![]() ![]() Villagers require feeding, healing or rest to worship. The Temple is surrounded by sites where villagers worship, generating the power needed to cast miracles. When attacked, Temples transfer damage to their god's buildings and followers in defence only Temples whose god has no followers are vulnerable. If the Temple is destroyed, the game is lost. Villagers can be assigned to perform a specific task such as fishing or starting a family. Villagers belong to one of eight tribes, such as Norse, Celtic, or Japanese, each having a different Wonder. Wonders are special buildings granting a specific benefit. Buildings are created in the Workshop after obtaining blueprints. 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). Īn important task is expanding the villages, by constructing buildings and increasing the number of villagers. ![]() The player has two advisors, one good and the other evil, who try to persuade the player to do things according to their alignment. It is not necessary to consistently perform acts of either alignment and a mixture of the two can be used to stay neutral. A good god's temple is brightly coloured, while an evil god's is designed to look intimidating. The land, interface (including the hand), and music change according to that alignment. 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. Gold scrolls initiate a significant event (including the main story), and silver ones a minor task to perform for a reward. ![]() Key items in the story are gold and silver scrolls. 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. The player takes on the role of a god ruling over several islands populated by various tribes. An expansion, Black & White: Creature Isle, and sequel, Black & White 2, followed.Ī Norse village at the beginning. Later re-reviews of the game considered it to have been overrated at the time, but was nevertheless considered one of the greatest games of all time. ![]() Black & White won awards from several organisations, including the British Academy of Film and Television Arts and the Guinness World Record for the complexity of the artificial intelligence, selling over two million copies. Versions for games consoles were in development, but were cancelled.īlack & White received universal acclaim on release reviewers praised the artificial intelligence, uniqueness, and depth, although the system requirements and bugs were criticised. Black & White was written from scratch, and the intention was to have the main user interface free of icons, buttons, and panels. Peter Molyneux led the three-year development of the highly anticipated game, originally to feature wizards instead of gods. Multiplayer is supported over a local network or online. The core gameplay mechanic of Black & White is the interaction between the player and an avatar creature, who carries out the players instructions and whose personality and behaviour change in reaction to how they are treated. A primary theme is the concept of good and evil, with the atmosphere being affected by the player's moral choices. The player acts as a god whose goal is to defeat Nemesis, another god who wants to take over the world. Black & White combines elements of artificial life and strategy. Black & White is a god video game developed by Lionhead Studios and published by Electronic Arts for Microsoft Windows in 2001 and by Feral Interactive in 2002 for Mac OS. ![]()
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