The Making of Black & White 130
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."
Geniuses are just like everyday programmers! (Score:1)
Re:(OT) All you do is make wood? (Score:1)
Had to be said... (Score:1)
Re:How's the Gesture Recognition Interface? (Score:1)
However, the game's so damn addicting I'm thinking of going and buying one of those touchsense mouses today and somehow making space on my desk. =)
Old Game Concept (Score:1)
What I'd really like to see is a good remake of Masters of Magic. Now *there* was an innovative game. What a wonderful magic system!
---
pb Reply or e-mail; don't vaguely moderate [ncsu.edu].
Tiny village? (Score:1)
Re:"LOL" (Score:1)
(Oops.)
Re:I want my money back (Score:1)
I've played it for 17 hours without a single crash.
Sort your system out first, blame the game later..
~Cederic
I liked the game (Score:1)
Hope if gets open-sorced too, or to have someone port it and publish commercially. As soon as it's avalible. I'm all over it like flies one poop.
Just so I say it publiclly though, great game, and I'll be the first, or probably on of the first few hundred thousand, that will get it when it's for my favorite os
Re:B&W going open source? (Score:1)
Re:Three years? That's nothing! (Score:1)
Re:sigh (Score:1)
2M lines of code and 50 minute build time. (Score:1)
Re:Excellent game, excellent article. (Score:1)
Re:so you hate the frame rate in cinemas, too? (Score:1)
25fps average means that he's going to run into many places where the framerates fall to unplayable numbers. As well, remember that movies have nifty real-life things like motion blur that compensate somewhate for the low framerates.
<rant>
The simple fact of the matter is that the human eye needs roughly 60fps to see non-jerky motion (NTSC is 30Hz interlaced for an effective 60Hz, PAL is 25Hz interlaced. movies are 24fps, and there's noticeable flicker and jerkiness during long pans). Higher framerates are necessary for games to produce lifelike motion, since motion blur is still expensive in CPU terms (and isn't supported by any graphics accelerator I know of). So, the "insanely high" framerates of 150+ fps are averages which means you should pretty much always have framerates that look smooth. As well, when you see such "ridiculus" numbers, you would also do well to remember that they're usually measured at the lowest resolution, bit depth, and image complexity level as possible.
</rant>
Re:Cool things to try in game. (Score:1)
Re:Cool things to try in game. (Score:1)
Re:Old Game Concept (Score:1)
Re:How's the Gesture Recognition Interface? (Score:1)
so you hate the frame rate in cinemas, too? (Score:1)
Re:First impressions of the game, (Score:1)
Tigers in that game are as dumb as dirt. Try a monkey if you don't have the patience to train your tiger. On the other hand, the tiger is pretty good in battle.
As for 1, the kiddie voices make it all the more fun when you throw them on the alter to gain the power to feed the other worshippers!
-ben.c
Masters of Magic was cool!!! (Score:1)
Re:"LOL" (Score:1)
x = a, y = b
y = xy
x = y/x
y = y/x
so you have:
y = ab
x = y/x = ab/a = b
y = y/x = ab/b = a
I'm sure there's better ways to do it, but this was the first one I thought of.
I want my money back (Score:1)
I've decided I want my money back. There's no way in hell that this is a finished product.
Don't buy it.
Re:so you hate the frame rate in cinemas, too? (Score:1)
Assuming that the film advances at a constant rate, the second or third shutters would show half of one frame and half of the next (unless you did some fancy re-orientation optics so you reposition the frames on the screen, which I highly doubt).
I guess you could just have several lenses, but that doesn't seem right either.
so, please expound on how you get multiple refreshes of one frame in a mechinical projector.
Re:B&W going open source? (Score:1)
Source: This (60 meg MPEG4 encoded) interview with Peter Molyneux [krawall.de] from a german TV station.
Can't resist (Score:1)
Nevermind that that neither the Supreme Court, nor the high courts of other countries, nor the greatest pontiffs on pontificators known to walk the earth can judge between good and evil 100%.
Nevermind that the judgement of even single acts in specific settings can be overturned as either acts of heroism or heinous atrocity by sane, objective, wise men and women purely by a shift of perspective.
Nevermind that we can't even decide for ourselves whether there is a god or not...we're going to allow some herd of programmers to attempt to judge us as either righteous or unholy souls? Why? I already know the answer. I'm counting on a higher power to forgive me, because I couldn't even be a perfect failure if I wanted to.
My judgement is pretty well set, but I have it on good authority that I will be forgiven, no matter what some koderz might say about me.
Yes it is out (Score:1)
When I tried it at home my first though was: Oh no, not yet another RTS game, and after 5 minutes I quit.
Reading the comments here I guess I should give it a closer look, it seems it is more a mixture of genres, or a new kind of game.
Re:rtfm (Score:1)
Thanks...
Re:so you hate the frame rate in cinemas, too? (Score:1)
The device that pulls the film into the gate in a start/stop motion is called an "intermittent". To see a visual explanation of how one works, click here [film-tech.com], then click on the "videos" link at the very bottom of the page, then scroll down to "How an Intermittent Works" (it's an MPEG).
The shutter and the intermittent are timed together so that the shutter is closed during the period of time in which the film is actually moving. That way, each frame appears stationary when the light is actually shining through it onto the screen. The shutter can have multiple openings so that there will be two (or sometimes three) pulses of light while the frame is sitting in the gate. The timing just has to be set up so that the shutter is blocking the light while the film is moving.
Part of the regular maintenance of a film projector is to make sure the shutter timing is adjusted properly. Sometimes, if a theater has let the timing get a little off, you can see a slight amount of jumping or flicker, especially if you look at high-contrast areas of the picture. If there is a bright light somewhere in the picture, or a white title on a black background, that's usually a good place to check for shutter timing error.
Some projectors, like the "E" series from Kinoton [kinoton.com] have electronic stepper motors instead of mechanical intermittents to do the film pulldown. That, combined with electronic control over the shutter means the timing is basically never going to be off. (I wish more theaters used Kinoton projectors instead of crappy ones from Christie [christieinc.com]. Next time you see a poor film presentation, take a peek through the window into the booth and see what kind of projector they have. Most likely, it will be a Christie.)
What I said about film projectors with a 72Hz refresh is almost never true, though. Such projectors do exist, but the de-facto standard is to have a two-bladed shutter, so that the refresh rate is 48Hz. Chances are, when you go to the movies, you're seeing two pulses of light for each frame, not three. It would be nice if more theaters used three-bladed shutters, but oh well.
Re:so you hate the frame rate in cinemas, too? (Score:1)
Well no, I didn't mean to imply that triple-bladed shutters are some new thing that's taking over. There are a few high-end projectors that can be bought that have that feature, but the de-facto standard is still to just have two pulses of light for each frame, yielding a 48Hz refresh.
Of course, with digital projection coming down the pike, cinema will be getting more computer-like, but that's not necessarily a good thing. Lossy-compressed digital video at 1280x1024 (which is what DLP is still limited to) just doesn't measure up to what film can produce. Yeah, people will say film can get dirty or scratched, but I'd still prefer it over a digital system that has lower resolution and color range. I look at the same way I look at nicely typeset text on paper (the paper can get dirty or torn) vs. trying to read text at 100 ppi on a computer screen. There's no question which one is more high-tech, but which one produces better results?
Not to say that digital won't catch up to film eventually, but the demos I've seen make me wonder just what all the people who are hyping it up are smoking. It's still got a long way to go.
Re:It's cool, until.. (Score:1)
Thanks.
Re:so you hate the frame rate in cinemas, too? (Score:1)
Re:Old Game Concept (Score:1)
Re:I want my money back (Score:1)
Re:sigh (Score:1)
This game rocks (Score:1)
How's the Gesture Recognition Interface? (Score:1)
Re:"LOL" (Score:1)
Re:Wow, read the others! (Score:1)
Re:Three years to make... (Score:1)
Re:Cool things to try in game. (Score:1)
Re:B&W going open source? (Score:1)
I think the general consensus of the article was that it was simply unconfirmed rumors. Nothing new.
Re:Tiny village? (Score:1)
btw I'm not quite a sad as it seems knowing this, I do live there
/end excuse
ROFLMFAO! (Score:1)
Re:Sensiva (Score:1)
Having checked sensiva's site the other day, They now have a Beta Linux Version. I haven't played with it yet, as my wacom is not currently set up in linux... But I'm going to some time soon. Sensiva is a great product.
sigh (Score:1)
B&W going open source? (Score:1)
Re:so you hate the frame rate in cinemas, too? (Score:1)
Play it a bit running with no fps restrictions (you should get 100+ fps on one of today's high end systems). Pretty smooth, eh?
Restrict the framerate to 60. Notice anything?
Restrict the framerate to 40. Definately beginning to see something now
35 ? Much worse.
30 ? Yuck.
Re:so you hate the frame rate in cinemas, too? (Score:1)
Re:How's the Gesture Recognition Interface? (Score:1)
Klowner
Re:Well... (Score:1)
I have a shotgun, a shovel and 30 acres behind the barn.
Re:sigh (Score:1)
Re:sigh (Score:1)
Re:How's the Gesture Recognition Interface? (Score:1)
Re:sigh (Score:2)
Re:Cool stuff in this game (Score:2)
Re:Hasn't anyone told you??? (Score:2)
Re:Excellent game, excellent article. (Score:2)
Re:Three years? That's nothing! (Score:2)
Three years and a month, [netscape.com] thank you very much. And I think you meant John Romero's zombie army of programmers and artists. But bless you for not mentioning Anachronox.
Re:We don't need no steenking keyboards (Score:2)
Considering the individual has their keyboard resting on the far side of a 12x18 Wacom tablet, an illustration book left open near what appears to be Hogarth's Dynamic Anatomy and other art books to the left of the monitor, a small stack of artwork on the other side, and is sitting in an area with other similarly equipped desks and concept art tacked to the walls, I must in fact conclude that... it's a very powerful gesture programming system indeed.
In fairness, many programmers' desks look as messy but are liable to include somewhat sensitive materials, so you wouldn't see them photographed as much. And of course, programmers' mess is pseudorandom, not by design.
Re:Cool things to try in game. (Score:2)
Playstation version (Score:2)
What do you mean, how are they going to modify it? It's got 3 controls; a right-click, a left-click- and the directional control. OK, put two of the triggers to simulate the wheelmouse functionality, but that's about it, all done. What about the analog stick make it so you can't draw spirals and hearts?
Re:so you hate the frame rate in cinemas, too? (Score:2)
Motion Blur movies 24 FPS huh?
What crack are you smoking? It's a biological fact that, at 30 FPS, your brain blurs the motion enough that you don't see the frames any more. This isn't some trick or arbitrary number made up by the MPAA to cheat you out of your deserved 60 FPS movies with THX and such. If you or anyone you know claim to see frames at 30 FPS, you need to go submit yourself someplace to be studied.
Re:"LOL" (Score:2)
Re:"LOL" (Score:2)
Remembering that (x|y)|x=y for any number, the solution is a[x]=a[y]|a[x];a[y]=a[x]|a[y];a[x]=a[y]|a[x]. Try it, it works.
Re:How's the Gesture Recognition Interface? (Score:2)
I have trouble with the shields...
Re:Tiny village? (Score:2)
Dave
Re:Excellent game, excellent article. (Score:2)
First of all you have this creature. Think of it as a Tamagotchi which can interact with it's enviroment and actually learn. (Not only grow fat and die, it can grow fat, it can't really die though.)
Second you have the people, in B&W you can interact with the people in a way which wasn't possible in any of the Populous games. You can pick them up and put them down to give them some "divine inspiration" or you can hurl them across the land. (Be careful though, your creature has a nasty habit of picking up on what you do and tend to imitate.
And the graphics, yummm, they really did manage to create one of the best looking 3D engines to date. On the topic of FPS btw, my P3-550, 256Mb and Matroc G400Max shugs along at 25 FPS at high detail. I don't know if people with 1GHz computers are having problems with drivers or what, but I don't have any probems.)
And then there's a lot of small things. Like how your creature can learn to dance, it's really a game you should try!
Re:What the Hell...? (Score:2)
Yes. Got my preordered copy in the mail yesterday, and I'm in Norway.
I expect that most of the larger brick-and-mortar game shops have received their shipments.
Is that his age? (Score:2)
41-year old? I thought he was in his late fifties. Can anyone confirm or deny this?
I have to concur (Score:2)
I got the game last night. I've played for a total of three hours. It took down my system - my normally as stable as you can hope Windows will be - eleven times in those three hours. So far, I've learned that going in the rooms in the temple is the surest way I've ever seen to crash my PC... I think I've spent longer trying to skip the intro than play the game.
Sigh. It is gorgeous, though.
Yeap, ITS rocked (Score:2)
Here's a link with a bit of history: http://www.starbreeze.com/triton.htm [starbreeze.com]
Unfortunately you'll have to run it under DOS with OUT any 386 memory managers.
Re:Cool things to try in game. (Score:2)
My creature cleaned house. I hope I didn't need them skeletons for anything. YES! HE ATE THEM ALL DISPITE PUKING EACH ONE UP IMMEDIATELY AFTER EATING IT!
"Everything you know is wrong. (And stupid.)"
(OT) All you do is make wood? (Score:2)
Maybe there's some super 31337 trick I'm missing, but that seriously detracts from the game...
Re:so you hate the frame rate in cinemas, too? (Score:2)
Occasionally, I've seen some second-run theaters or art houses that have cheap projectors with single-bladed shutters (producing a refresh rate of 24Hz), and in those cases, the flicker is very, very annoying.
Also note that it seems to have become trendy in the last couple of years to photograph action scenes with a very high-speed shutter (such as in Gladiator and Saving Private Ryan). The frames are still spaced out at every 24th of a second, but for each of those frames, the shutter is only open for a very short time (maybe 1/500 sec.?). That reduces motion blur so that you can see objects a little more clearly, but it also makes all the frames seem somewhat disconnected from each other. Just look at those clumps of dirt that fly during the explosions in Private Ryan. You can see them neatly suspended in mid-air (as opposed to just a streak across the frame), but that lack of motion blur also makes it harder to follow them from frame to frame.
Re:How's the Gesture Recognition Interface? (Score:2)
I'd like to see the entire GUI component of an OS support this.
Walk around with a PalmOS device for a few days. You'll be yearning for keyboard shortcuts (which B&W thankfully has provided).
I have ended a couple hours of B&W, and found that I've forgotten how to use a scrollbar. :)
rtfm (Score:2)
Hope that helps.
Re:whats it about (Score:2)
Smuffe.
Re:It's cool, until.. (Score:2)
The whole point of the game is that they manage something nearly impossible- how many polygons do you think it takes to draw a whole continent anyway? Hint: more than any graphics card can do.
Therefore the game scales back the number of polygons to hit a particular framerate. The designers obviously chose 31 fps because if you go much faster than that the players can't really see it anyway. (Don't bother explaining how YOU can feel the difference- you can't.)
Apart from that you make some very good points. It's a bit overhyped. Basically at the end of the day its similar to Magic Carpet 2 with shades of Dungeon Keeper.
Still, its fun. I've played games that are a LOT worse.
But, I agree in the final analysis its leaping for 10/10 but only making 8/10.
Re:so you hate the frame rate in cinemas, too? (Score:2)
I also read some discussion about the moving shutters used for filming movies. Apparently you can see the shutter sometimes- it's going to have an effect on the blurring- different effects depending on which direction the object is moving in. There's even been some discussion about emulating this for computer graphics use (probably mainly for film use).
Come to think of it, that's why they used 1/500 sec, so that it makes it easier to image process it after filming. It's not a trendy thing per se, it just reflects the tech they used.
Re:Cool stuff in this game (Score:2)
Ok, so there's some bugs. Big deal, they're not terribly nasty ones, and if finishing the game in single player mode reduces your critter to slag, well then... just save before you do that.
On the whole this game RULES. It is highly addictive, very interactive, and always good for a laugh. Autosave is a bit of a bitch but you can turn that off.
Black and White, especialy if it goes open source, has the opportunity to be a foundation for strategy games in much the same way that quake and unreal have been foundations for first person shooters. Once the engine exists, there are many programmers who can turn this into hundreds of facinating games. Furthermore, it dosn't look like Lionhead has plans of abandoning htis game.... more stuff is coming, hell... there's even a room for that stuff in the temple!
Bottom line: BUY THIS GAME it is the first thing since Civilization to make it to the 5:00 am zome for me.... that's saying alot.
This has been another useless post from....
First impressions of the game, (Score:3)
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.
Re:What the Hell...? (Score:3)
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-)
Re:How's the Gesture Recognition Interface? (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!
We don't need no steenking keyboards (Score:3)
The only "intuitive" interface is the nipple. After that, it's all learned.
Also check out "Sigma", from Relic (Score:3)
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 [relicnews.com]
http://pc.ign.com/previews/14840.html [ign.com]
http://firingsquad.gamers.com/features/gamestock0
http://www.gameweek.com/features/gamestock01/pc/i
http://gamepen.ugo.com/gamepen/Features.asp?itemi
http://www.gamesmania.com/articles/PC/sigma/previ
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...
Three years? That's nothing! (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.
Wow, read the others! (Score:4)
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.
only sucky games are perfect at release (Score:4)
Re:How's the Gesture Recognition Interface? (Score:4)
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.
Re:How's the Gesture Recognition Interface? (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.
Wow! (Score:4)
Linux info>>> The Linux Pimp [thelinuxpimp.com]
"LOL" (Score:4)
---
It's cool, until.. (Score:5)
Excellent game, excellent article. (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 [mailto] 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.
Why this game *will* succeed (Score:5)
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.
Re:so you hate the frame rate in cinemas, too? (Score:5)
Cool stuff in this game (Score:5)
Cool things to try in game. (Score:5)