Black&White 2: Developer Diary #3: Village Life and Warfare ...
It’s time once again
for Black & White Studios to embark on the fabulous journey through the development
diaries so that you’ll be able to keep abreast of all the goings on in the world
of Black & White 2. I’ll be your guide through the entire development process
of the game and, lucky you, you get to experience it all from my rather distinct
perspective.
John McLean-Foreman
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Let us not forget that what
we’re creating over at Black & White Studios is a god-game, and in a god-game,
as one would expect, it’s vitally important that you get to feel like a god – empires
crumble at your command, social structures swing based on your mood, and the world
you control physically alters itself to reflect your true nature. In a nutshell,
you want to feel all powerful. That may sound obvious, but in Black & White
1, sometimes I felt more like an errand boy doing favours for a bunch of thankless
little whiners who didn’t even remember what I’d done for them five minutes after
the fact. There seemed to be no global ramifications to my actions whatsoever.
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Well, that is not the case
in B&W2. Because we really, really want you to feel like a god when you play
this game, we’ve kept our design process very organic. By that I mean that it’s
ever changing. We try something, and if it doesn’t work, we scratch our collective
heads and try to puzzle out why it didn’t work. For example, we built a siege weapon,
dragged it through the city, and we thought, “Well, why has nobody reacted to it?”
So we fiddled about with the program until they did. Granted, that’s not something
very godly, but it is a fine example of action and reaction. Now expand that concept
to the point where villagers react to just about everything that you do, and you
start to understand what it feels like to play god.
As I mentioned in the first
Dev Diary, there are two distinctly different ways in which you can play the game:
one focuses on building and nurturing majestic cities that lure enemy villagers
away from their homeland in order to become a citizen of your empire, and the other
focuses on taking your enemies’ territory by force. The trick here is teaching the
game how to realistically have both game styles work in conjunction with each other…
which doesn’t always happen in ways that we expect it to.
This is what we call a cow...
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One morning, I overheard
some tittering coming from the programmer’s side of the office. Being the nosy sort
of fellow that I am, I felt compelled to investigate. Glen (our villager AI programmer)
and Jonty (head of B&W studios) were standing by his computer, both looking
highly amused. It seems there was a little glitch… well, oversight really… in creating
the breeder disciples, a particular breeder, a female in this case, was methodically
moving through the ranks of a platoon of soldiers, boosting morale, so to speak.
The female breeders can sleep with anyone they wish, but once they become pregnant,
they’re supposed to declare it a job well done and stop. This young lady not only
slept with every member of the army in turn, but on her way back home, accosted
every male who happened to cross her path. |
Glen had another, yet unrelated,
bug to demonstrate. With the click of a couple of buttons, he set up a recruitment
tent inside a residential area, and began drafting children into the army. A little
politically incorrect perhaps, but certainly not unrealistic. Glen actually had
the solution to the “draft-a-kid” problem at hand and was just about to implement
it when we insisted that he first show us the children being slaughtered by an elite
group of samurai. Ahhh… if only there had been sound effects too. It did raise an
interesting question though: because Black & White is about free will, should
we allow the player to put children in their army if that’s what they really want
to do? The game no longer automatically recruits children if they’re nearby the
tent, but if the child is old enough to grab a sword and the player is evil enough…
maybe we should allow it.
Speaking of the horrors
of war (as the previous scenario so aptly depicted), if you repeatedly declare war
against the various computer players, the ramifications of that behaviour will ripple
across the world and your opponents’ playing strategies will alter accordingly.
Further, many of the characters will react differently than they would if you were
good god.
War and Villagers!
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Personally, I plan to declare
war on everybody, especially when we test the game against each other. I think that’s
largely due to Jonty’s continuous assumption that I’ll play the scummiest god possible,
but I also want to take advantage of a little loophole in his playing strategy while
it’s still available. You see, his Creature is so sickeningly compassionate that
it hasn’t yet learned not to heal everyone who gets hurt, and that includes invading
armies. My Creature will not be making any such foolish mistakes, in fact he’ll
be casting horrifying, flesh-melting spells, kicking Jonty’s Creature when it’s
down, commanding my armies to perform complex military manoeuvres (that are based
on real land war strategies of the era, incidentally), and just generally being
a miserable swine. Jonty claims he has plans for my people. I find that rather ominous.
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Of course that doesn’t mean
that I won’t also be building up my city to counteract my people’s desire to emigrate
to a kinder more magnificent land. If you’re really lax as a god, your people will
become dissatisfied and start picketing outside your cathedral. They might even
try to riot. While my good opponents will undoubtedly be setting up idyllic gardens,
sculpting grand statues, laying roads to make travel easier, building taverns where
townsfolk can enjoy some time off, and doing whatever else it takes to build an
outstanding city, I’ll be throwing down the bars (I do like those) and torture chambers
wherever I notice unrest. I don’t need my people’s love, just their blind obedience
and a healthy dose of fear.
As always, it comes down
to choice. Be nice and the world will flock to your door. Be evil and you get to
kick the doors in. Either way, everything you do has a consequence, so prepare to
play god because your people are watching.