The Lie-In
Good morning, videogames. I read less than normal this past week, which I will pin on my being busy, but I still have several worthy articles for you. And then I reached deep into the recesses of my memory to hoist out something old and forgotten, alongside a little sermon. Read on.
I wrote something recently - here, I guess? - about loving Gamespy's pre-release developer diaries for the original Black & White, which were written by the team themselves. For Eurogamer, Lewis Gordon interviewed some of those original developers about the creation of the game's creature AI. I would not trust Molyneux's self-mythology, and yet I delight in reading anything about this particular game. A conundrum.
The creature, which set Evans on a trajectory from the Lionhead office in Guildford to the rarefied corridors of Google DeepMind in London, began as just a few simple scribblings by Molyneux on a piece of A4 paper. "I thought, let's do a game with an AI agent in it," says Molyneux, toking intermittently on a vape from the office of his current studio, 22Cans. "We wanted to explore the idea of morality, and focus that morality through this entity - the creature.





