Creature In The Well Download PC Game
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Originally conceived as a desktop pet with a brain,[24] Grand later incorporated inspiration from The Planiverse to pitch a "little computer ewoks" game,[25] like the game Little Computer People.[26] Grand wanted players to have a rapport with their creatures, feeling that he should make the creatures seem "genuinely alive" to the player, showing "the 'right' kind of behaviour' in a variety of circumstances. To create this kind of behaviour, Grand felt it was necessary to program the creatures by simulating the building blocks of nature in a bottom-up approach, allowing the complex behaviour to emerge,[27] rather than using a rule-based system approach.[16] Grand later wished to include references to an "English" or Norse mythology, to try to make the world more internally consistent,[28][29] but found that the team wanted to make the game into a conventional adventure game.[26] He later decided to scale back on the mythology aspects of the game, focusing instead on the artificial life point - eventually presenting the game as an artificial pet hobby, which provided some of the impetus to include genetics in the creatures.[30]Creatures was developed as a consumer product by Millennium, and was released by Mindscape in 1996. The program was instantly successful,[citation needed] and an online community of players soon formed, swapping Norns, creating new objects for Albia,[31] sharing tips on how to play the game and anecdotes about unexpected evolutionary changes that they had seen, and even creating new breeds of Norn. At one point, the Creatures online community was the largest of its type.
In the late 1990s, Grand left Cyberlife to form Cyberlife Research and focus on the production of new alife technologies, including work on a robotic life form he called Lucy as well as writing books about his research. The remainder of the company was renamed Creature Labs, and focused on video game development.[38]
Sequels to Creatures, including Creatures 2, Creatures 3 and the small-children's games Creatures Adventures and Creatures Playground, were released by Creature Labs in subsequent years. Creatures Adventures won an EMMA Award in 2000.[39] Creatures Playground was exhibited at E3[40] and nominated for a BAFTA award in 2000.[41][42] The final major Creatures release, Docking Station, was made available for download from the company's web site in 2001.[43]
In November 2009, GOG.com announced that they were offering Creatures: The Albian Years, Creatures Exodus and Creatures Village for sale on their site as digital downloads.[46] In 2011, Creatures 3: Raised in Space, a PlayStation One game, was re-released on the PlayStation Plus service.[47]
Basic gameplay consists of hatching some creatures, usually norns, and guiding them to reach maturity and to breed more creatures, with the goal of a more intelligent future population.[63] Words can be taught to creatures by a learning computer (for verbs) or by repeating the name of the object while the creature is looking at it. After a creature understands language, the player can instruct their creature by typing in instructions, which the creature may choose to obey[64] - the player gets the impression that the norns can understand the player, but do not want to follow the player's commands.[7] The player cannot force creatures to do anything.[65] Addressing individual creatures by their names, and issuing specific commands, such as "Alice push toy", is recommended, as is following up with rewards if they obey:[66] the player is represented by a disembodied hand in the world, and the hand can attempt to teach creatures by tickling them as a reward or punishing creatures by slapping them.[64] (For Creatures Village, aimed at very young players, tickling is done by a feather wand, and punishment is represented by a squirt bottle.[67][68]) Older norns can also teach concepts to younger norns.[69] Norns may also express to the player how they are feeling. The language aspect was incorporated to promote a relationship between norns and players,[70] allowing players to anthropomorphise their creatures.[71] Players usually actively administer their worlds, adding in objects to help their creatures thrive.[72] A complete life cycle is modelled for the creatures - childhood, adolescence, adulthood, and senescence, each with their own particular needs.[73] Breeding is depicted in the game as "a delicate affair", and is shown in the game by "a long kissing sound followed by a pop".[74] The gameplay is designed to foster an emotional bond between the player and their creatures. Death has real consequences - the individual norns do not return after they die.[73] All creatures are bipedal, but there are some variant appearances that are genetically linked.[4] Some alternate play styles include "wolfling runs", where the player may not intervene in their creatures' lives,[75] or even norn torture.[76] Trying to selectively breed or engineer certain traits into the population is also popular, for example, coloured creatures, norns with a better immune system,[14][77] or a less-aggressive grendel.
In the games, the Norns have their own simulated biochemistry, haploid genetics, and neural network to serve as a brain. From Creatures 2 onwards, Norns also possess organs determined by their genetics;[34] mutation and injury can render these defunct, with typically fatal consequences. Each of these has grown somewhat over the course of the series, allowing the creatures to become more complex and intelligent. Norns are omnivores and eat a variety of foods, including carrots, lemons, seeds, insects, fish, honey, and other things. The Norns that the player starts with require some degree of training and discipline from the player in order to make good decisions to maintain their health; however, later on they can evolve to be more independent and hardy, with better-developed instincts and a more robust biochemistry. The player can take advantage of this to breed certain colours or traits through artificial selection, and through many generations the changes can become quite pronounced.
Millennia ago, the Shee had left the disk-shaped world of Albia, as they desired to live on a "more spherical world". They created the Shee Ark, took along some Norns, Ettins, and various animals and plants, and set out for their new home. The Shee Ark, like all Shee spacecraft, was itself a living creature grown from scratch, and used "Bioenergy" (the energy of living things, used to balance the game) to perform its various functions.
In Creatures 3 and Docking Station, players still use a hand as their mouse to interact with creatures and the world, but the main game area does not have toolbars like in Creatures and Creatures 2, but instead has areas along the sides of the screens with buttons that the user can press to move to different locations, view the current creatures in the world, manage an inventory of items, and change game settings.
Charlie Brooker regarded the level of detail shown in the monitoring kits as "terrifying",[93] and it has been argued that the detailed monitoring kits highlight the artificiality of the norns.[94] Peter Smith disliked the limitation of C1 that the player is "limited to seeing areas that you've tagged as favorite places or that are currently inhabited by Norns," and found it difficult to correctly reward and punish the creatures.[95] Creatures 2 introduced an angel and devil glyph which appears next to the hand to show you whether you are about to reward or punish your creature.[92] Jim Brumbaugh, in reviewing Creatures, disliked the amount of typing that was needed to communicate with the creatures, but found the menu system "highly user friendly." He noted also that there was only one way that the player could save, when the player exited the game.[96] Eddie Walou praised the simplified user interface of Creatures 4, saying that earlier games felt like you had to have your BAC to understand.[97] Kahn Lusth, writing for Canard PC, enjoyed the new interface of Creatures Online for communicating with creatures, where with a click of the mouse the player can choose suggestions to guide their creatures, describing it as more convenient than typing keywords.[98] To improve the ergonomics on the iOS system, a 'rubber-band' system has been created for Creatures Online, where the player draws a line between the norn and an object. When the finger is lifted, the available instructions appear.[99]
While the initial pitch was for a desktop pet that could interact with other Windows programs, for example, Windows Media Player,[24] as the game developed, the need for a self-contained world became more apparent. The world was named "Albia", after Albion, and one of the goals of gameplay became to explore Albia.[26][86] Grand thought that having the creatures inhabit a rich, "messy", world, and to be able to interact with it in many ways would help creatures' personalities to emerge.[15] The backdrop for Creatures was created by taking photographs of a physical model of the world,[28] part of which is now housed at The Centre for Computing History.[100] Sarah Kember describes Albia as a "technological Eden".[101] 041b061a72