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Black
& White is the game I always wanted to make. From the days of
Populous I had been fascinated by the idea of controlling and influencing
people in an entire world. I was also interested in the concepts of good
and evil as tools the player can use to rule or change the world. These
themes crop up regularly in my games, but I realize now that with every
game I was heading toward my ultimate goal—the god game Black
& White.
I wanted
the game to be more flexible, more open, and more attractive than anything
I'd ever played. I was determined that the player could do almost anything
he or she wanted. Instead of leading players deeper into a world of levels
and testing them with tougher and tougher monsters, I wanted players to
be engaged by the story but to take it at their own pace and decide which
bits to tackle and when to tackle them.
More technically,
I didn't want a panel of icons or a set of on-screen options. With Dungeon
Keeper I felt we overdid the control panel, and, while it worked, it didn't
add to the immersive sense of being this evil overlord deep underground.
Frankly, it simply reminded you that you were playing a videogame.
Finally,
I wanted to place into Black & White the ability to select
a creature (originally any creature from the landscape) and turn it into
a huge, intelligent being which could learn, operate independently, and
do your bidding when you wanted. I knew that this would require an artificial
intelligence structure unlike any ever written. It had to be the best.
Of course,
I needed a team for all this, but I wanted the right sort of team and
so had to build it slowly. A core team of about six was formed, and at
the start of Lionhead we worked at my house. Our first task was to create
a library of tools, so we spent our time there doing boring foundation
tool-building.
We started
work on the game proper when we moved into our offices in February 1998,
at which time there were nine of us. By this time we had begun thinking
about the game in general terms. We discussed what we could have in it,
what we should have in it, and what, in a perfect world, we'd like to
see. Funnily enough, much of the last category did in fact make it in,
things such as the changing atmosphere and buildings if you change alignment
between evil and good or vice versa. Also, ideas for some fully lip-synched
characters were thrown around. At that time, we didn't seriously think
it could be done.
During the
first year of Lionhead we added people gradually, as I was very keen for
the friendly, family-style atmosphere of Lionhead to remain, and it takes
a certain sort of person to fit in and enjoy working with such a close-knit
team. This policy of only recruiting people whom we felt had the talent
and a way of working which fit in with Lionhead's existing members meant
that our team had evolved their own way of working. They didn't just carry
out their tasks but questioned, tested, and pushed both themselves and
each other. It's labor-intensive, but you often end up with more than
you expected. For example, the art team divided up the tribal styles for
the villages and tried to outdo each other in terms of design and effort
put in. The result was better design work than we thought we'd get.
At Lionhead
Studios, we all knew that Black & White was going to be something
special. This belief became self-fulfilling as we were inspired by each
new feature and every neat, innovative section of code. Naturally, this
meant that everyone worked exceptionally hard. Over the course of the
project the team did the work of a group twice their number. We regularly
went home as dawn broke, and weekends became something other people did.
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