Black&White 2: Developer Diary #1
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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It’s probably best to begin
with an introduction. In quick summary, my name is John McLean-Foreman, and I was
an entertainment and videogame journalist for about six years. In the early part
of 2001 I decided that making money and eating were cliché, so I left journalism
behind and became a fulltime fiction writer. I sacrificed anything remotely resembling
a normal life (girls, leaving the house more than once a week, talking to real people,
style, etc.) and by Jan 2003 I was fortunate enough to be asked to write the story
for Black & White 2.
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The challenge that I’m faced
with in writing these diaries is how best to cover the myriad of topics that will
be fascinating to you, the general public: the creation of music and sound, 3D,
AI, storytelling, round table discussions, working with actors, animation, testing,
impending deadlines, the fans themselves, and so on. These are all great subjects
to discuss, and will be discussed in more detail in future articles, but how do
I then focus on the most interesting bits without digressing into fantastical tales
involving bloody gun battles, alien abductions, and genetic mutations (none of which
happen in the game incidentally, though the suggestion of time travellers from future
B&W sequels was briefly tossed around), as is my inclination?
On the whole, I’ll be focussing
on many of the personalities here in the office and what they do. After all, if
you don’t really know who any of us are, why would you care about what we’ve got
to say? Given enough time and countless anecdotes, you’ll hopefully grow to know
us and befriend us in a vicarious sort of way.
For those of you who don’t
know, Black & White 2 is a god game that allows you to control the lives of
all the tiny mortals that worship you (insert maniacal laughter if you like). The
power is in your hands, the choices are all yours, and whether you decide to be
good or evil, it’s your actions that directly affect the outcome of the game.
A Greek Harbor anyone?
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Although Peter Molyneux
(the lead designer of B&W2 and CEO of Lionhead) always envisioned Black &
White to be a series of five games, Black & White 2 was officially born late
one night back in Jan 2002. Prior to that first planned BW2 meeting though, the
development team spent several weeks trolling through the online forums disguised
as fans. They dropped suggestions, some first-class, some deliberately awful, to
get an unbiased feel for what the real fans would like to see in the next game.
(I mean, dear God, who came up with the changeable clothes for the Creatures idea?
I’ve got my spanking hand ready and I’m hunting the guilty party.) |
Armed with the ideas gleaned
from the forums as well as scads of their own, the dev team got together at Peter’s,
drank copious amounts of alcohol and debated what they wanted the sequel to be.
Out of the chaos of that drunken night came the first incarnation of Black &
White 2.
Lionhead prefers to do relaxed
brainstorming sessions away from the distractions of the office, phones and emails.
This method has historically worked very well for Peter on games like Syndicate,
Dungeon Keeper, and Black & White. Apart from being good fun, it really gives
everyone an opportunity to relax and voice opinions that they might not otherwise
get a chance to share.
As is the case with all
such sessions, a bad idea, or often a joke, will spark another idea that sparks
another, and another. The idea begins to clarify, and become more focused.
When Jonty made reference
to the opening scene of The Fellowship of the Ring, the part where Sauron single-handedly
decimated the forces of Man and Elves, everyone leapt on the idea in agreement.
“Exactly!” said Peter, “Your
creature needs to be able to do that... and more. It needs to have the potential
to become your ultimate military unit.”
The topic moved on to what
was missing in B&W1 and it was decided that the sequel really needed to feel
epic, that the player should feel like a god rather than Mr. Big Hand who had to
run about doing chores at the whim of mortals. No more would the player be hunting
lost sheep, but would instead be involved in events deserving of a god’s attention;
events like altering the course of a world already deeply enmeshed in war.
As the evening progressed,
new ideas continued to flow: the Creature needed to be more help than hindrance,
the Creature interface had to be more open and accessible, and epic story would
become an integral part of the game, battles would involve hundreds and thousands
of soldiers on every side, players needed to be given reasons to become emotionally
attached to major and minor characters... by the time that brainstorming session
was over, the seeds of the design had been sewn.
For those of you who don’t
know, Black & White is a magical world that runs parallel to our own and continues
to evolve in the same way that ours does. That evolution means conflict, and conflict
means war. And war? War means that the little people of the original BW, who were
just too damn nice, clearly needed an overhaul.
Japanese gates!
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Now there are armies chalk
full of violent little combatants for you or your Creature to command, but how you
use those armies to gain supremacy in the world is totally up to you. If you’re
a Sim City kind of player, then you can ignore a large part of the warfare simply
by creating cities so wondrous that the enemy populace will become disenchanted
with their lot in life, abandon their homes, and set up shop in your land. If on
the other hand you’re as aggressive as I plan to be, you can lay siege to enemy
towns, impose your will upon the conquered, then feed the remaining troublemakers
to your Creature. |
Well, that’s Black &
White 2 in a nutshell: are you going to be a god of war or a god of peace? Either
way, you’ll play through your own unique and epic world. There’s so much more I
would like to tell you, but because game development is an evolutionary process
and our design document is constantly being updated, you’ll need to come back month
by month as I lay out the latest steps in the making of Black & White 2.