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General contact: info blackandwhite3. The player interacts with the environment via an animated, on-screen hand, that is used to throw people and objects, tap houses to wake their occupants, cast miracles, and perform other actions.
Gold scrolls initiate a significant event including the main story , and silver ones a minor task to perform for a reward.
Nearly every action or lack thereof affects how the player is judged by their followers: the player may be seen as a good god, an evil one, or in-between the two.
The land, interface including the hand , and music change according to that alignment. A good god's temple is brightly coloured, while an evil god's is designed to look intimidating.
The player has two advisors, one good and the other evil, who try to persuade the player to do things according to their alignment.
An important task is expanding the villages, by constructing buildings and increasing the number of villagers. Important buildings include houses, the Village Centre which displays the god who controls the village and the available miracles , and the Village Store which stores resources and displays the villagers' desires.
Buildings are created in the Workshop after obtaining blueprints. Villagers belong to one of eight tribes, such as Norse , Celtic , or Japanese , each having a different Wonder.
The Temple is surrounded by sites where villagers worship , generating the power needed to cast miracles. Villagers require feeding, healing or rest to worship.
How many villagers worship is controlled at the Village Centre, and which miracles are available depends on those available at the player's villages.
These allow the casting of a miracle without worship. The general goal of a level is to gain control over every village on an island, accomplished through acts that persuade the villagers to believe in the player.
Villagers can be swayed by everything from assistance with day-to-day tasks to being terrorised by fireballs and lightning storms. For example, if boulders fly overhead too frequently, their effect is lost.
This forces the player to use multiple methods to convert a village. The game features a skirmish mode, where other gods are battled for control of an island, a multiplayer mode over a local area 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. Three are available to select from the beginning of the game and others can be obtained by completing Silver Reward Scrolls.
The currently-owned creature can be swapped with a new one at certain points in the game. The creature starts out small, and grows as the game progresses.
Each has strengths and weaknesses : apes are intelligent and proficient at learning but lack strength; tigers are strong but learn slowly.
As a god, the player can teach their creature to perform tasks such as stocking the village store or performing miracles. The creature is taught what and when to eat, and how to attack or impress enemy villages.
Fighting skills may be taught in one-on-one battles with other creatures; attack and defence abilities can be improved.
Teaching is performed using a reinforcement learning system: if the creature does something the player does not want, it can be discouraged with a slap.
If the creature does something the player approves of, it can be stroked. The creature remembers the response to various actions and gradually changes its behaviour accordingly.
Three types of leashes are used to command the creature to go to a specific 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.
Evil wolves sport glowing eyes and large fangs and claws; good ones turn a shade of purple and glow gently. Lionhead Studios used Michael Bratman 's belief—desire—intention model to simulate creatures' learning and decision making processes.
A creature forms an intention by combining desires, opinions, and beliefs. Beliefs are attributed to lists that store data about various world objects.
Desires are goals the creature wants to fulfill, expressed as simplified perceptrons. Opinions describe ways of satisfying a desire using decision trees.
For each desire, the creature selects the belief with the best opinion, thus forming an intention or goal. The player begins on an island as a new god, created from a family's prayers.
After saving their drowning son, the god follows the grateful family to their village. A large creature is later discovered who tells of its former master, a god named Nemesis, who desires to reign supreme as the one true god by destroying all others.
The player is told of the Creed; an energy source with the ability to destroy gods. Nemesis destroys his former creature and attacks the village.
A mysterious vortex opens that the player enters to escape Nemesis. The player is transported to a second island 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, in exchange for resources to rebuild the village.
Later, Nemesis destroys Khazar and steals his piece of the Creed. Lethys then kidnaps the player's creature, taking it through a vortex.
In the third land, the creature is held in stasis by three magical pillars. After the creature is freed, Lethys grants the player a piece of the Creed and opens a vortex where another can be found.
The player returns to the first land, now cursed by Nemesis; fireballs and lightning rain from the sky. After the curses are lifted by destroying the three guardian stones, and the piece of the Creed is claimed, Nemesis appears, inviting the player to his realm.
On the last island, Nemesis curses the player's creature, causing it to slowly change alignments, shrink, and grow weaker.
When the final piece of the Creed is obtained, the player destroys Nemesis, and is left as the only god in the world. Peter Molyneux funded the project himself and devoted his entire focus to its development.
Molyneux had liked the idea of controlling people as a god since his previous venture, Populous. He was interested in the concept of good and evil and thought that this could be used to influence the game's atmosphere.
Development was slow, starting with only six people, as Molyneux wanted to assemble the right team. Discussions about concepts including a Mafia -style game began at his house in ,  and in February , the team moved into Lionhead's offices.
The expanded nine-person team exchanged further suggestions for the game and its content, such as lip-synchronised characters, although this was thought impossible.
As more people joined, Molyneux wanted Lionhead 's friendly atmosphere to remain, and their policy of only recruiting people who could fit in with existing members meant that the team had developed their own way of working.
According to Molyneux, team members questioned and competed with each other, resulting in a better quality of work.
He said that "the team did the work of a group twice their number. Molyneux stated that King Kong was an inspiration for the game.
Molyneux thought that being admired with that level of devotion made one a god. The game crashed multiple times; Molyneux fixed the bugs using Microsoft Developer Studio before restarting.
He instructed the programmers to "Make it the most beautiful engine ever conceived by anybody, ever". Cottier developed the landscape system, and found a method of generating textures, enabling the reflection of various types of terrain.
Roberts created the creatures and the animation Eric Bailey later took over the creature animations . Evans described developing the engine as "a daunting task".
The entire game, including the tools and libraries , was written from scratch. A trial and error approach was taken: the team 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 have been very disappointed if the system was dumped, but in the end, they got the feature working "beautifully".
Integrating the storyline was found to draw the player through the game in an unexpected manner, which led to the development of characters like Sable, the Creature trainer, and the advisers.
A great deal of effort was devoted to getting features such as the weather import working. The game was originally to feature battling wizards, who would have had creatures originally named Titans to raise, and be powered by belief.
A key idea was the ability to turn living beings into Titans. The team wanted the player to see the world from the same perspective as possessing a creature in Dungeon Keeper it was originally intended for the player to be able to take control of creatures in the first-person .
Molyneux wanted "limitless flexibility" and the ability to zoom out to see the world from the sky. It was decided to make the player a god when it was realised that humans could not wield the powers that were being implemented.
The spells that were to be cast became miracles, and the wizards' supporters became worshippers. The mechanic of turning living beings into Titans was dropped because of problems with balance, with certain Titans having advantages over others.
None had unanimous support, so they ended up being called 'creatures'. Temples were originally named Citadels and some sported a medieval, fairy-tale look.
In January , Richard Evans was working out how the game judges the morality of the player's behaviour. He stated that this was "a hundred times more difficult" than similar tasks at Bullfrog Productions.
Lionhead wanted a maximum of 25 people so as not to break the "team spirit" atmosphere. At E3 , Molyneux gave a precise release date: 23 September The game was supposed to reach the alpha stage by 18 June, but by summer, it became clear that development was behind schedule, and the release date was pushed back to 10 November.
In September, it was pushed back again into , angering fans who were eagerly awaiting its release. Molyneux apologised for the delay.
Shin Kanaoya of EA Square came to discuss the Japanese localisation, which was considered difficult due to the requirement of the use of two-byte characters to display the Japanese writing system , particularly the 20, Kanji characters, which would have posed RAM management issues.
Lionhead were considering using the Japanese fonts included with Windows. Molyneux said that might have been "insanely ambitious" with regard to the standards they set themselves for the graphics, because the system requirements were high and much of the custom software needed to be written.
The villagers' artificial intelligence had to be restricted by giving some control to the Village Centre as there was no limit on the number of villagers.
Molyneux said of the creature's artificial intelligence, "part of the game itself learns from everything you do and tailors itself to you", and described the creature as "an astonishing piece of work".
He also commented that the last months of development were "the hardest any of us has ever had to work", and that "without the right team, this game never would have happened.
Later development was done using other custom software. Alpha was reached in December Multiplayer mode nearly had to be dropped for this to happen, but the problems were fixed just in time.
Electronic Arts became involved in the production; testers were employed they found three thousand bugs , localisations were checked, and a marketing campaign was launched.