed on of|supported by} duty schedules. He stated that this was "a hundred times additional difficult" than uniform tasks at Bullfrog Productions.[53] By March, the side had expanded to 17 people with five artists, five sport programmers, two motor programmers, and a noise programmer. Lionhead wanted a maximum about 25 people so when not to shatter the "team spirit" atmosphere.[54]Black & White was shown at E3 1999 where it was judged the nearly all original game.[55] At this time, Lionhead were in the light of 15 cover designs provided by Electronic Arts.[56]

At E3 2000, Molyneux gave a precise release date: 23 September 2000. The sport was supposed to reach the alpha stage by 18 June, yet by summer, it became explicit that growth was behind schedule, and the release date was pushed back to 10 November. In September, it was pushed back again into 2001, angering fans who were eagerly awaiting its release. Molyneux apologised for the delay.[57] By September 2000, every Lionhead representative had their faces digitised for utilize on of|supported by} villagers. Villagers were auctioned online at QXL, in the company of all proceeds going to the National Society for Prevention about Cruelty to Children. The side were amazed when the initial only sold for £450, and the fourth only for on top of £1000.[58] By October, Lionhead were operating around the clock to reach alpha. Shin Kanaoya about EA Square came to discuss the Japanese localisation, which was considered hard due to the requirement about the utilize about two-byte characters to show the Japanese writing system, specifically the 20,000 Kanji characters, which would own posed RAM management issues. Lionhead were in the light of using the Japanese fonts included in the company of Windows.[59] In September, there were "dozens" about fansites on Black & White.[60] By November, there were around 150.[61] Molyneux afterwards said that Black & White was amongst the initial video games to own fansites, and that Lionhead were accused about over-promising when the sites described features the sport did not own when shown.[62]

Molyneux said that might own been "insanely ambitious" in the company of regard to the standards they set themselves for the graphics, because the structure requirements were high and much about the custom software wanted to be written.[24] One such program was a terrain-editing tool named Leadhead.[63] He stated that they went from "bizarre ideas", to "the best sport I own at all seen". The villagers' artificial intellect had to be controlled by giving some government to the Village Centre when there was not at all limit on of|supported by} the numeral about villagers. Molyneux said about the creature's artificial intelligence, "part about the sport itself learns from everything you do and tailors itself to you", and described the creature when "an astonishing piece about work". He and commented that the previous months about growth were "the hardest any about us has at all had to work", and that "without the correct team, this sport at no time would own happened."[24] The models for the trees, bushes, and more landscape features were created within 3D Studio Max, and initial graphics growth was done within 2D using Adobe Photoshop. Later growth was done using more custom software.[64] Clan multiplayer, where many players play when only god, was developed within a rush; its connection had to be developed within two weeks. Black & White's online community was handled by two servers within London, where the clan creatures were stored to minimise the possibility about cheating.[65]

Alpha was reached within December 2000. Multiplayer mode about had to be dropped for this to happen, yet the problems were fixed just within time. Electronic Arts became involved within the production; testers were employed (they start three thousand bugs), localisations were checked, and a marketing campaign was launched. Fearing the bugs could kill the game, lists were sent to every representative about the team, who had a chart, updated daily. The biggest difficulty was the latest set, and fixing them created additional bugs. Molyneux commented that "It was when assuming the sport just didn't desire to be finished and perfected", and remarked that the side felt similar to they had speed a marathon at the end of fixing the bugs. The close product was so large that they "almost felt missing inside the code" which consisted about on top of a million lines, and took on top of an hour to compile.[24][66] The music, dialogue, and noise belongings were compressed to be the correct shape for on of|supported by} only CD, when they took five times when much volume when the game. People not involved in the company of the game's growth began playing it and were extremely impressed.[67] The release date was in those days set at 23 February 2001. Electronic Arts complained that the days at which the villagers were reproducing was below the age about consent for some countries, so this had to be changed.[68] Lionhead announced that the sport went gold (became ready to be released) on of|supported by} 16 March 2001. Molyneux credited fans for creation the hardest times worthwhile.[69] Because players encountered technical issues, rumours that Electronic Arts had shipped beta versions circulated; Lionhead denied them.[70] Molyneux said Black & White was the nearly all significant and hard sport he had made.[71] In June, a patch that fixed bugs was released. The Japanese variety was released on of|supported by} 24 May 2001, and re-released when Black & White Special Edition[a] under the EA Best Selections branding on of|supported by} 18 March 2004.[72] Another bit was released, which would allow the Hand to be controlled by an Essential Reality P5 Glove, a virtual truth glove.[73]

Story and characters[edit]

Work on of|supported by} the tale began within October 1999, and took longer than expected. The side estimated two months, yet soon realised they lacked the necessary skills to meet this deadline. Bullfrog's James Leach, who had before worked on of|supported by} titles such when Dungeon Keeper and Theme Hospital, was recruited, and wrote many challenges, all the dialogue, and enabled the side to make the advisers characters rather than just sources about information.[24] The plan to make the advisers characters came from Alex Evans, who wanted them to interact in the company of their lips synchronised. A structure was developed that moved their mouths into common phoneme shapes, used when a basis to turn them into graphic equalisers that move into shapes according to the sounds thing played. This facilitated localisation, when the sport was to be translated into fifteen languages. Both advisers were voiced by Marc Silk, cutting the video period by roughly half.[74] The initial designs were produced by creator Christian Bravery, yet these were considered too uniform to classic devils and angels. Healey redesigned the angel to be additional similar to a fairy. He was accused about putting his girlfriend into the game, something which he agreed in the company of on of|supported by} reflection: he admitted that it looked "rather a lot similar to her".[75] He in those days designed an aged man resembling a cross among a hippy, a yogi, and a "kindly aged man".[76] The advisers' animations and emotions were triggered by keywords within the script document, a Microsoft Excel file consisting about several thousand lines. Much about the script was for the advisers, when they were to comment on of|supported by} everything happening when expertly when the more things players may desire to do.[77]

The challenges and quests were developed to keep players occupied during the time that playing through of} the story. Molyeux told Leach on the ways about good and bad and the system's reflection about the player's behaviour, and provided him in the company of a digital copy about the Bible in the company of instructions to study the concepts due to their association in the company of gods and men.[78] Leach decided to supplement the plan about bad in the company of mischief, when he thought thing entirely bad by annoying or killing followers was senseless. Molyneux wanted a conflict among good and evil, and for the rival gods to own the opposite alignment to the player. As a manner about introducing the sportsman or sportswoman to miracles and combat, a god whose alignment is the same when the player's was added.[79]

Leach, Molyneux, and Webley were in the light of the latest tale when Jamie Durrant, an artist, became involved within the scripting language. A position designer, Ken Malcolm, was and hired, and their skills were considered invaluable. Malcolm said that the challenges were imagined when films in the company of many endings because the tale elements were opposed to games based on of|supported by} levels. According to him, the side had to "forget the rules" and centre on of|supported by} what players would do.[80]

World domination was the story's goal. The Creed was a method about achieving that end lacking having to turn every tribe. The intent was for the Creeds to be hosted interior creatures, obtainable one at the end of the creature was dead. Winning the sport would require three Creeds about the same alignment and their placement within the volcano on of|supported by} the fifth land. The crack would "shatter the world" and the world would be the player's.[80] As the tale evolved, it was decided that the sport should not force the sportsman or sportswoman through of} it, when it would restrict his freedom. The side and wanted players to tour the world. The solution to this difficulty came within the form about the Gold Story Scrolls.[81]

The more gods' actions and dialogue were written to be impartial when they could be either good or evil. Some were influenced by the player's alignment, yet some principle were spoken regardless about the player's alignment due to want about space. The idea about good and bad and affected the gods' names: leaning towards a particular alignment was avoided because they could be either. Khazar and Lethys were "suitably aged and legendary". The name Nemesis was to be replaced in the company of "a huge, powerful name", yet was liked by nearly all about the team.[82]

Programmer Oliver Purkiss was hired to program the villagers. He and Molyneux "worked tirelessly" to give the villagers autonomy and individuality lacking using too much processor power. Purkiss said that they did not desire players to believe that villagers were worthless. Afterwards, it was decided that the villagers should own opposed confidence levels, so the sportsman or sportswoman would want to move additional sceptical ones.[83] Richard Evans worked on of|supported by} the villagers' reactivity [84]

The script writer started away "simple", enabling programmers to achieve camera angles and move villagers, and the initial script was created when Cottier extra a widescreen function. Molyneux wanted "an epic tale", so tools such when cinematography and the ability to examine the creature and the player's alignment and abilities were needed. Jason Hutchens, an "expert within languages", was hired and helped create a "more natural" tongue compiler.[85] A structure to generalise every single move towards to challenges was and needed. The script writer and tongue were simple adequate for non-programmers to use, and was and capable about writing complex scripts.[86]

Sound and music[edit]

Shaw was head about music and sound. He handled the sound recording, all the noise effects, and composed the music. He and played instruments and sang: the initial land's Missionaries' ballad featured the voices about Shaw and Webley. It was originally Shaw's intention for there to be not at all dialogue.[87] The sport had on top of 5000 noise belongings by January 2000.[88]

Shaw's want about experience within playing "ethnic" instruments was a problem, yet Steafan Hannigan, an expert on of|supported by} the subject, was enlisted to help. Hannigan more enlisted a melodious ensemble who covered the instruments for every tribe.[89] Silc's speech was performed at Electronic Arts's noise workshop within Chertsey on top of three-and-a-half days. The sessions were directed by Leach, and the principle were recorded onto hard disk by Electronic Arts engineer Bill Lusty. The recordings were in those days burnt to CD, which were sent to Shaw, who in those days "cut up" every single mark and assigned them to those within the game. Afterwards, Hugo Myatt and Shelley Blond were recorded at Lionhead.[90]

Creature[edit]

The judgment to base the creatures on of|supported by} true animals was made early on. To present with players variety, a mixture about benevolent and aggressive creatures was deemed necessary.[91] The side decided to carry out anthropomorphised bipedal animals, because their humanoid form evoked empathy, and credibility within their potential sentience. Due to technical restraints, bipedal creatures and provided greater flexibility for animation and sport dynamics.[92]

The lion was constructed for the prototype. 3D Studio Max was used to make the wire-mesh frame, and in those days Adobe Photoshop was used to skin the creature. The skeleton was added, which was used by an animator to achieve movements.[93] The good creatures' appearances were the nearly all problematic, and the transformation among alignments was and thought to be "a huge challenge". Each form was built from seven meshes and three quality sets. This enabled subtle variation.[94] The eyes were originally painted when a texture, yet this was deemed "unsatisfactory". Later, the eyes were built using separate geometry that moves independently, and were extra using the game's creature editor.[95]

To carry out the transformation about the creature based on of|supported by} its alignment, Alex Evans developed an exporter program to export 3D Studio Max's models and animations, and Roberts created only to import them and apply them to the lion. Each variety about the creature was in those days loaded, and insertion principles was written, when expertly when a blended animation among two uniform ones.[96] The structure has a two-way blend: only for the alignment, and the more for how fat the creature is. As there was not going to be many creatures on of|supported by} only map, the side were able to utilize CPU resources to speed many animations simultaneously on of|supported by} a single creature.[97]

The planned position about artificial intellect for the creature was thought to be risky: Molyneux commented that they wanted to "advance the technology to its extreme", and artificial intellect specialist Richard Evans built the technology, which according to Molyneux appeared to "live and learn like, say, a clever puppy". Molyneux desired the creature to pass the Turing test, which had not until now been achieved.[32][24]

Other versions[edit]

An online version, Black & White: The Gathering, was within development, and would own enabled creatures to interact those about more players within a cut-down sport environment on top of the internet. Lionhead planned to release Black & White: The Gathering two months before the chief game's release when a complimentary download, and it was to present with a range about creatures. It would own linked in the company of chat programs such when AOL instant messenger and ICQ and turn text to a speech bubble from the creature. It was intended for players to be able to upload the chief game's creature into Black & White: The Gathering and its experiences to be saved into the chief game.[98][34] Another online program, Black & White Worlds, was within development. This would own charmed place within the worlds about the chief game. Molyneux explained that there was to be a server, whose worlds would own been set up in the company of a match-making structure and players would own been able to do battle, similar to last man standing. There was and a scheme to produce Black & White Universe, within which players would own had a persistent online world.[60]

A PlayStation variety was within growth and scheduled for release within summer 2001,[99] and a Dreamcast variety within late 2001.[100] Both were cancelled.[101][102]PlayStation 2 and Xbox versions were due for release within 2002.[103] Versions for the Game Boy Color and Game Boy Advance were proposed, yet at no time materialised. A company called M4 was to own co-developed them alongside Lionhead, yet Electronic Arts were not into within the Game Boy versions.[104][105] Molyneux stated that the Dreamcast variety was cancelled because it was charming period to turn the sport for the platform, and growth had not progressed far adequate for it to be worth continuing when interest within the platform was declining.[62]

Reception[edit]

Critics initially lauded Black & White in the company of "universal acclaim" according to video sport review aggregator Metacritic.[106] The graphics, gameplay, and artificial intellect within particular were expertly received. Black & White sold two and a equal part million copies on of|supported by} the PC by 2006.[126] In the United States, NPD Techworld ranked Black & White when the 11th-biggest computer sport seller about 2001.[127] Its sales within that region totaled 464,325 units, for revenues about $19.3 million, by the close about the year.[128] It received a "Platinum" sales present with from the Entertainment and Leisure Software Publishers Association (ELSPA),[129] indicating sales about at least 300,000 copies within the United Kingdom.[130]

Maxim's Scott Steinberg complimented the design, saying it "lets you gratify your nearly all megalomaniacal fantasies in the company of ease".[125]IGN's Tal Blevins complimented the "wildly imaginative" single-player mode, and the graphics, describing the sport when "a optical masterpiece".[116]AllGame's Michael House eulogised the "[a]bsolutely wonderful and gorgeous" graphics.[107] Marc Saltzman about The Cincinnati Enquirer complimented the addictiveness and "superb" gameplay, yet criticised the high structure requirements.[119]Playboy's Michael Ryan complimented the "intelligent" sense about humour, "intense" optical appeal, and addictiveness, yet criticised the frequent micromanagement and ambiguous objectives.[120]

Game Informer's Kristian Brogger was impressed in the company of the game's depth.[110] GameZone's reviewer praised the landscapes, described the music when "fit for a god", and complimented the sport for merging genres.[115] Greg Kasavin about GameSpot concurred in the company of this, stating: "No more PC sport to date has so effectively combined so many seemingly incompatible elements into only highly polished game".[113]Computer Gaming World's Charles Ardai commended the artificial intellect and graphics, describing the landscape when "stunning".[108] Ben Silverman about Game Revolution approved the "[u]nbelievable presentation" and agreed in the company of Computer Gaming World on of|supported by} the artificial intelligence, calling it "revolutionary".[112]GamePro's reviewer complimented the realism, stating that it is similar to interacting in the company of a true world, and echoed others' views on of|supported by} the artificial intellect by describing it when "impressive".[111]X-Play commended the graphics, yet criticised the high structure requirements.[118]

Uniqueness and imagination garnered critical praise. Craig Wessel about GameSpy felt the sport is a unique and enjoyable procedure game.[114] Originality was commended by PC Gamer's reviewer, who and eulogised the "[b]eautiful" graphics, "awesome" interface, and its creativity,[117] and Gamezilla's Alex Karls, who and remarked the sport "lives up to its hype".[121]Edge's reviewer agreed on the originality, and described the sport when "a massive achievement".[109] Reviewing the Macintosh version, Kit Pierce about Inside Mac Games remarked "Black & White is a magnificent game", and commended its addictiveness.[122] Keith Pullin about PC Zone compared the resource management to Age about Empires, and complimented the humour and pop culture references and praised the combination about original ideas, remarking that "B&W is when captivating when it is ingenious".[123]Computer Games Magazine complimented the imagination and "amazing" creature AI, yet complained on the bugs.[124]

Several publications re-reviewed the sport afterwards and re-evaluated their initial judgement. Black & White was selected by GameSpy when the nearly all over-rated sport about all period within an feature published within September 2003, citing a want about true interaction in the company of the townspeople and poor utilize about the much-lauded creatures when reasons it disappointed.[131]IGN mentioned the sport within only about their podcasts discussing over-rated games.[132]

Awards[edit]

Accolades[edit]

Black & White was named by PC World when the Best Video Game about 2001,[147] appeared at numeral only on of|supported by} AiGameDev.com's nearly all influential AI games list,[151] and appeared within the 2003 Guinness World Records for having the "most intelligent thing within a game".[152][153]

Notes[edit]

  1. ^ Black & White Special Edition (ブラック&ホワイト スペシャルエディション Burakku ando howaito supesharu edishon)

References[edit]

  1. ^ Prima Guide, pp. 9, 12.
  2. ^ Clue Book, p. 12.
  3. ^ Clue Book, pp. 5, 17.
  4. ^ Final Hours, p. 13.
  5. ^ Clue Book, p. 4.
  6. ^ Manual, pp. 1, 11.
  7. ^ Prima Guide, pp. 30–41.
  8. ^ Prima Guide, p. 39.
  9. ^ Prima Guide, pp. 50–60.
  10. ^ Prima Guide, pp. 26–29.
  11. ^ Manual, p. 14.
  12. ^ Prima Guide, pp. 26, 33, 63.
  13. ^ Prima Guide, pp. 64–75.
  14. ^ Prima Guide, p. 38.
  15. ^ Prima Guide, p. 17.
  16. ^ Prima Guide, pp. 33, 35, 64.
  17. ^ Clue Book, p. 31.
  18. ^ Prima Guide, pp. 16, 43.
  19. ^ Prima Guide, pp. 42, 43, 56.
  20. ^ Prima Guide, pp. 43, 44.
  21. ^ Prima Guide, pp. 6, 7.
  22. ^ Clue Book, p. 10.
  23. ^ Manual, p. 44.
  24. ^ a b c d e f g h Molyneux, Peter (13 June 2001). "Postmortem: Lionhead Studios' Black & White". Gamasutra. Retrieved 16 June 2016.
  25. ^ Prima Guide, pp. 82–100.
  26. ^ Prima Guide, pp. 101–111.
  27. ^ Prima Guide, pp. 27, 83, 103–106.
  28. ^ Prima Guide, p. 102.
  29. ^ Evans, Richard (2002). "11.2: Varieties about Learning". In Rabin, Steve (ed.). AI Game Programming Wisdom. Charles River Media. pp. 567–78. ISBN 1-58450-077-8.
  30. ^ Prima Guide, pp. 113–195.
  31. ^ Clue Book, pp. 2-8.
  32. ^ a b Tricia Gray (5 February 2001). "Black & White Peter Molyneux's epic Black & White drive expose your morality for the world to see". CG Online. CG Online. Archived from the original on of|supported by} 13 July 2001. Retrieved 5 July 2016.
  33. ^ Final Hours, pp. 2,7.
  34. ^ a b "Peter Molyneux, sport tailor and programmer at Lionhead Studios, discusses his new computer game, "Black & White"". CNN. 4 May 2000. Retrieved 1 February 2017.
  35. ^ The Making about Black & White, pp. 8,9.
  36. ^ "Black And White". Prescreen. Edge. No. 72. Bath: Future plc. June 1999. pp. 24, 25. ISSN 1350-1593.
  37. ^ The Making about Black & White, p. 4.
  38. ^ Steve Bauman (23 June 1998). "Black & White The return about the slightly twisted Peter Molyneux". Computer Games Magazine. Computer Games Magazine. Archived from the original on of|supported by} 21 September 2002. Retrieved 5 July 2016.
  39. ^ "Black & White Gaming legend Peter Molyneux is hard at do business on of|supported by} a new PC project called Black & White. Next Generation Online provides you an early glimpse into this forthcoming classic". Next Generation Online. Next Generation Magazine. 18 June 1998. Archived from the original on of|supported by} 5 December 1998. Retrieved 5 July 2016.
  40. ^ George Jones (8 August 2000). "Black and White Lionhead Studios creates a god game ... within the truest sense imaginable". Computer Gaming World. Computer Gaming World. Archived from the original on of|supported by} 22 February 2001. Retrieved 5 July 2016.
  41. ^ Final Hours, pp. 8,9.
  42. ^ Final Hours, pp. 11.
  43. ^ "Everything In Black And White Makes Sense". Prescreen. Edge. No. 65. Bath: Future plc. December 1998. pp. 50–56. ISSN 1350-1593.
  44. ^ The Making about Black & White, p. 39.
  45. ^ "Working Together". The Lionhead Diaries. PC Zone. No. 71. London: Dennis Publishing. December 1998. p. 209. ISSN 0967-8220.
  46. ^ a b "Brainstorming". The Lionhead Diaries. PC Zone. No. 69. London: Dennis Publishing. November 1998. p. 176. ISSN 0967-8220.
  47. ^ Charlie Brooker (August 1998). "Black And White and within work colour". PC Zone. No. 66. London: Dennis Publishing. pp. 18, 19. ISSN 0967-8220.
  48. ^ The Making about Black & White, pp. 9–16.
  49. ^ The Making about Black & White, p. 68.
  50. ^ The Making about Black & White, p. 59.
  51. ^ Rick Lane (26 July 2015). "Black & White combined the magnificent in the company of the stupid". Eurogamer.net. Eurogamer.net. Retrieved 4 July 2016.
  52. ^ Scott Udell (10 August 1999). "Black & White Populous meets Creatures". Computer Games Magazine. Computer Games Magazine. Archived from the original on of|supported by} 28 February 2003. Retrieved 5 July 2016.
  53. ^ a b "Bug-Busting". The Lionhead Diaries. PC Zone. No. 72. London: Dennis Publishing. January 1999. pp. 168, 169. ISSN 0967-8220.
  54. ^ Steve Jackson (March 1999). "Party Like It's 1999". The Lionhead Diaries. PC Zone. No. 74. London: Dennis Publishing. p. 153. ISSN 0967-8220.
  55. ^ Final Hours, p. 15.
  56. ^ "Black & White Goes On Show At E3". The Lionhead Diaries. PC Zone. No. 78. London: Dennis Publishing. July 1999. p. 153. ISSN 0967-8220.
  57. ^ Final Hours, pp. 16–19.
  58. ^ "God And Other Wonders". The Lionhead Diaries. PC Zone. No. 93. London: Dennis Publishing. September 2000. p. 157. ISSN 0967-8220.
  59. ^ "The Makings Of A World Beta". The Lionhead Diaries. PC Zone. No. 94. London: Dennis Publishing. October 2000. p. 161. ISSN 0967-8220.
  60. ^ a b "Black & White Online". PC Zone. No. 93. London: Dennis Publishing. September 2000. pp. 104–107. ISSN 0967-8220.
  61. ^ "Time to go ape... Black & White". Preview. PC Zone. No. 95. London: Dennis Publishing. November 2000. pp. 48, 49. ISSN 0967-8220.
  62. ^ a b "In The Chair With Peter Molyneux". Retro Gamer. No. 71. Bournemouth: Imagine Publishing. pp. 82–89. ISSN 1742-3155.
  63. ^ The Making about Black & White, p. 50.
  64. ^ The Making about Black & White, pp. 50–53.
  65. ^ The Making about Black & White, p. 89.
  66. ^ James Fudge (21 September 2000). "Black & White Delayed". Computer Games Magazine. Computer Games Magazine. Archived from the original on of|supported by} 25 May 2003. Retrieved 5 July 2016.
  67. ^ The Making about Black & White, pp. 79,91.
  68. ^ Final Hours, pp. 20–23.
  69. ^ "Black & White goes gold". Computer Games Magazine. Computer Games Magazine. 16 March 2001. Archived from the original on of|supported by} 25 May 2003. Retrieved 7 July 2016.
  70. ^ "Lionhead denies EA shipped beta versions about Black & White". Computer Games Magazine. 30 March 2001. Archived from the original on of|supported by} 29 November 2002. Retrieved 5 July 2016.
  71. ^ Jason Cross (19 March 2001). "Black & White Hands-on in the company of the (pretty much) latest code". Computer Games Magazine. Computer Games Magazine. Archived from the original on of|supported by} 12 May 2003. Retrieved 5 July 2016.
  72. ^ "BLACK&WHITE ニュース" [Black & White News]. Electronic Arts Japan (in Japanese). Electronic Arts Japan. Archived from the original on of|supported by} 30 July 2013. Retrieved 6 July 2016.
  73. ^ Pilar, Jolex (29 May 2002). "P5 Glove to be enhanced for Black & White". VGLN.com. Retrieved 22 May 2016.
  74. ^ The Making about Black & White, pp. 74–76, 88.
  75. ^ The Making about Black & White, p. 73.
  76. ^ The Making about Black & White, p. 74.
  77. ^ The Making about Black & White, p. 75.
  78. ^ The Making about Black & White, pp. 65, 66.
  79. ^ The Making about Black & White, pp. 66, 67.
  80. ^ a b The Making about Black & White, p. 67.
  81. ^ The Making about Black & White, p. 71.
  82. ^ The Making about Black & White, pp. 68, 69.
  83. ^ The Making about Black & White, p. 70.
  84. ^ The Making about Black & White, p. 72.
  85. ^ The Making about Black & White, p. 83.
  86. ^ The Making about Black & White, pp. 84, 85.
  87. ^ The Making about Black & White, p. 77.
  88. ^ "Praise be! God is both Black & White". Preview. PC Zone. No. 85. London: Dennis Publishing. January 2000. pp. 40–43. ISSN 0967-8220.
  89. ^ The Making about Black & White, p. 78.
  90. ^ The Making about Black & White, p. 79.
  91. ^ The Making about Black & White, p. 29.
  92. ^ The Making about Black & White, p. 31.
  93. ^ The Making about Black & White, p. 32.
  94. ^ The Making about Black & White, p. 33.
  95. ^ The Making about Black & White, p. 35.
  96. ^ The Making about Black & White, p. 36.
  97. ^ The Making about Black & White, p. 38.
  98. ^ "Black & White". Edge. No. 80. Bath: Future plc. January 2000. pp. 42–48. ISSN 1350-1593.
  99. ^ "Black & White : PlayStation Preview – the nearly all eagerly anticipated sport about recent years comes to .. the PlayStation?!?". Eurogamer.net. 27 February 2001. Retrieved 23 May 2016.
  100. ^ "Black & White on of|supported by} the method to the Dreamcast". GameSpot. Retrieved 23 May 2016.
  101. ^ "Black & White – PlayStation". IGN. Retrieved 23 May 2016.
  102. ^ "Black & White – Dreamcast". IGN. Retrieved 23 May 2016.
  103. ^ Shahed Ahmed (17 May 2006). "Black & White growth update". GameSpot. GameSpot. Retrieved 6 July 2016.
  104. ^ "M4 Tells All". Fastest Game News Online. Fastest Game News Online. 8 February 2000. Archived from the original on of|supported by} 17 April 2000. Retrieved 6 July 2016.
  105. ^ "Black & White – Game Boy Color". IGN. IGN. Retrieved 6 July 2016.
  106. ^ a b "Black & White for PC Reviews". Metacritic. CBS Interactive Inc. Retrieved 27 September 2015.
  107. ^ a b House, Michael L. "Black & White – Review". AllGame. Archived from the original on of|supported by} 15 November 2014. Retrieved 21 January 2016.
  108. ^ a b c Ardai, Charles (June 2001). "Black & White". Computer Gaming World. No. 203. pp. 74, 78. ISSN 0744-6667.
  109. ^ a b Edge employees (April 2001). "Black & White Review". Edge. No. 96. Archived from the original on of|supported by} 28 June 2012. Retrieved 21 January 2016.
  110. ^ a b Brogger, Kristian (June 2001). "Black and White". Game Informer. No. 98. Archived from the original on of|supported by} 1 February 2008. Retrieved 21 January 2016.
  111. ^ a b Jake The Snake (28 March 2001). "Black & White Review for PC on of|supported by} GamePro.com". GamePro. Archived from the original on of|supported by} 7 February 2005. Retrieved 21 January 2016.
  112. ^ a b Silverman, Ben (April 2001). "Black And White Review". Game Revolution. Retrieved 21 January 2016.
  113. ^ a b Kasavin, Greg (30 March 2001). "Black & White Review". GameSpot. Retrieved 7 August 2014.
  114. ^ a b Wessel, Craig (20 April 2001). "Black & White". GameSpy. p. 3. Archived from the original on of|supported by} 8 February 2005. Retrieved 21 January 2016.
  115. ^ a b Snackdawg (9 April 2001). "Black & White Review – PC". GameZone. Archived from the original on of|supported by} 13 February 2008. Retrieved 21 January 2016.
  116. ^ a b Blevins, Tal (27 March 2001). "Black & White Review". IGN. Retrieved 7 August 2014.
  117. ^ a b c Kuo, Li C. (June 2001). "Black & White". PC Gamer. p. 52. Archived from the original on of|supported by} 15 March 2006. Retrieved 21 January 2016.
  118. ^ a b Lee, Ed (4 May 2001). "Black and White (PC) Review". X-Play. Archived from the original on of|supported by} 30 January 2004. Retrieved 21 January 2016.
  119. ^ a b Saltzman, Marc (18 April 2001). "Black & White". The Cincinnati Enquirer. Archived from the original on of|supported by} 1 October 2007. Retrieved 21 January 2016.
  120. ^ a b Ryan, Michael E. (30 April 2001). "Do-It-Yourself Deities (Black & White Review)". Playboy. Archived from the original on of|supported by} 6 January 2002. Retrieved 21 January 2016.
  121. ^ a b Karls, Alex (16 April 2001). "Black & White by Electronic Arts". Gamezilla. Archived from the original on of|supported by} 17 June 2001. Retrieved 23 May 2016.
  122. ^ a b Pierce, Kit (21 January 2002). "Inside Mac Games Review: Black & White". Inside Mac games. Retrieved 23 May 2016.
  123. ^ a b c Pullin, Keith (March 2001). "Black & White". PC Zone. No. 100. Dennis Publishing. pp. 50, 53. ISSN 0967-8220. Retrieved 18 June 2016.
  124. ^ a b Steve Bauman (11 April 2001). "Black & White Peter Molyneux merges Populous and Pokémon in the company of fascinatingly flawed results". Computer Games Magazine. Computer Games Magazine. Archived from the original on of|supported by} 16 February 2003. Retrieved 5 July 2016.
  125. ^ a b Steinberg, Scott (April 2001). "Black & White". Maxim. Archived from the original on of|supported by} 26 June 2001. Retrieved 21 January 2016.
  126. ^ Carless, Simon (16 October 2006). "The Secret History about Lionhead: Molyneux, Webley Get Honest". Gamasutra. Retrieved 3 August 2016.
  127. ^ Walker, Trey (7 February 2002). "2001 sport sales shatter records". GameSpot. Archived from the original on of|supported by} 19 October 2004. Retrieved 10 June 2019.
  128. ^ Bradshaw, Lucy (31 January 2002). "Markle Forum on of|supported by} Children and Media" (PDF). New York University. Archived (PDF) from the original on of|supported by} 19 June 2004.
  129. ^ "ELSPA Sales Awards: Platinum". Entertainment and Leisure Software Publishers Association. Archived from the original on of|supported by} 15 May 2009.
  130. ^ Caoili, Eric (26 November 2008). "ELSPA: Wii Fit, Mario Kart Reach Diamond Status In UK". Gamasutra. Archived from the original on of|supported by} 18 September 2017.
  131. ^ "25 Most Overrated Games about All Time". GameSpy. September 2003. Archived from the original on of|supported by} 16 July 2009. Retrieved 19 September 2014.
  132. ^ Scoop! (27 February 2007). "IGN is AFK Podcast: Overrated Games". IGN. Retrieved 21 January 2016.
  133. ^ "Interactive Interactivity within 2001". BAFTA. Retrieved 23 May 2016.
  134. ^ "Interactive Moving Images within 2001". BAFTA. Retrieved 23 May 2016.
  135. ^ "Interactive Games – PC within 2001". BAFTA. Retrieved 23 May 2016.
  136. ^ "Interactive Music within 2001". BAFTA. Retrieved 23 May 2016.
  137. ^ "Interactive Technical Innovation within 2001". BAFTA. Retrieved 23 May 2016.
  138. ^ "Interactive Games – Networked within 2001". BAFTA. Retrieved 23 May 2016.
  139. ^ "Computer Innovation". Academy about Interactive Arts & Sciences. Retrieved 23 May 2016.
  140. ^ "Computer Game about the Year". Academy about Interactive Arts & Sciences. Retrieved 23 May 2016.
  141. ^ a b c d e "Black & White". Academy about Interactive Arts & Sciences. Retrieved 23 May 2016.
  142. ^ a b c "1999 Winners". Game Critics Awards. Retrieved 19 June 2016.
  143. ^ a b c d "2000 Winners". Game Critics Awards. Retrieved 19 June 2016.
  144. ^ a b c d "2nd Annual Game Developers Choice Awards". Game Developers Choice Awards. Retrieved 19 June 2016.
  145. ^ Staff (March 2002). "The Eighth Annual PC Gamer Awards". PC Gamer US. Vol. 9 no. 3. Future US. pp. 32, 33, 36, 36, 37, 40, 42.
  146. ^ "GAMES Game Awards". Games Magazine. Archived from the original on of|supported by} 3 November 2013. Retrieved 19 June 2016.
  147. ^ a b "Jonty Barnes". Produced by Conference. Retrieved 23 May 2016.
  148. ^ a b "IGN Awards The Best about E3 2000". IGN. 17 May 2000. Retrieved 23 May 2016.
  149. ^ a b "Best about E3 Expo". IGN. IGN. 2000. Archived from the original on of|supported by} 24 August 2000. Retrieved 14 August 2016.
  150. ^ a b c d e f Jack Schofield (6 September 2001). "Sharp shooters beat the spot". The Guardian. Retrieved 13 May 2018.
  151. ^ "Top 10 Most Influential AI Games". AiGameDev. 12 September 2007. Archived from the original on of|supported by} 11 October 2007. Retrieved 4 July 2016.
  152. ^ "EA And Lionhead Studios Resurrect the Question about Good vs. Malevolent within Black & White 2 for The PC". Business Wire. 13 March 2003. Retrieved 6 July 2016.
  153. ^ "Artificial Intelligence and Interactive Entertainment Conference". AIIDE. AIIDE. Archived from the original on of|supported by} 11 June 2007. Retrieved 4 July 2016.

Sources[edit]

  • Evans, Dean. Black & White Prima's Official Strategy Guide. Prima Games. ISBN 978-0-7615-3593-5.
  • Burakku ando howaito koushiki kurū bukku ブラック&ホワイト公式クルーブック [Black & White Official Clue Book] (in Japanese). Locus. 5 August 2001. ISBN 978-4-89814-258-5.
  • Black & White Instruction Manual (PC ed.). Lionhead Studios. 2001.
  • Geoff Keighley. "The Final Hours Of Black & White". GameSpot. GameSpot. Archived from the original on of|supported by} 4 February 2002. Retrieved 5 July 2016.
  • James Leach; Christian Bravery (2001). The Making about Black & White. Prima Games. ISBN 978-0-7615-3625-3.

External links[edit]

Sekian pembahasan tentang Black & White (video game) semoga tulisan ini bermanfaat salam

Artikel ini diposting pada kategori , tanggal 01-09-2019, di kutip dari https://en.wikipedia.org/wiki/Black_%26_White_(video_game)

Previous
Next Post »