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{{Short description|God video game}}
'''''Black and White''''' is a [[computer game]] developed by [[Lionhead Studios]] and published by [[Electronic Arts]]. It was a [[god game]] released in [[2001]], which included elements of artificial life, strategy, and beat 'em up games.
{{about|the 2001 video game|the ''Pokémon'' games|Pokémon Black and White{{!}}''Pokémon Black'' and ''White''}}
{{about|||Black and white (disambiguation)}}
{{Good article}}
{{Use dmy dates|date=November 2020}}
{{Use British English|date=May 2016}}
{{Infobox video game
| title = Black & White
| image = Black & White Coverart.png
| caption = PC "black" cover
| developer = [[Lionhead Studios]]
| publisher = [[Electronic Arts]]<br />[[Feral Interactive]] (Mac)
| designer = [[Peter Molyneux]]
| composer = [[Russell Shaw (composer)|Russell Shaw]]
| series =
| released = '''Windows'''<br />{{vgrelease|NA|27 March 2001<ref name="release">{{Cite web |title=Black & White GONE GOLD! |url=https://www.shacknews.com/article/12885/black-white-gone-gold |access-date=2023-04-20 |website=Shacknews |date=16 March 2001 |language=en |archive-date=20 April 2023 |archive-url=https://web.archive.org/web/20230420035354/https://www.shacknews.com/article/12885/black-white-gone-gold |url-status=live }}</ref><ref>{{Cite web |author=I. G. N. Staff |date=2001-03-28 |title=Ship, Ship, Ship! |url=https://www.ign.com/articles/2001/03/28/ship-ship-ship |access-date=2023-04-20 |website=IGN |language=en |archive-date=20 April 2023 |archive-url=https://web.archive.org/web/20230420035355/https://www.ign.com/articles/2001/03/28/ship-ship-ship |url-status=live }}</ref>|UK|6 April 2001<ref>{{Cite news |date=2001-04-07 |title=Black & White arrives in the UK |language=en-gb |work=Eurogamer.net |url=https://www.eurogamer.net/article-30456 |access-date=2023-04-20 |archive-date=20 April 2023 |archive-url=https://web.archive.org/web/20230420035355/https://www.eurogamer.net/article-30456 |url-status=live }}</ref><ref name="release"/>}}'''Mac OS'''<br />{{vgrelease|NA|7 January 2002<ref>{{Cite web |date=2002-01-25 |title=IMG: Release Dates |url=http://www.insidemacgames.com/release_dates.php |access-date=2023-05-20 |archive-date=25 January 2002 |archive-url=https://web.archive.org/web/20020125100723/http://www.insidemacgames.com/release_dates.php |url-status=bot: unknown }}</ref>}}
| genre = [[Simulation video game|Simulation]], [[god game]]
| modes = [[Single-player video game|Single-player]], [[multiplayer video game|multiplayer]]
| platforms = [[Mac OS]], [[Microsoft Windows]]
| artist = Paul McLaughlin<br />[[Mark Healey]]<br />Andy Bass<br />Christian Bravery
| writer = James Leach
| director = [[Steve Jackson (UK game designer)|Steve Jackson]]
| programmer = [[Peter Molyneux]]<br />[[Mark Webley]]<br />Jonty Barnes
}}
 
'''''Black & White ''''' is a [[god game|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]]. ''Black & White'' combines elements of [[Simulation video game|artificial life]] and [[Strategy video game|strategy]]. The player acts as a god whose goal is to defeat Nemesis, another god who wants to take over the world. A primary theme is the concept of [[good and evil]], with the atmosphere being affected by the player's moral choices. The core gameplay mechanic of ''Black & White'' is the interaction between the player and an avatar creature, who carries out the player's instructions and whose personality and behaviour change in reaction to how they are treated. Multiplayer is supported over a local network or online.
It has been called the "spiritual descendant of ''[[Populous]]''."
 
[[Peter Molyneux]] led the three-year development of the highly anticipated game, originally to feature wizards instead of gods. ''Black & White'' was written from scratch, and the intention was to have the main [[Interface (computing)|user interface]] free of [[Icon (computing)|icons]], [[Button (computing)|buttons]], and [[Panel (computer software)|panels]]. Versions for [[games consoles]] were in development, but were cancelled.
The player takes on the guise of a god, ruling over an island populated by various tribes. The player's control over the island is manifested in the Hand, an animated on-screen hand which can pick up people or objects, throw things, 'tap' buildings to wake their occupants, and many other things. The core of the gameplay is the player's Creature &#8212; a pet of sorts that can be trained to do almost anything, thanks to the game's complex [[AI]]. This Creature is trained by being placed on a leash while the player demonstrates the action the Creature is to learn using the Hand. With time and repetition, it will be able to do things on its own.
At the centre of the player's empire is the Temple, the building at which tribesfolk worship, the Creature sleeps, and statistics, help, and options are available.
Another key gameplay mechanic is the good/evil spectrum. Depending on the actions the player takes, the Hand and Temple will slowly change appearance between a glowing pearly white, or a spiked, dark red. This visually indicates the players position on the spectrum, and the tribesfolk will either be in awe or terror of the player. The player's Creature however does not have to be as good or as evil as the player; an evil god may have a good Creature or vice-versa, depending on the personality of the Creature itself.
 
''Black & White'' received universal acclaim on release; reviewers praised the [[Artificial intelligence (video games)|artificial intelligence]], uniqueness, and depth, although the [[system requirements]] and [[Software bug|bugs]] were criticised. ''Black & White'' won awards from several organisations, including the [[British Academy of Film and Television Arts]], the [[Academy of Interactive Arts & Sciences]] and the [[Guinness World Records|Guinness World Record]], for the complexity of the artificial intelligence, selling over two million copies. 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. An expansion, ''[[Black & White: Creature Isle]]'', and sequel, ''[[Black & White 2]]'', followed.
The game helped to pioneer the use of [[mouse gesture]] recognition, allowing the player to cast spells using specific mouse movements.
 
Since its original release, Lionhead and its [[intellectual property]] were purchased by Microsoft, while EA retain the publishing rights. The game was never re-released.<ref>{{Cite news |author1=James Davenport |date=2019-07-05 |title=It's 2019 and there's still no way to play Black & White without the original discs |url=https://www.pcgamer.com/its-2019-and-theres-still-no-way-to-play-black-and-white-without-the-original-discs/ |access-date=2025-01-29 |work=PC Gamer |language=en}}</ref>
An [[expansion pack]], ''Creature Isle'', was released in 2001, which shifted focus from the battles against other gods to mini games with the Creature.
 
== Gameplay ==
The sequel, ''Black & White 2'', has no official release date.
[[File:LionheadBW.jpg|thumb|left|A Norse village at the beginning. Larger houses support more villagers.]]
The player takes on the role of a [[Deity|god]] ruling over several islands populated by various tribes. 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.<ref>Prima Guide, pp. 9, 12.</ref> Key items in the story are gold and silver scrolls. Gold scrolls initiate a significant event (including the main story), and silver ones a minor task to perform for a reward.<ref>Clue Book, p. 12.</ref>
 
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. The land, [[user interface|interface]] (including the hand), and music change according to that alignment. A good god's temple is brightly coloured, while an evil god's is designed to look intimidating.<ref>Clue Book, pp. 5, 17.</ref><ref>Final Hours, p. 13.</ref> It is not necessary to consistently perform acts of either alignment and a mixture of the two can be used to stay neutral. The player has two advisors, one good and the other evil, who try to persuade the player to do things according to their alignment.<ref>Clue Book, p. 4.</ref><ref>Manual, pp. 1, 11.</ref>
[[Category:Real-time strategy computer games]]
[[Category:2001 computer and video games]]
 
An important task is expanding the villages, by constructing buildings and increasing the number of villagers. 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). Buildings are created in the Workshop after obtaining blueprints.<ref>Prima Guide, pp. 30–41.</ref> Wonders are special buildings granting a specific benefit. Villagers belong to one of eight tribes, such as [[Norsemen|Norse]], [[Celts|Celtic]], or [[Japanese people|Japanese]], each having a different Wonder.<ref>Prima Guide, p. 39.</ref> Villagers can be assigned to perform a specific task such as fishing or starting a family.<ref>Prima Guide, pp. 50–60.</ref> If the Temple is destroyed, the game is lost.<ref>Prima Guide, pp. 26–29.</ref> When attacked, Temples transfer damage to their god's buildings and followers in defence; only Temples whose god has no followers are vulnerable.<ref>Manual, p. 14.</ref>
[[de:Black & White]]
 
The Temple is surrounded by sites where villagers [[worship]], generating the power needed to cast [[miracle]]s. Villagers require feeding, healing or rest to worship. How many villagers worship is controlled at the Village Centre, and which miracles are available depends on those available at the player's villages.<ref>Prima Guide, pp. 26, 33, 63.</ref> Miracles include providing food or wood, healing people, and providing shields to protect an area.<ref>Prima Guide, pp. 64–75.</ref> Miracles can also be cast by using Miracle Dispensers, a common reward for completing Silver Reward Scrolls. These allow the casting of a miracle without worship.<ref>Prima Guide, p. 38.</ref> Miracles can only be cast, and most other actions performed, within the player's area of influence, which can be extended by expanding the population of villages owned, or by taking over others.<ref>Prima Guide, p. 17.</ref> Miracles can be selected at the Temple or Village Centre, or by performing certain gestures with the Hand.<ref>Prima Guide, pp. 33, 35, 64.</ref> Power can also be produced by sacrificing living beings at the altar.<ref>Clue Book, p. 31.</ref>
 
The general goal of a [[Level (video gaming)|level]] is to gain control over every village on an island, accomplished through acts that persuade the villagers to [[belief|believe]] in the player. Villagers can be swayed by everything from assistance with day-to-day tasks to being terrorised by [[Ball lightning|fireballs]] and lightning storms.<ref>Prima Guide, pp. 16, 43.</ref> Artefacts (special objects that glow in their owner's colour) and missionary disciples can be used to impress villagers.<ref>Prima Guide, pp. 42, 43, 56.</ref> Villagers become bored with repetitive attempts to impress them. For example, if boulders fly overhead too frequently, their effect is lost. This forces the player to use multiple methods to [[Religious conversion|convert]] a village.<ref>Prima Guide, pp. 43, 44.</ref>
 
The game features a skirmish mode, where other gods are battled for control of an island, a [[Multiplayer video game|multiplayer]] mode over a [[local area network]] (LAN) or an online service, and The God's Playground, where gameplay aspects can be practised. In multiplayer mode, [[Deathmatch (video games)|deathmatch]] and [[Cooperative video game|cooperative]] modes are available.<ref>Prima Guide, pp. 6, 7.</ref><ref>Clue Book, p. 10.</ref> In cooperative mode, players share a creature.<ref>Manual, p. 44.</ref> ''Black & White'' includes a feature enabling the import of real weather.<ref name=PM />
 
=== Creature ===
 
One of ''Black & White''{{'}}s core features is the interaction between the player and an avatar-like creature. Three are available to select from the beginning of the game and others can be obtained by completing Silver Reward Scrolls. The currently owned creature can be swapped with a new one at certain points in the game. The creature starts out small, and grows as the game progresses. Each has [[attribute (role-playing games)|strengths and weaknesses]]: apes are intelligent and proficient at learning but lack strength; tigers are strong but learn slowly.<ref>Prima Guide, pp. 82–100.</ref>
 
As a god, the player can teach their creature to perform tasks such as stocking the village store or performing miracles. The creature is taught what and when to eat, and how to attack or impress enemy villages. Fighting skills may be taught in one-on-one battles with other creatures; attack and defence abilities can be improved. Teaching is performed using a [[reinforcement learning]] system: if the creature does something the player does not want, it can be discouraged with a slap. If the creature does something the player approves of, it can be stroked. The creature remembers the response to various actions and gradually changes its behaviour accordingly.<ref>Prima Guide, pp. 101–111.</ref> With time and repetition, it can perform complex functions that allow it to serve as the player's [[Avatar (computing)|avatar]]. Three types of leashes are used to command the creature to go to a specific place, and can be tied to a building to restrict movement. One leash encourages the creature to pay attention when actions are demonstrated; the others encourage either benevolent or malevolent behaviour.<ref>Prima Guide, pp. 27, 83, 103–106.</ref> The game reinforces the creature's choices and learning by providing visual feedback, and the creature has an alignment separate from the player's. Evil wolves sport glowing eyes and large fangs and claws; good ones turn a shade of purple and glow gently.<ref>Prima Guide, p. 102.</ref>
 
Lionhead Studios used [[Michael Bratman]]'s [[belief–desire–intention model]] to simulate creatures' learning and decision-making processes. A creature forms an intention by combining desires, opinions, and beliefs. Beliefs are attributed to lists that store data about various world objects. Desires are goals the creature wants to fulfill, expressed as simplified [[perceptron]]s. Opinions describe ways of satisfying a desire using [[Decision tree learning|decision trees]]. For each desire, the creature selects the belief with the best opinion, thus forming an intention or goal.<ref>{{cite book | last=Evans | first=Richard | editor-first=Steve | editor-last=Rabin | title=AI Game Programming Wisdom | publisher=Charles River Media | year=2002 | chapter=11.2: Varieties of Learning | isbn=1-58450-077-8|pages=567–78}}</ref>
 
== Plot ==
The player begins on an island as a new god, created from a family's [[prayer]]s. After saving their son from sharks, the god follows the grateful family to their village. A large creature (a lion, a bear or a sheep, depending on your creature), known as the Guide, is later discovered who tells the player of its former master, a god named Nemesis, who desires to reign supreme as the [[Monotheism|one true god]] by destroying all others. The player is told of the Creed; an energy source with the ability to destroy gods. Nemesis, upon hearing this, destroys his former creature and attacks the village. Shortly after a mysterious [[vortex]] opens and the player enters to escape Nemesis. He's transported to a second island and greeted by another god, Khazar. Khazar reveals that it was he who sent the vortex and requests assistance against another god, Lethys, Nemesis' underling, in exchange for resources to rebuild the village.
 
Later, Nemesis destroys Khazar and his creature, stealing his piece of the Creed in the process. Lethys then kidnaps the player's creature, taking it through a vortex that, unlike the others, closes automatically. In the third land, the creature is held in [[stasis (fiction)|stasis]] by three magical pillars. After the creature is freed by converting the villages (and avoiding their reconversion by both burning unbelievers and a wolf pack), Lethys implores the player not to take his last village, grants the player a piece of the Creed and opens a vortex. The player returns to the first land, now cursed by Nemesis; fireballs and lightning rain from the sky. After the curses are lifted by destroying the three guardian stones, a cursed village is freed and the piece of the Creed is claimed, Nemesis appears, inviting the player to his realm. On the last island, Nemesis curses the player's creature, causing it to slowly change alignments, shrink, and grow weaker. When the final piece of the Creed is obtained, the player destroys Nemesis and is left as the only god in the world.<ref>Prima Guide, pp. 113–195.</ref><ref>Clue Book, pp. 2-8.</ref>
 
== Development and release ==
[[File:Peter-molyneux-at-university-of-southampton.jpg|thumb|upright|''Black & White'' drew elements from Peter Molyneux's previous projects, ''Populous'' and ''Dungeon Keeper''.]]
 
=== History ===
 
''Black & White'' took over three years to develop beginning on 14 February 1998,<ref name="CGPrev">{{cite web|author1=Tricia Gray|title=Black & White Peter Molyneux's epic Black & White will expose your morality for the world to see|url=http://www.cgonline.com/previews/blackwhite-01-p1.html|website=CG Online|access-date=5 July 2016|archive-url=https://web.archive.org/web/20010713040110/http://www.cgonline.com/previews/blackwhite-01-p1.html|archive-date=13 July 2001|date=5 February 2001}}</ref> and was released on 27 March 2001. [[Peter Molyneux]] funded the project himself and devoted his entire focus to its development.<ref>Final Hours, pp. 2,7.</ref> Molyneux stated that he tried to correct the mistakes he made with the game design of ''[[Dungeon Keeper]]''.<ref name="CNN">{{cite web|title=Peter Molyneux, game designer and programmer at Lionhead Studios, discusses his new computer game, "Black & White"|url=http://edition.cnn.com/chat/transcripts/2000/5/4/molyneux/|publisher=CNN|access-date=1 February 2017|date=4 May 2000|archive-date=8 August 2017|archive-url=https://web.archive.org/web/20170808035633/http://edition.cnn.com/chat/transcripts/2000/5/4/molyneux/|url-status=dead}}</ref> The goal was to develop a unique game where players felt they inhabited a world where they could do anything. Molyneux had liked the idea of controlling people as a god since his previous venture, ''[[Populous (video game)|Populous]]''. He was interested in the concept of [[good and evil]] and thought that this could be used to influence the game's atmosphere. Development was slow, starting with only six people, as Molyneux wanted to assemble the right team. Discussions about concepts (including a [[Mafia]]-style game) began at his house in 1997,<ref>The Making of Black & White, pp. 8,9.</ref> and in February 1998, the team moved into Lionhead's offices. The expanded nine-person team exchanged further suggestions for the game and its content, such as [[Lip sync|lip-synchronised]] characters, although this was thought impossible. As more people joined, Molyneux wanted [[Lionhead Studios|Lionhead]]'s friendly atmosphere to remain, and their policy of only recruiting people who could fit in with existing members meant that the team had developed their own way of working. According to Molyneux, team members questioned and competed with each other, resulting in a better quality of work. He said that "the team did the work of a group twice their number." The group that finally produced the game numbered twenty-five programmers with a budget of approximately £4 million.<ref name="PM">{{cite web|last1=Molyneux|first1=Peter|title=Postmortem: Lionhead Studios' Black & White|url=http://www.gamasutra.com/view/feature/3067/postmortem_lionhead_studios_.php?print=1|website=Gamasutra|access-date=16 June 2016|date=13 June 2001|archive-date=22 September 2016|archive-url=https://web.archive.org/web/20160922205418/http://www.gamasutra.com/view/feature/3067/postmortem_lionhead_studios_.php?print=1|url-status=dead}}</ref>
 
Molyneux stated that ''[[King Kong (1933 film)|King Kong]]'' was an inspiration for the game.<ref name="EDGE72">{{cite magazine|magazine=Edge|publisher=[[Future plc]]|pages=24, 25|title=Black And White|department=Prescreen|issn=1350-1593|date=June 1999|issue=72|___location=Bath}}</ref> Soon afterwards, watching the ''[[The Outer Limits (1995 TV series)|Outer Limits]]'' episode "[[The Sandkings]]", he noticed that the episode featured bug-like creatures worshipping a scientist, and who moved around him in reverence whenever he was nearby. Molyneux thought that being admired with that level of devotion made one a god.<ref>The Making of Black & White, p. 4.</ref> Molyneux told ''[[Official Dreamcast Magazine (UK magazine)|Official Dreamcast Magazine]]'' that he had sought to recreate the "fantastic feeling" of destroying [[Ant colony|ant nests]] as a child.<ref>{{Cite journal |last=Pullin |first=Keith |date=11 May 2000 |title=Preview: Black & White |journal=[[Official Dreamcast Magazine (UK magazine)|Official Dreamcast Magazine (UK)]] |publisher=[[Dennis Publishing]] |issue=8 |pages=62}}</ref>
 
In 1998, ''Black & White'' was shown at the [[Electronic Entertainment Expo|E3 trade show]] in Atlanta, Georgia, and incorporated elements of ''Populous'' and ''Dungeon Keeper''.<ref>{{cite web|author1=Steve Bauman|title=Black & White The return of the slightly twisted Peter Molyneux|url=http://www.cdmag.com/articles/012/155/black_white_preview.html|website=Computer Games Magazine|access-date=5 July 2016|archive-url=https://web.archive.org/web/20020921123449/http://www.cdmag.com/articles/012/155/black_white_preview.html|archive-date=21 September 2002|date=23 June 1998}}</ref> Molyneux estimated the game would be nearly finished in 1999,<ref>{{cite web|title=Black & White Gaming legend Peter Molyneux is hard at work on a new PC project called Black & White. Next Generation Online provides you an early glimpse into this forthcoming classic.|url=http://www.next-generation.com/jsmid/previews/3897_1.html|website=Next Generation Online|publisher=Next Generation Magazine|access-date=5 July 2016|archive-url=https://web.archive.org/web/19981205085241/http://www.next-generation.com/jsmid/previews/3897_1.html|archive-date=5 December 1998|date=18 June 1998}}</ref> and scheduled it for a late September 2000 release.<ref>{{cite magazine|author1=George Jones|title=Black and White Lionhead Studios creates a god game&nbsp;... in the truest sense imaginable.|url=http://www.zdnet.com/cgw/stories/main/0,11529,2607679,00.html|magazine=Computer Gaming World|access-date=5 July 2016|archive-url=https://web.archive.org/web/20010222063149/http://www.zdnet.com/cgw/stories/main/0%2C11529%2C2607679%2C00.html|archive-date=22 February 2001|date=8 August 2000|url-status=dead}}</ref> [[Artificial intelligence (video games)|Artificial intelligence]] was one of the key areas still being worked on. The game [[Crash (computing)|crashed]] multiple times; Molyneux fixed the [[Software bug|bugs]] using [[Microsoft Visual Studio|Microsoft Developer Studio]] before restarting.<ref>Final Hours, pp. 8,9.</ref> He expected the 3D [[Game engine|engine]] used would be an improvement when compared to his previous games. He instructed the programmers to "Make it the most beautiful engine ever conceived by anybody, ever".<ref>Final Hours, pp. 11.</ref> As of December 1998, no animators had been hired, and the art team were developing their own skills in that area.<ref name="EDGE65">{{cite magazine|magazine=Edge|publisher=[[Future plc]]|pages=50–56|title=Everything in Black And White Makes Sense|department=Prescreen|issn=1350-1593|date=December 1998|issue=65|___location=Bath}}</ref> By this time, the engine was being developed by three people: [[Alex Evans (video game developer)|Alex Evans]], Jean-Claude Cuttier, and Scawen Roberts (who had joined from a courier company called, coincidentally, Black And White). Cottier developed the landscape system, and found a method of generating textures, enabling the reflection of various types of terrain. Roberts created the creatures and the animation (Eric Bailey later took over the creature animations<ref>The Making of Black & White, p. 39.</ref>). Evans described developing the engine as "a daunting task".<ref name=LDTogether>{{cite magazine|magazine=[[PC Zone]]|publisher=[[Dennis Publishing]]|issn=0967-8220|page=209|issue=71|date=December 1998|title=Working Together|___location=London|department=The Lionhead Diaries}}</ref> Composer [[Russell Shaw (composer)|Russell Shaw]] came up with the idea of the world changing appearance according to the player's alignment: he suggested that the player's territory loses colour if he plays evil, and for it to be gaily coloured if good.<ref name=LDBrain>{{cite magazine|magazine=[[PC Zone]]|publisher=[[Dennis Publishing]]|issn=0967-8220|page=176|issue=69|date=November 1998|title=Brainstorming|___location=London|department=The Lionhead Diaries}}</ref> Artist [[Mark Healey]] wanted the cursor to be a magician's hand.<ref name=LDBrain />
 
The entire game, including the tools and [[Library (computing)|libraries]], was written from scratch. A [[trial and error]] approach was taken: the team learned by trying something and changing what did not work. They avoided using [[Control panel (software)|control panels]], icons and buttons for casting miracles, preferring a [[Gesture recognition|gesture system]]. Molyneux commented that he would have been very disappointed if the system was dumped, but in the end, they got the feature working "beautifully". Integrating the storyline was found to draw the player through the game in an unexpected manner, which led to the development of characters like Sable, the Creature trainer, and the advisers. A great deal of effort was devoted to getting features such as the weather import working.<ref name=PM />
 
The game was originally to feature battling wizards, who would have had creatures (originally named Titans) to raise, and be powered by belief. A key idea was the ability to turn living beings into Titans. Healey's early visualisation featured the Horned Reaper from ''Dungeon Keeper'' representing Titans. The team wanted the player to see the world from the same perspective as possessing a creature in ''Dungeon Keeper'' (it was originally intended for the player to be able to take control of creatures in the [[First-person (video games)|first-person]]<ref>{{cite magazine|magazine=[[PC Zone]]|publisher=[[Dennis Publishing]]|issn=0967-8220|pages=18, 19|issue=66|date=August 1998|title=Black And White and in living colour|___location=London|author=Charlie Brooker}}</ref>). Molyneux wanted "limitless flexibility" and the ability to zoom out to see the world from the sky. It was decided to make the player a god when it was realised that humans could not wield the powers that were being implemented. The spells that were to be cast became miracles, and the wizards' supporters became worshippers. The mechanic of turning living beings into Titans was dropped because of problems with balance, with certain Titans having advantages over others.<ref>The Making of Black & White, pp. 9–16.</ref> After the name Titans was dropped, others were considered, including Sards, Demes, Ikons, Psiphs, and Amalians. None had unanimous support, so they ended up being called 'creatures'.<ref>The Making of Black & White, p. 68.</ref> Elements of the Wizard theme, such as Temples resembling a wizard's tower, remain in the final game. Temples were originally named Citadels and some sported a medieval, fairy-tale look.<ref>The Making of Black & White, p. 59.</ref><ref name="Sublime">{{cite web|author1=Rick Lane|title=Black & White combined the sublime with the stupid|url=http://www.eurogamer.net/articles/2015-07-26-black-and-white-combined-the-sublime-with-the-stupid|website=Eurogamer.net|access-date=4 July 2016|date=26 July 2015|archive-date=16 August 2016|archive-url=https://web.archive.org/web/20160816050101/http://www.eurogamer.net/articles/2015-07-26-black-and-white-combined-the-sublime-with-the-stupid|url-status=live}}</ref><ref name="CDMagPrev">{{cite web|author1=Scott Udell|title=Black & White Populous meets Creatures|url=http://www.cdmag.com/articles/022/001/blackw_preview.html|website=Computer Games Magazine|access-date=5 July 2016|archive-url=https://web.archive.org/web/20030228115428/http://www.cdmag.com/articles/022/001/blackw_preview.html|archive-date=28 February 2003|date=10 August 1999}}</ref>
 
In January 1999, Richard Evans was working out how the game judges the morality of the player's behaviour.<ref name=LDBug>{{cite magazine|magazine=[[PC Zone]]|publisher=[[Dennis Publishing]]|issn=0967-8220|pages=168, 169|issue=72|date=January 1999|title=Bug-Busting|___location=London|department=The Lionhead Diaries}}</ref> Mark Webley (who had programmed the creature's artificial intelligence on a testbed version) had become project manager, ensuring routines were listed on task schedules. He stated that this was "a hundred times more difficult" than similar tasks at [[Bullfrog Productions]].<ref name=LDBug /> By March, the team had expanded to 17 people including five artists, five game programmers, two engine programmers, and a sound programmer. Lionhead wanted a maximum of 25 people so as not to break the "team spirit" atmosphere.<ref name=LDParty>{{cite magazine|magazine=[[PC Zone]]|publisher=[[Dennis Publishing]]|issn=0967-8220|page=153|issue=74|date=March 1999|title=Party Like It's 1999|___location=London|department=The Lionhead Diaries|author=Steve Jackson}}</ref> ''Black & White'' was shown at E3 1999 where it was judged the most original game.<ref>Final Hours, p. 15.</ref> At this time, Lionhead were considering 15 cover designs provided by Electronic Arts.<ref name=LDShow>{{cite magazine|magazine=[[PC Zone]]|publisher=[[Dennis Publishing]]|issn=0967-8220|page=153|issue=78|date=July 1999|title=Black & White Goes on Show at E3|___location=London|department=The Lionhead Diaries}}</ref>
 
At E3 2000, Molyneux gave a precise release date: 23 September 2000. The game was supposed to reach the [[Software release life cycle#Alpha|alpha]] stage by 18 June, but by summer, it became clear that development was behind schedule, and the release date was pushed back to 10 November. In September, it was pushed back again into 2001, angering fans who were eagerly awaiting its release. Molyneux apologised for the delay.<ref>Final Hours, pp. 16–19.</ref> By September 2000, every Lionhead member had their faces digitised for use on villagers. Villagers were auctioned online at [[QXL.com|QXL]], with all proceeds going to the National Society for Prevention of Cruelty to Children. The team were surprised when the first one sold for £450, and the fourth one for over £1000.<ref name=LDWonders>{{cite magazine|magazine=[[PC Zone]]|publisher=[[Dennis Publishing]]|issn=0967-8220|page=157|issue=93|date=September 2000|title=God And Other Wonders|___location=London|department=The Lionhead Diaries}}</ref> By October, Lionhead were operating around the clock to reach alpha. Shin Kanaoya of EA Square came to discuss the Japanese localisation, which was considered difficult due to the requirement of the use of two-byte characters to display the [[Japanese writing system]], particularly the 20,000 [[Kanji]] characters, which would have posed RAM management issues. Lionhead were considering using the Japanese fonts included with Windows.<ref name=LDBeta>{{cite magazine|magazine=[[PC Zone]]|publisher=[[Dennis Publishing]]|issn=0967-8220|page=161|issue=94|date=October 2000|title=The Makings of a World Beta|___location=London|department=The Lionhead Diaries}}</ref> In September, there were "dozens" of fansites about ''Black & White''.<ref name=Online /> By November, there were around 150.<ref name=Ape>{{cite magazine|magazine=[[PC Zone]]|publisher=[[Dennis Publishing]]|issn=0967-8220|pages=48, 49|issue=95|date=November 2000|title=Time to go ape... Black & White|___location=London|department=Preview}}</ref> Molyneux later said that ''Black & White'' was amongst the first video games to have fansites, and that Lionhead were accused of over-promising when the sites described features the game did not have when shown.<ref name=ChairPM />
 
Molyneux said that might have been "insanely ambitious" with regard to the standards they set themselves for the graphics, because the system requirements were high and much of the [[custom software]] needed to be written.<ref name=PM /> One such program was a terrain-editing tool named Leadhead.<ref>The Making of Black & White, p. 50.</ref> He stated that they went from "bizarre ideas", to "the best game I have ever seen". The villagers' artificial intelligence had to be restricted by giving some control to the Village Centre as there was no limit on the number of villagers. Molyneux said of the creature's artificial intelligence, "part of the game itself learns from everything you do and tailors itself to you", and described the creature as "an astonishing piece of work". He also commented that the last months of development were "the hardest any of us has ever had to work", and that "without the right team, this game never would have happened."<ref name=PM /> The models for the trees, bushes, and other landscape features were created in [[Autodesk 3ds Max|3D Studio Max]], and initial graphics development was done in 2D using [[Adobe Photoshop]]. Later development was done using other custom software.<ref>The Making of Black & White, pp. 50–53.</ref> Clan multiplayer, where multiple players play as one god, was developed in a rush; its interface had to be developed in two weeks. ''Black & White''{{'}}s online community was handled by two servers in London, where the clan creatures were stored to minimise the possibility of cheating.<ref>The Making of Black & White, p. 89.</ref>
 
Alpha was reached in December 2000. Multiplayer mode nearly had to be dropped for this to happen, but the problems were fixed just in time. [[Electronic Arts]] became involved in the production; testers were employed (they found three thousand bugs), localisations were checked, and a marketing campaign was launched. Fearing the bugs could kill the game, lists were sent to every member of the team, who had a chart, updated daily. The biggest problem was the final set, and fixing them created more bugs. Molyneux commented that "It was as if the game just didn't want to be finished and perfected", and remarked that the team felt like they had run a marathon after fixing the bugs. The end product was so large that they "almost felt lost within the code" which consisted of over a million lines, and took over an hour to [[Compiler|compile]].<ref name=PM /><ref>{{cite web|author1=James Fudge|title=Black & White Delayed|url=http://www.cdmag.com/articles/029/159/bw.html|website=Computer Games Magazine|access-date=5 July 2016|archive-url=https://web.archive.org/web/20030525153713/http://www.cdmag.com/articles/029/159/bw.html|archive-date=25 May 2003|date=21 September 2000}}</ref> The music, dialogue, and sound effects were compressed to fit on one [[Compact disc|CD]], as they took five times as much space as the game. People not involved with the game's development began playing it and were extremely impressed.<ref>The Making of Black & White, pp. 79,91.</ref> The release date was then set at 23 February 2001. Electronic Arts complained that the age at which the villagers were reproducing was below the [[age of consent]] for some countries, so this had to be changed.<ref>Final Hours, pp. 20–23.</ref> Lionhead announced that the game [[Software release life cycle#Release to manufacturing (RTM)|went gold]] (became ready to be released) on 16 March 2001. Molyneux credited fans for making the hardest times worthwhile.<ref>{{cite web|title=Black & White goes gold|url=http://www.cdmag.com/articles/031/125/010316-05.html|website=Computer Games Magazine|access-date=7 July 2016|archive-url=https://web.archive.org/web/20030525180925/http://www.cdmag.com/articles/031/125/010316-05.html|archive-date=25 May 2003|date=16 March 2001}}</ref> Because players encountered technical issues, rumours that Electronic Arts had shipped beta versions circulated; Lionhead denied them.<ref>{{cite web|title=Lionhead denies EA shipped beta versions of Black & White|url=http://www.cdmag.com/articles/031/125/010330-02.html|website=Computer Games Magazine|access-date=5 July 2016|archive-url=https://web.archive.org/web/20021129091621/http://www.cdmag.com/articles/031/125/010330-02.html|archive-date=29 November 2002 |date=30 March 2001}}</ref> Molyneux said ''Black & White'' was the most important and difficult game he had made.<ref>{{cite web|author1=Jason Cross|title=Black & White Hands-on with the (pretty much) final code|url=http://www.cdmag.com/articles/032/042/010319-qt2.html|website=Computer Games Magazine|access-date=5 July 2016|archive-url=https://web.archive.org/web/20030512045552/http://www.cdmag.com/articles/032/042/010319-qt2.html|archive-date=12 May 2003|date=19 March 2001}}</ref> In June, a [[Patch (computing)|patch]] that fixed bugs was released. The Japanese version was released on 24 May 2001, and re-released as ''Black & White Special Edition''{{efn|name=Black & White Special Edition|{{Nihongo|'''''Black & White Special Edition'''''|ブラック&ホワイト スペシャルエディション|Burakku ando howaito supesharu edishon}}}} under the EA Best Selections branding on 18 March 2004.<ref name=EAJA>{{cite web|title=BLACK&WHITE ニュース|trans-title=Black & White News|url=http://www.japan.ea.com/blackandwhite/index2.html|website=Electronic Arts Japan|access-date=6 July 2016|archive-url=https://web.archive.org/web/20130730183558/http://www.japan.ea.com/blackandwhite/index2.html|archive-date=30 July 2013|language=ja}}</ref> Another patch was released, which would allow the Hand to be controlled by an [[P5 glove|Essential Reality P5 Glove]], a virtual reality glove.<ref>{{cite web|last1=Pilar|first1=Jolex|title=P5 Glove to be enhanced for Black & White|url=http://www.vgln.com/pc/102274161597951.shtml|website=VGLN.com|access-date=22 May 2016|date=29 May 2002|archive-date=4 June 2016|archive-url=https://web.archive.org/web/20160604102842/http://www.vgln.com/pc/102274161597951.shtml|url-status=live}}</ref>
 
=== Story and characters ===
 
Work on the story began in October 1999, and took longer than expected. The team estimated two months, but soon realised they lacked the necessary skills to meet this deadline. [[Bullfrog Productions|Bullfrog]]'s James Leach, who had previously worked on titles such as ''Dungeon Keeper'' and ''[[Theme Hospital]]'', was recruited, and wrote many challenges, all the dialogue, and enabled the team to make the advisers characters rather than just sources of information.<ref name=PM /> The idea to make the advisers characters came from Alex Evans, who wanted them to interact with their lips synchronised. A system was developed that moved their mouths into common [[phoneme]] shapes, used as a basis to turn them into [[Graphic equalizer|graphic equalisers]] that move into shapes according to the sounds being played. This facilitated localisation, as the game was to be translated into fifteen languages. Both advisers were voiced by [[Marc Silk]], cutting the recording time by roughly half.<ref>The Making of Black & White, pp. 74–76, 88.</ref> The initial designs were produced by artist Christian Bravery, but these were considered too similar to classic devils and angels. Healey redesigned the angel to be more like a fairy. He was accused of putting his girlfriend into the game, something which he agreed with on reflection: he admitted that it looked "rather a lot like her".<ref>The Making of Black & White, p. 73.</ref> He then designed an old man resembling a cross between a hippy, a yogi, and a "kindly old man".<ref>The Making of Black & White, p. 74.</ref> The advisers' animations and emotions were triggered by keywords in the script document, a [[Microsoft Excel]] file consisting of several thousand lines. Much of the script was for the advisers, as they were to comment on everything happening as well as the other things players may want to do.<ref>The Making of Black & White, p. 75.</ref>
 
The challenges and quests were developed to keep players occupied while playing through the story. Molyeux told Leach about the ways of good and evil and the system's reflection of the player's behaviour, and provided him with a digital copy of the Bible with instructions to study the concepts due to their connection with gods and men.<ref>The Making of Black & White, pp. 65, 66.</ref> Leach decided to supplement the idea of evil with mischief, as he thought being completely evil by annoying or killing followers was senseless. Molyneux wanted a conflict between good and evil, and for the enemy gods to have the opposite alignment to the player. As a method of introducing the player to miracles and combat, a god whose alignment is the same as the player's was added.<ref>The Making of Black & White, pp. 66, 67.</ref>
 
Leach, Molyneux, and Webley were considering the final story when Jamie Durrant, an artist, became involved in the scripting language. A level designer, Ken Malcolm, was also hired, and their skills were considered invaluable. Malcolm said that the challenges were imagined as films with multiple endings because the story elements were different to games based on levels. According to him, the team had to "forget the rules" and focus on what players would do.<ref name="Black p. 67">The Making of Black & White, p. 67.</ref>
 
World domination was the story's goal. The Creed was a way of achieving that goal without having to convert every tribe. The intent was for the Creeds to be hosted inside creatures, obtainable only after the creature was dead. Winning the game would require three Creeds of the same alignment and their placement in the volcano on the fifth land. The explosion would "shatter the world" and the world would be the player's.<ref name="Black p. 67"/> As the story evolved, it was decided that the game should not force the player through it, as it would restrict his freedom. The team also wanted players to explore the world. The solution to this problem came in the form of the Gold Story Scrolls.<ref>The Making of Black & White, p. 71.</ref>
 
The other gods' actions and dialogue were written to be neutral as they could be either good or evil. Some were influenced by the player's alignment, but some lines were spoken regardless of the player's alignment due to lack of space. The concept of good and evil also affected the gods' names: bias towards a particular alignment was avoided because they could be either. Khazar and Lethys were "suitably old and legendary". The name Nemesis was to be replaced with "a huge, powerful name", but was liked by most of the team.<ref>The Making of Black & White, pp. 68, 69.</ref>
 
Programmer Oliver Purkiss was hired to program the villagers. He and Molyneux "worked tirelessly" to give the villagers autonomy and individuality without using too much processor power. Purkiss said that they did not want players to believe that villagers were worthless. Afterwards, it was decided that the villagers should have different belief levels, so the player would need to impress more sceptical ones.<ref>The Making of Black & White, p. 70.</ref> Richard Evans worked on the villagers' reactivity.<ref>The Making of Black & White, p. 72.</ref>
 
The script editor started out "simple", enabling programmers to perform camera angles and move villagers, and the first script was created when Cottier added a widescreen function. Molyneux wanted "an epic tale", so tools such as cinematography and the ability to analyse the creature and the player's alignment and abilities were needed. Jason Hutchens, an "expert in languages", was hired and helped create a "more natural" language compiler.<ref>The Making of Black & White, p. 83.</ref> A system to generalise each approach to challenges was also needed. The script editor and language were simple enough for non-programmers to use, and was also capable of writing complex scripts.<ref>The Making of Black & White, pp. 84, 85.</ref>
 
=== Sound and music ===
 
Shaw was head of music and sound. He handled the voice recording, all the sound effects, and composed the music. He also played instruments and sang: the first land's Missionaries' song featured the voices of Shaw and Webley. It was originally Shaw's intention for there to be no dialogue.<ref>The Making of Black & White, p. 77.</ref> The game had over 5000 sound effects by January 2000.<ref name=Praise>{{cite magazine|magazine=[[PC Zone]]|publisher=[[Dennis Publishing]]|issn=0967-8220|pages=40–43|issue=85|date=January 2000|title=Praise be! God is both Black & White|___location=London|department=Preview}}</ref>
 
Shaw's lack of experience in playing "ethnic" instruments was a problem, but Steafan Hannigan, an expert on the subject, was enlisted to help. Hannigan further enlisted a musical ensemble who covered the instruments for every tribe.<ref>The Making of Black & White, p. 78.</ref> Silc's speech was performed at Electronic Arts's sound studio in [[Chertsey]] over three-and-a-half days. The sessions were directed by Leach, and the lines were recorded onto hard disk by Electronic Arts engineer Bill Lusty. The recordings were then burnt to CD, which were sent to Shaw, who then "cut up" each line and assigned them to those in the game. Afterwards, [[Hugo Myatt]] and [[Shelley Blond]] were recorded at Lionhead.<ref>The Making of Black & White, p. 79.</ref>
 
=== Creature ===
 
The decision to base the creatures on real animals was made early on. To offer players variety, a mixture of benign and aggressive creatures was deemed necessary.<ref>The Making of Black & White, p. 29.</ref> The team decided to implement [[Anthropomorphism|anthropomorphised]] bipedal animals, because their humanoid form evoked empathy, and credibility in their potential sentience. Due to technical restraints, bipedal creatures also provided greater flexibility for animation and game dynamics.<ref>The Making of Black & White, p. 31.</ref>
 
The lion was constructed for the prototype. [[3D Studio Max]] was used to build the wire-mesh frame, and then [[Adobe Photoshop]] was used to skin the creature. The skeleton was added, which was used by an animator to perform movements.<ref>The Making of Black & White, p. 32.</ref> The good creatures' appearances were the most problematic, and the transformation between alignments was also thought to be "a huge challenge". Each form was built from seven meshes and three texture sets. This enabled subtle variation.<ref>The Making of Black & White, p. 33.</ref> The eyes were originally painted as a texture, but this was deemed "unsatisfactory". Later, the eyes were built using separate geometry that moves independently, and were added using the game's creature editor.<ref>The Making of Black & White, p. 35.</ref>
 
To implement the transformation of the creature based on its alignment, Alex Evans developed an exporter program to export 3D Studio Max's models and animations, and Roberts created one to import them and apply them to the lion. Each version of the creature was then loaded, and interpolation code was written, as well as a blended animation between two similar ones.<ref>The Making of Black & White, p. 36.</ref> The system has a two-way blend: one for the alignment, and the other for how fat the creature is. As there was not going to be many creatures on one map, the team were able to use CPU resources to run many animations simultaneously on a single creature.<ref>The Making of Black & White, p. 38.</ref>
 
The planned level of artificial intelligence for the creature was thought to be risky: Molyneux commented that they wanted to "advance the technology to its extreme", and artificial intelligence specialist [[Richard Evans (AI researcher)|Richard Evans]] built the technology, which according to Molyneux appeared to "live and learn like, say, a clever puppy". Molyneux desired the creature to pass the [[Turing test]], which had not yet been achieved.<ref name=CGPrev /><ref name=PM />
 
=== Other versions ===
 
An online version, ''Black & White: The Gathering'', was in development, and would have enabled creatures to interact those of other players in a cut-down game environment over the internet. Lionhead planned to release ''Black & White: The Gathering'' two months before the main game's release as a free download, and it was to offer a choice of creatures. It would have linked with chat programs such as [[AOL instant messenger]] and [[ICQ]] and convert text to a speech bubble from the creature. It was intended for players to be able to upload the main game's creature into ''Black & White: The Gathering'' and its experiences to be saved into the main game.<ref name="EDGE80">{{cite magazine|magazine=Edge|publisher=[[Future plc]]|pages=42–48|title=Black & White|issn=1350-1593|date=January 2000|issue=80|___location=Bath}}</ref><ref name=CNN /> Another online program, ''Black & White Worlds'', was in development. This would have taken place in the worlds of the main game. Molyneux explained that there was to be a server, whose worlds would have been set up with a match-making system and players would have been able to do battle, like [[Last man standing (gaming)|last man standing]]. There was also a plan to produce ''Black & White Universe'', in which players would have had a persistent online world.<ref name=Online>{{cite magazine|magazine=[[PC Zone]]|publisher=[[Dennis Publishing]]|issn=0967-8220|pages=104–107|issue=93|date=September 2000|title=Black & White Online|___location=London}}</ref>
 
A [[PlayStation (console)|PlayStation]] version was in development and scheduled for release in summer 2001,<ref>{{cite web|title=Black & White : PlayStation Preview – the most eagerly anticipated game of recent years comes to .. the PlayStation?!?|url=http://www.eurogamer.net/articles/p_bawpsx|website=Eurogamer.net|access-date=23 May 2016|date=27 February 2001|archive-date=23 June 2016|archive-url=https://web.archive.org/web/20160623205634/http://www.eurogamer.net/articles/p_bawpsx|url-status=live}}</ref> and a [[Dreamcast]] version in late 2001.<ref>{{cite web|title=Black & White on the way to the Dreamcast|url=http://www.gamespot.com/articles/black-and-white-on-the-way-to-the-dreamcast/1100-2704387/|website=GameSpot|access-date=23 May 2016|archive-date=8 August 2017|archive-url=https://web.archive.org/web/20170808115054/https://www.gamespot.com/articles/black-and-white-on-the-way-to-the-dreamcast/1100-2704387/|url-status=live}}</ref> Both were cancelled.<ref>{{cite web|title=Black & White – PlayStation|url=http://uk.ign.com/games/big-metal-box-2/ps-15892|website=IGN|access-date=23 May 2016}}</ref><ref>{{cite web|title=Black & White – Dreamcast|url=http://uk.ign.com/games/big-metal-box-2/dc-14144|website=IGN|access-date=23 May 2016}}</ref> The PlayStation version was in development by Blade Interactive Studios and was going to be published by Midas Interactive and [[Bethesda Softworks]].<ref>{{cite web|url=http://www.midasinteractive.co.uk/index.asp|archiveurl=https://web.archive.org/web/20020811075453/http://www.midasinteractive.co.uk:80/index.asp|title=Midas sign deal for North American distribution with Bethesda Softworks|website=midasinteractive.co.uk|archivedate=August 11, 2002|date=July 8, 2002|accessdate=June 14, 2023|quote=Scrolling below under last news at the bottom you will see a news piece titled "MiDAS Is set to release Black and White click here for details. Clicking on it will get you the press release}}</ref>[[PlayStation 2]] and [[Xbox (console)|Xbox]] versions were due for release in 2002.<ref>{{cite web|author1=Shahed Ahmed|title=Black & White development update|url=http://www.gamespot.com/articles/black-and-white-development-update/1100-2780211/|website=GameSpot|access-date=6 July 2016|date=17 May 2006|archive-date=8 August 2017|archive-url=https://web.archive.org/web/20170808115550/https://www.gamespot.com/articles/black-and-white-development-update/1100-2780211/|url-status=live}}</ref> Versions for the [[Game Boy Color]] and [[Game Boy Advance]] were proposed, but never materialised. A company called M4 was to have co-developed them alongside Lionhead, but Electronic Arts were not interested in the [[Game Boy line|Game Boy]] versions.<ref>{{cite web|title=M4 Tells All|url=http://www.fgnonline.com/news/11860.html|website=Fastest Game News Online|access-date=6 July 2016|archive-url=https://web.archive.org/web/20000417074245/http://www.fgnonline.com/news/11860.html|date=8 February 2000|archive-date=17 April 2000}}</ref><ref>{{cite web|title=Black & White – Game Boy Color|url=http://uk.ign.com/games/big-metal-box-2/gbc-13977|website=IGN|access-date=6 July 2016}}</ref> Molyneux stated that the Dreamcast version was cancelled because it was taking time to convert the game for the platform, and development had not progressed far enough for it to be worth continuing as interest in the platform was declining.<ref name=ChairPM>{{cite magazine|magazine=[[Retro Gamer]]|publisher=[[Imagine Publishing]]|___location=Bournemouth|issn=1742-3155|title=In The Chair With Peter Molyneux|pages=82–89|issue=71}}</ref> Versions for [[Linux]] and [[BeOS]] were mooted, but were not greenlit by any prospective publisher.<ref name=LinuxGames>{{cite web|title=No B&W For Linux|url=http://www.linuxgames.com/|website=LinuxGames|first=Dustin|last=Reyes|date=25 June 2001|archive-url=https://web.archive.org/web/20010701194201/http://www.linuxgames.com/ |access-date=23 December 2022|archive-date=1 July 2001 }}</ref>
 
A spinoff of the series, ''Black & White Creatures'' was announced for the [[Nintendo DS]] in May 2005. While the original was a large scale [[god game]] for PC platforms, the DS version was more of a smaller scale [[pet simulator]] adaption of the original concept. A very early 20% complete version of the game was playable at [[E3 2005]], but the game was eventually cancelled. A similarly very early, barely playable build of the game leaked onto the internet in 2021.<ref>{{cite web | url=https://www.ign.com/articles/2005/05/19/e3-2005-black-white-creatures-hands-on | title=E3 2005: Black & White Creatures Hands-On | date=19 May 2005 }}</ref><ref>{{cite web | url=https://www.nintendolife.com/news/2021/02/footage_of_the_cancelled_nintendo_ds_game_black_and_white_surfaces_online | title=Footage of the Cancelled Nintendo DS Game Black & White Surfaces Online | date=23 February 2021 }}</ref><ref>{{cite web | url=https://www.ign.com/games/black-and-white-creatures | title=Black & White Creatures }}</ref> A [[PlayStation Portable]] version was also announced, but never released.<ref>{{cite web | url=https://www.ign.com/articles/2005/05/09/psp-gets-black-white | title=PSP Gets Black & White | date=9 May 2005 }}</ref>
 
== Reception ==
{{Video game reviews
|title=Reception
|state= expanded
|MC = 90/100<ref name="metaCritic">{{cite web | url=https://www.metacritic.com/game/black-and-white/critic-reviews/?platform=pc | title=Black & White for PC Reviews | publisher=[[CBS Interactive Inc]] | work=[[Metacritic]] | access-date=27 September 2015 | archive-date=25 October 2015 | archive-url=https://web.archive.org/web/20151025213656/http://www.metacritic.com/game/pc/black-white | url-status=live }}</ref>
|Allgame = {{Rating|4.5|5}}<ref name="AllgameRev">{{cite web | url=http://www.allgame.com/game.php?id=20824&tab=review | title=Black & White – Review | first=Michael L. | last=House | work=[[AllGame]] | access-date=21 January 2016 | archive-url=https://web.archive.org/web/20141115123556/http://www.allgame.com/game.php?id=20824&tab=review | archive-date=15 November 2014}}</ref>
|CGW = {{rating|5|5}}<ref name=CGWRev>{{cite magazine| last=Ardai | first=Charles | authorlink=Charles Ardai |title=Black & White|magazine=Computer Gaming World|issue=203 |date=June 2001|issn=0744-6667|pages=74, 78}}</ref>
|Edge = 9/10<ref name="EdgeRev">{{cite magazine| url=http://www.edge-online.com/reviews/black-white-review | title=Black & White Review | author=Edge staff | magazine=[[Edge (magazine)|Edge]] | issue=96 |date = April 2001| access-date=21 January 2016 | archive-url=https://web.archive.org/web/20120628222338/http://www.edge-online.com/reviews/black-white-review | archive-date=28 June 2012}}</ref>
|GI = 9/10<ref name="GIRev">{{cite magazine | url=http://www.gameinformer.com/Games/Review/200106/R03.0804.1517.17420.htm | title=Black and White | first=Kristian | last=Brogger | magazine=[[Game Informer]] | issue=98 |date = June 2001| access-date=21 January 2016 | url-status=dead | archive-url=https://web.archive.org/web/20080201095427/http://www.gameinformer.com/Games/Review/200106/R03.0804.1517.17420.htm | archive-date=1 February 2008}}</ref>
|GamePro = 5/5<ref name="GameProRev">{{cite magazine | url=http://gamepro.com/computer/pc/games/reviews/12740.shtml | title=Black & White Review for PC on GamePro.com | author=Jake The Snake | date=28 March 2001 | magazine=[[GamePro]] | access-date=21 January 2016 | archive-url=https://web.archive.org/web/20050207034850/http://gamepro.com/computer/pc/games/reviews/12740.shtml | archive-date=7 February 2005}}</ref>
|GameRev = A<ref name="GameRevReview">{{cite web | url=http://www.gamerevolution.com/review/black-and-white | title=Black And White Review | first=Ben | last=Silverman | date=April 2001 | work=[[Game Revolution]] | access-date=21 January 2016 | archive-date=27 January 2016 | archive-url=https://web.archive.org/web/20160127115727/http://www.gamerevolution.com/review/black-and-white | url-status=live }}</ref>
|GSpot = 9.3/10<ref name="GSpotRev">{{cite web | url=http://www.gamespot.com/reviews/black-and-white-review/1900-2702884/ | title=Black & White Review | first=Greg | last=Kasavin | date=30 March 2001 | work=[[GameSpot]] | access-date=7 August 2014 | archive-date=6 December 2014 | archive-url=https://web.archive.org/web/20141206005324/http://www.gamespot.com/reviews/black-and-white-review/1900-2702884/ | url-status=live }}</ref>
|GSpy = 91%<ref name="GSpyRev">{{cite web | url=http://archive.gamespy.com/reviews/april01/blackandwhite/ | title=Black & White | first=Craig | last=Wessel | date=20 April 2001 | work=[[GameSpy]] | access-date=21 January 2016 | archive-url=https://web.archive.org/web/20050208103902/http://archive.gamespy.com/reviews/april01/blackandwhite/ | archive-date=8 February 2005 | page=3}}</ref>
|GameZone = 9/10<ref name="GameZoneRev">{{cite web | url=http://pc.gamezone.com/gzreviews/r11761.htm | title=Black & White Review – PC | author=Snackdawg | date=9 April 2001 | work=GameZone | access-date=21 January 2016 | archive-url=https://web.archive.org/web/20080213022346/http://pc.gamezone.com/gzreviews/r11761.htm | archive-date=13 February 2008}}</ref>
|IGN = 9.7/10<ref name="IGNRev">{{cite web | url=http://www.ign.com/articles/2001/03/27/black-white-3 | title=Black & White Review | first=Tal | last=Blevins | date=27 March 2001 | work=[[IGN]] | access-date=7 August 2014 | archive-date=22 August 2014 | archive-url=https://web.archive.org/web/20140822005536/http://www.ign.com/articles/2001/03/27/black-white-3 | url-status=live }}</ref>
| NGen = {{Rating|5|5}}<ref name="NG"/>
|PCGUS = 94%<ref name="PCGUSRev">{{cite magazine| url=http://www.pcgamer.com/archives/2005/06/black_white.html | title=Black & White | first=Li C. | last=Kuo | magazine=[[PC Gamer]] |date = June 2001| access-date=21 January 2016 | archive-url=https://web.archive.org/web/20060315132741/http://www.pcgamer.com/archives/2005/06/black_white.html | archive-date=15 March 2006 | page=52}}</ref>
|XPlay = {{Rating|5|5}}<ref name="XPlayRev">{{cite web | url=http://www.techtv.com/extendedplay/reviews/story/0,24330,3320151,00.html | title=Black and White (PC) Review | first=Ed | last=Lee | date=4 May 2001 | work=[[X-Play]] | access-date=21 January 2016 | archive-url=https://web.archive.org/web/20040130071725/http://www.techtv.com/extendedplay/reviews/story/0%2C24330%2C3320151%2C00.html | archive-date=30 January 2004 | url-status=dead}}</ref>
|rev1 = ''[[The Cincinnati Enquirer]]''
|rev1Score = {{Rating|4.5|5}}<ref name="CincinnatiRev">{{cite news | url=http://www.cincinnati.com/freetime/games/reviews/041801_blackwhite.html | title=Black & White | first=Marc | last=Saltzman | date=18 April 2001 | newspaper=[[The Cincinnati Enquirer]] | access-date=21 January 2016 | archive-url=https://web.archive.org/web/20071001112104/http://www.cincinnati.com/freetime/games/reviews/041801_blackwhite.html | archive-date=1 October 2007}}</ref>
|rev2 = ''[[Playboy]]''
|rev2Score = 85%<ref name="PlayboyRev">{{cite web | url=http://www.playboy.com/sports/games/blackwhite/index.html | title=Do-It-Yourself Deities (Black & White Review) | first=Michael E. | last=Ryan | date=30 April 2001 | work=[[Playboy]] | access-date=21 January 2016 | archive-url=https://web.archive.org/web/20020106142221/http://www.playboy.com/sports/games/blackwhite/index.html | archive-date=6 January 2002}}</ref>
|rev3 = Gamezilla
|rev3Score=94%<ref name="GamezillaRev">{{cite web|last1=Karls|first1=Alex|title=Black & White by Electronic Arts|url=http://www.gamezilla.com/reviews/b/blackwhite.asp|website=Gamezilla|access-date=23 May 2016|archive-url=https://web.archive.org/web/20010617140929/http://www.gamezilla.com/reviews/b/blackwhite.asp|archive-date=17 June 2001|date=16 April 2001}}</ref>
|rev4 = [[Inside Mac Games]]
|rev4Score = 8.25/10(Macintosh)<ref name="IMGRev">{{cite web|last1=Pierce|first1=Kit|title=Inside Mac Games Review: Black & White|url=http://www.insidemacgames.com/reviews/view.php?ID=220|website=Inside Mac games|access-date=23 May 2016|date=21 January 2002|archive-date=3 June 2016|archive-url=https://web.archive.org/web/20160603024323/http://www.insidemacgames.com/reviews/view.php?ID=220|url-status=live}}</ref>
|rev5 = ''[[PC Zone]]''
|rev5Score = 95%<ref name=PCZoneRev>{{cite magazine|last=Pullin |first=Keith |title=Black & White|magazine=PC Zone|issue=100 |publisher=Dennis Publishing|date=March 2001|issn=0967-8220|url=https://archive.org/details/PC_Zone_Issue_100_2001-03_Dennis_Publishing_GB|access-date=18 June 2016 | pages=50, 53}}</ref>
|rev6 = [[Computer Games Magazine]]
|rev6Score = {{Rating|3|5}}<ref name=CGMRev>{{cite web|author1=Steve Bauman|title=Black & White Peter Molyneux merges Populous and Pokémon with fascinatingly flawed results|url=http://www.cdmag.com/articles/032/093/blackwhite-01-r1.html|website=Computer Games Magazine|access-date=5 July 2016|archive-url=https://web.archive.org/web/20030216182326/http://www.cdmag.com/articles/032/093/blackwhite-01-r1.html|date=11 April 2001|archive-date=16 February 2003}}</ref>
|rev7 = ''[[Maxim (magazine)|Maxim]]''
|rev7Score = {{rating|4|5}}<ref name=MaximRev />
}}
 
Critics lauded ''Black & White'' with "universal acclaim" according to video game [[review aggregator]] website [[Metacritic]].<ref name="metaCritic" /> The graphics, gameplay, and artificial intelligence in particular were well received. ''Black & White'' sold two and a half million copies on the PC by 2006.<ref>{{cite web|last1=Carless|first1=Simon|title=The Secret History of Lionhead: Molyneux, Webley Get Honest|url=http://www.gamasutra.com/view/feature/1803/the_secret_history_of_lionhead_.php?print=1|website=Gamasutra|access-date=3 August 2016|date=16 October 2006|archive-date=24 September 2016|archive-url=https://web.archive.org/web/20160924053115/http://www.gamasutra.com/view/feature/1803/the_secret_history_of_lionhead_.php?print=1|url-status=dead}}</ref> In the United States, [[NPD Techworld]] ranked ''Black & White'' as the 11th-biggest computer game seller of 2001.<ref name=npd2001>{{cite web | archive-url=https://web.archive.org/web/20041019101827/http://www.gamespot.com/news/2002/02/07/news_2846252.html | url=http://www.gamespot.com:80/news/2002/02/07/news_2846252.html | title=2001 game sales break records | author=Walker, Trey | date=7 February 2002 | work=[[GameSpot]] | archive-date=19 October 2004 | url-status=dead | access-date=10 June 2019 }}</ref> Its sales in that region totaled 464,325 units, for revenues of $19.3 million, by the end of the year.<ref name=2001nyu>{{cite web | archive-url=https://web.archive.org/web/20040619191112/https://cat.nyu.edu/current/news/media/marklesimcity.pdf | url=https://cat.nyu.edu/current/news/media/marklesimcity.pdf | title=Markle Forum on Children and Media | author=Bradshaw, Lucy | author-link=Lucy Bradshaw (game developer) | date=31 January 2002 | publisher=[[New York University]] | archive-date=19 June 2004 | url-status=live }}</ref><!--it sold 530,000 copies and earned $18.7 million by August 2006. It was the country's 24th best-selling computer game between January 2000 and August 2006.<ref name=edgesales>{{cite web|archive-url=https://web.archive.org/web/20121017165955/http://www.edge-online.com/features/top-100-pc-games-21st-century/ |url=http://www.edge-online.com/features/top-100-pc-games-21st-century/ |title=The Top 100 PC Games of the 21st Century| author=''Edge'' Staff | date=25 August 2006 |work=[[Edge (magazine)|Edge]] |archive-date=17 October 2012 |url-status=dead }}</ref>--> It received a "Platinum" sales award from the [[Entertainment and Leisure Software Publishers Association]] (ELSPA),<ref name=platinumelspa>{{cite web |archive-url=https://web.archive.org/web/20090515224703/http://www.elspa.com/?i=3944 |url=http://www.elspa.com:80/?i=3944 |title=ELSPA Sales Awards: Platinum |work=[[Entertainment and Leisure Software Publishers Association]] |archive-date=15 May 2009 |url-status=dead }}</ref> indicating sales of at least 300,000 copies in the United Kingdom.<ref name=gamasutrasales>{{cite web|archive-url=https://web.archive.org/web/20170918063107/https://www.gamasutra.com/view/news/112220/ELSPA_Wii_Fit_Mario_Kart_Reach_Diamond_Status_In_UK.php |url=https://www.gamasutra.com/view/news/112220/ELSPA_Wii_Fit_Mario_Kart_Reach_Diamond_Status_In_UK.php |title=ELSPA: ''Wii Fit'', ''Mario Kart'' Reach Diamond Status in UK | author=Caoili, Eric | date=26 November 2008 |work=[[Gamasutra]] |archive-date=18 September 2017 |url-status=dead }}</ref>
 
''[[Maxim (magazine)|Maxim]]''{{'s}} Scott Steinberg complimented the design, saying it "lets you indulge your most megalomaniacal fantasies with ease".<ref name=MaximRev>{{cite magazine| url=http://www.maximonline.com/articles/review_videogames.asp?videogame_id=970 | title=Black & White | first=Scott | last=Steinberg | magazine=[[Maxim (magazine)|Maxim]] |date = April 2001| access-date=21 January 2016 | archive-url=https://web.archive.org/web/20010626150706/http://www.maximonline.com/articles/review_videogames.asp?videogame_id=970 | archive-date=26 June 2001}}</ref> [[IGN]]'s Tal Blevins complimented the "wildly imaginative" single-player mode, and the graphics, describing the game as "a visual masterpiece".<ref name=IGNRev /> [[AllGame]]'s Michael House eulogised the "[a]bsolutely stunning and gorgeous" graphics.<ref name=AllgameRev /> Marc Saltzman of ''[[The Cincinnati Enquirer]]'' complimented the addictiveness and "superb" gameplay, but criticised the high system requirements.<ref name="CincinnatiRev" /> ''[[Playboy]]''{{'s}} Michael Ryan complimented the "intelligent" sense of humour, "intense" visual appeal, and addictiveness, but criticised the frequent micromanagement and ambiguous objectives.<ref name="PlayboyRev" />
 
''[[Game Informer]]''{{'}}s Kristian Brogger was impressed with the game's depth.<ref name=GIRev /> GameZone's reviewer praised the landscapes, described the music as "fit for a god", and complimented the game for merging genres.<ref name=GameZoneRev /> Greg Kasavin of [[GameSpot]] concurred with this, stating: "No other PC game to date has so effectively combined so many seemingly incompatible elements into one highly polished game".<ref name=GSpotRev /> ''[[Computer Gaming World]]''{{'s}} [[Charles Ardai]] commended the artificial intelligence and graphics, describing the landscape as "stunning".<ref name=CGWRev /> Ben Silverman of [[Game Revolution]] approved the "[u]nbelievable presentation" and agreed with ''Computer Gaming World'' on the artificial intelligence, calling it "revolutionary".<ref name=GameRevReview /> ''[[GamePro]]''{{'s}} reviewer complimented the realism, stating that it is like interacting with a real world, and echoed others' views on the artificial intelligence by describing it as "impressive".<ref name=GameProRev /> [[X-Play]] commended the graphics, but criticised the high system requirements.<ref name=XPlayRev />
 
Uniqueness and originality garnered critical praise. Craig Wessel of [[GameSpy]] felt the game is a unique and enjoyable strategy game.<ref name=GSpyRev /> Originality was commended by ''[[PC Gamer]]''{{'s}} reviewer, who also eulogised the "[b]eautiful" graphics, "awesome" interface, and its creativity,<ref name=PCGUSRev /> and Gamezilla's Alex Karls, who also remarked the game "lives up to its hype".<ref name=GamezillaRev /> ''[[Edge (magazine)|Edge]]''{{'s}} reviewer agreed about the originality, and described the game as "a colossal achievement".<ref name=EdgeRev /> Keith Pullin of ''[[PC Zone]]'' compared the resource management to ''[[Age of Empires]]'', and complimented the humour and pop culture references and praised the combination of original ideas, remarking that "''B&W'' is as captivating as it is ingenious".<ref name=PCZoneRev /> ''[[Computer Games Magazine]]'' complimented the originality and "amazing" creature AI, but complained about the bugs.<ref name=CGMRev /> Jim Preston of ''[[Next Generation (magazine)|Next Generation]]'' described the game as "thoughtful and engrossing".<ref name="NG">{{cite magazine|last=Preston|first=Jim|title=Finals|magazine=[[Next Generation (magazine)|Next Generation]]|volume=4|issue=6|publisher=[[Future US|Imagine Media]]|date=June 2001|pages=74–76}}</ref> Reviewing the Macintosh version, Kit Pierce of [[Inside Mac Games]] remarked "Black & White is a gorgeous game", and commended its addictiveness.<ref name=IMGRev />
 
Several publications re-reviewed the game later and, while still well received, have re-evaluated their initial judgement. ''Black & White'' was selected by [[GameSpy]] as the most over-rated game of all time in an article published in September 2003, citing a lack of true interaction with the townspeople and poor use of the much-lauded creatures as reasons it disappointed.<ref>{{cite web | url=http://archive.gamespy.com/articles/september03/25overrated/index26.shtml | title=25 Most Overrated Games of All Time | work=GameSpy |date = September 2003| access-date=19 September 2014 | archive-url=https://web.archive.org/web/20090716182813/http://archive.gamespy.com/articles/september03/25overrated/index26.shtml | archive-date=16 July 2009}}</ref> [[IGN]] mentioned the game in one of their [[podcast]]s discussing over-rated games.<ref>{{cite web | url=http://www.ign.com/articles/2007/02/27/ign-is-afk-podcast-overrated-games | title=IGN is AFK Podcast: Overrated Games | author=Scoop! | date=27 February 2007 | work=IGN | access-date=21 January 2016 | archive-date=27 January 2016 | archive-url=https://web.archive.org/web/20160127201955/http://www.ign.com/articles/2007/02/27/ign-is-afk-podcast-overrated-games | url-status=live }}</ref>
 
=== Awards ===
 
{{Awards table|3}}
|-
| rowspan="3"|1999
| Best Original Game
| rowspan="7"|[[Game Critics Awards]]
| {{won}}
| rowspan="9"|[[Electronic Entertainment Expo]]
|<ref name="GC1999">{{cite web|title=1999 Winners|url=http://www.gamecriticsawards.com/1999winners.html|website=Game Critics Awards|access-date=19 June 2016|archive-date=24 August 2013|archive-url=https://web.archive.org/web/20130824225446/http://www.gamecriticsawards.com/1999winners.html|url-status=live}}</ref>
 
|-
| Best Strategy Game
| {{nom}}
|<ref name="GC1999" />
 
|-
| Best PC Game
| {{nom}}
|<ref name="GC1999" />
 
|-
| rowspan="6"|2000
| Best PC Game
| {{won}}
|<ref name="GC2000">{{cite web|title=2000 Winners|url=http://www.gamecriticsawards.com/2000winners.html|website=Game Critics Awards|access-date=19 June 2016|archive-date=2 November 2017|archive-url=https://web.archive.org/web/20171102001621/http://www.gamecriticsawards.com/2000winners.html|url-status=live}}</ref>
 
|-
| Best Strategy Game
| {{won}}
|<ref name="GC2000" />
 
|-
| Best of Show
| {{won}}
|<ref name="GC2000" />
 
|-
| Best Original Game
| {{won}}
|<ref name="GC2000" />
 
|-
| Most Innovative
| rowspan="2"|[[IGN]]
| {{won}}
|<ref name="E3">{{cite web|title=IGN Awards The Best of E3 2000|url=http://uk.ign.com/articles/2000/05/17/ign-awards-the-best-of-e3-2000|website=IGN|access-date=23 May 2016|date=17 May 2000|archive-date=14 September 2019|archive-url=https://web.archive.org/web/20190914150257/https://uk.ign.com/articles/2000/05/17/ign-awards-the-best-of-e3-2000|url-status=live}}</ref><ref name=Expo>{{cite web|title=Best of E3 Expo|url=http://bestofe3.ign.com/overall.html|website=IGN|access-date=14 August 2016|archive-url=https://web.archive.org/web/20000824043347/http://bestofe3.ign.com/overall.html|archive-date=24 August 2000|url-status=dead|date=2000}}</ref>
 
|-
| Best of Show
| {{nom}}
|<ref name="E3" /><ref name=Expo />
 
|-
| rowspan="15"|2001
| Interactivity
| rowspan="6"|[[British Academy of Film and Television Arts]]
| {{won}}
|
|<ref name=BAFTA1>{{cite web|title=Interactive Interactivity in 2001|url=http://awards.bafta.org/award/2001/interactive/interactivity|website=BAFTA|access-date=23 May 2016|archive-date=27 January 2018|archive-url=https://web.archive.org/web/20180127202520/http://awards.bafta.org/award/2001/interactive/interactivity|url-status=live}}</ref>
 
|-
| Moving Images
| {{won}}
|
|<ref name=BAFTA4>{{cite web|title=Interactive Moving Images in 2001|url=http://awards.bafta.org/award/2001/interactive/moving-images|website=BAFTA|access-date=23 May 2016|archive-date=27 January 2018|archive-url=https://web.archive.org/web/20180127202531/http://awards.bafta.org/award/2001/interactive/moving-images|url-status=live}}</ref>
 
|-
| PC Games
| {{nom}}
|
|<ref name="BAFTA2">{{cite web|title=Interactive Games – PC in 2001|url=http://awards.bafta.org/award/2001/interactive/games-pc|website=BAFTA|access-date=23 May 2016|archive-date=2 April 2015|archive-url=https://web.archive.org/web/20150402174532/http://awards.bafta.org/award/2001/interactive/games-pc|url-status=live}}</ref>
 
|-
| Music
| {{nom}}
|
|<ref name="BAFTA5">{{cite web|title=Interactive Music in 2001|url=http://awards.bafta.org/award/2001/interactive/music|website=BAFTA|access-date=23 May 2016|archive-date=23 September 2015|archive-url=https://web.archive.org/web/20150923141334/http://awards.bafta.org/award/2001/interactive/music|url-status=live}}</ref>
 
|-
| Technical Innovation
| {{nom}}
|
|<ref name="BAFTA6">{{cite web|title=Interactive Technical Innovation in 2001|url=http://awards.bafta.org/award/2001/interactive/technical-innovation|website=BAFTA|access-date=23 May 2016|archive-date=22 June 2016|archive-url=https://web.archive.org/web/20160622102844/http://awards.bafta.org/award/2001/interactive/technical-innovation|url-status=live}}</ref>
 
|-
| Networked Games
| {{nom}}
|
|<ref name="BAFTA3">{{cite web|title=Interactive Games – Networked in 2001|url=http://awards.bafta.org/award/2001/interactive/games-networked|website=BAFTA|access-date=23 May 2016|archive-date=3 August 2016|archive-url=https://web.archive.org/web/20160803070310/http://awards.bafta.org/award/2001/interactive/games-networked|url-status=live}}</ref>
 
|-
| Editor's Choice
| ''[[PC Gamer]]''
| {{won}}
|
|<ref name=PCGUSRev />
 
|-
| Editor's Choice
| ''[[Computer Gaming World]]''
| {{won}}
|
|<ref name=CGWRev />
 
|-
| Classic Award
| ''[[PC Zone]]''
| {{won}}
|
|<ref name=PCZoneRev />
 
|-
| PC Game of the Year Benelux
| rowspan="6"|[[European Computer Trade Show]]
| {{Won}}
|
|<ref name="GuardianECTS">{{cite web|author1=Jack Schofield|title=Sharp shooters hit the spot|url=https://www.theguardian.com/technology/2001/sep/06/games.shopping|website=The Guardian|access-date=13 May 2018|date=6 September 2001|archive-date=14 May 2018|archive-url=https://web.archive.org/web/20180514065107/https://www.theguardian.com/technology/2001/sep/06/games.shopping|url-status=live}}</ref>
 
|-
| PC Game of the Year Eastern Europe
| {{Won}}
|
|<ref name="GuardianECTS" />
 
|-
| PC Game of the Year Germany
| {{Won}}
|
|<ref name="GuardianECTS" />
 
|-
| PC Game of the Year Italy
| {{Won}}
|
|<ref name="GuardianECTS" />
 
|-
| PC Game of the Year Scandinavia
| {{Won}}
|
|<ref name="GuardianECTS" />
 
|-
| PC Game of the Year Spain
| {{Won}}
|
|<ref name="GuardianECTS" />
 
|-
| rowspan="13"|2002
| Computer Innovation
| rowspan="7"|[[5th Annual Interactive Achievement Awards|Academy of Interactive Arts & Sciences]]
| {{won}}
|
|<ref name="DICE2">{{cite web|title=Computer Innovation|url=http://www.interactive.org/awards/award_category_details.asp?idAward=2002&idGameAwardType=28|website=Academy of Interactive Arts & Sciences|access-date=23 May 2016|archive-date=27 January 2018|archive-url=https://web.archive.org/web/20180127143302/http://www.interactive.org/awards/award_category_details.asp?idAward=2002&idGameAwardType=28|url-status=live}}</ref>
 
|-
| Computer Game of the Year
| {{won}}
|
|<ref name="DICE1">{{cite web|title=Computer Game of the Year|url=http://www.interactive.org/awards/award_category_details.asp?idAward=2002&idGameAwardType=27|website=Academy of Interactive Arts & Sciences|access-date=23 May 2016|archive-date=27 January 2018|archive-url=https://web.archive.org/web/20180127143324/http://www.interactive.org/awards/award_category_details.asp?idAward=2002&idGameAwardType=27|url-status=live}}</ref>
 
|-
| [[D.I.C.E. Award for Outstanding Achievement in Animation|Animation]]
| {{nom}}
|
|<ref name="DICE3">{{cite web|title=Black & White|url=http://www.interactive.org/games/video_game_details.asp?idAward=2002&idGame=343|website=Academy of Interactive Arts & Sciences|access-date=23 May 2016|archive-date=28 April 2016|archive-url=https://web.archive.org/web/20160428181718/http://www.interactive.org/games/video_game_details.asp?idAward=2002&idGame=343|url-status=live}}</ref>
 
|-
| [[D.I.C.E. Award for Outstanding Achievement in Story|Character or Story Development]]
| {{nom}}
|
|<ref name="DICE3" />
 
|-
| [[D.I.C.E. Award for Game of the Year|Game of the Year]]
| {{nom}}
|
|<ref name="DICE3" />
 
|-
| [[D.I.C.E. Award for Outstanding Technical Achievement|Game Play Engineering]]
| {{nom}}
|
|<ref name="DICE3" />
 
|-
| [[D.I.C.E. Award for Strategy/Simulation Game of the Year|PC Strategy]]
| {{nom}}
|
|<ref name="DICE3" />
 
|-
| Excellence in Programming
| rowspan="4"|[[Game Developers Choice Awards]]
| {{won}}
| [[Richard Evans (AI researcher)|Richard Evans]]
|<ref name="GDCA">{{cite web|title=2nd Annual Game Developers Choice Awards|url=http://www.gamechoiceawards.com/archive/gdca_2nd.html|website=Game Developers Choice Awards|access-date=19 June 2016|archive-date=28 March 2016|archive-url=https://web.archive.org/web/20160328230409/http://www.gamechoiceawards.com/archive/gdca_2nd.html|url-status=live}}</ref>
 
|-
| Game Innovation
| {{won}}
|
|<ref name="GDCA" />
 
|-
| Game of the Year
| {{nom}}
|
|<ref name="GDCA" />
 
|-
| Excellence in Game Design
| {{nom}}
| [[Peter Molyneux]] and the team.
|<ref name="GDCA" />
 
|-
| Best AI
| ''[[PC Gamer]]''
| {{won}}
|
|<ref name=pcgamerusawards2002>{{cite magazine |date=March 2002 | title=The Eighth Annual ''PC Gamer'' Awards | volume=9 | number=3 | pages=32, 33, 36, 36, 37, 40, 42 | magazine=[[PC Gamer US]] | author=Staff |publisher=[[Future US]]}}</ref>
 
|-
| Game of the Year
| ''[[Games (magazine)|Games Magazine]]''
| {{won}}
|
|<ref name="GM">{{cite web|title=GAMES Game Awards|url=http://www.gamesmagazine-online.com/gameslinks/archives.html#previousawards|website=Games Magazine|access-date=19 June 2016|url-status=dead|archive-url=https://web.archive.org/web/20131103063554/http://www.gamesmagazine-online.com/gameslinks/archives.html#previousawards|archive-date=3 November 2013}}</ref>
 
|-
|
| Gold Award of Excellence
| Electronic Multimedia Awards
| {{won}}
|
|<ref name="Conference">{{cite web|title=Jonty Barnes|url=http://www.producedbyconference.com/2009/jonty_barnes.html|website=Produced by Conference|access-date=23 May 2016|archive-url=https://web.archive.org/web/20181005201916/http://www.producedbyconference.com/2009/jonty_barnes.html|archive-date=5 October 2018|url-status=dead}}</ref>
 
{{end}}
 
=== Accolades ===
 
''Black & White'' was named by ''[[PC World]]'' as the Best Video Game of 2001,<ref name=Conference /> appeared at number one on AiGameDev.com's most influential AI games list,<ref>{{cite web|title=Top 10 Most Influential AI Games|url=http://aigamedev.com/reviews/top-ai-games|website=AiGameDev|access-date=4 July 2016|archive-url=https://web.archive.org/web/20071011040342/http://aigamedev.com/reviews/top-ai-games|archive-date=11 October 2007|date=12 September 2007}}</ref> and appeared in the 2003 ''[[Guinness World Records]]'' for having the "most intelligent being in a game".<ref>{{cite web|title=EA And Lionhead Studios Resurrect the Question of Good vs. Malevolent in Black & White 2 for The PC|url=http://www.businesswire.com/news/home/20030313005423/en/EA-Lionhead-Studios-Resurrect-Question-Good-vs.|website=Business Wire|access-date=6 July 2016|date=13 March 2003|archive-date=20 December 2016|archive-url=https://web.archive.org/web/20161220073206/http://www.businesswire.com/news/home/20030313005423/en/EA-Lionhead-Studios-Resurrect-Question-Good-vs.|url-status=live}}</ref><ref>{{cite web|title=Artificial Intelligence and Interactive Entertainment Conference|url=http://www.aiide.org/speakers.html|website=AIIDE|access-date=4 July 2016|archive-url=https://web.archive.org/web/20070611215121/http://www.aiide.org/speakers.html|archive-date=11 June 2007}}</ref>
<!--NOTE! This unsourced list, full of style and spelling errors, needs a good clean up.
 
Some of the game's awards and accolades include:
 
*[[E3 (Electronic Entertainment Expo)|E3]] 2000 [[Game Critics Awards]]: Best of Show, Best Original Game, Best PC Game, Best Strategy Game
*[[E3 (Electronic Entertainment Expo)|E3]] 1999 [[Game Critics Awards]]: Best Original Game
*[[BAFTA]] Interactive Entertainment Awards 2001 for Interactivity and Moving Images
*The Electronic Multimedia Awards. (EMMA) Gold Award Of Excellence
*ECTS 2001 for PC Game of the Year Power Unlimited Benelux, PC Game of the Year CD Action Eastern Europe, PC Game of the Year PC Games Germany, PC Game of the Year KwVideogiochi.it Italy, PC Game of the Year PC Hemma Scandinavia, PC Game of the Year Solo Juegos.com Spain
*PC World (US) for Best game of 2001
*[[Academy of Interactive Arts & Sciences]], Nominated for six awards. It won Computer Game Of The Year and Innovation in Computer Gaming
*THE GAME DEVELOPERS CHOICE AWARDS (US) four awards. Excellence in Programming (won), Excellence in Game Design (nominated), Game Of The Year (nominated), Game Innovation Spotlight (won)
*Gamespy, Gamer's Choice Of The Year (Strategy)
*GAMES MAGAZINE (USA) Game Of The Year
*NY times, Reviewers choice of the year's best video game.
*PC Gameplay UK, Game of 2001
*Cnet's top five games of the summer, #1.
*CGW, voted number one by readers of CGW.-->
 
== Notes ==
{{Notelist}}
 
== References ==
{{Reflist|30em}}
 
=== Sources ===
*{{cite book|last1=Evans|first1=Dean|title=Black & White Prima's Official Strategy Guide|year=2001|publisher=Prima Games|isbn=978-0-7615-3593-5}}<!--|access-date=22 May 2016-->
*{{cite book|script-title=ja:ブラック&ホワイト公式クルーブック|trans-title=Black & White Official Clue Book|date=5 August 2001|publisher=Locus|isbn=978-4-89814-258-5|language=ja|title=Burakku ando howaito koushiki kurū bukku}}<!--|access-date=22 May 2016-->
*{{cite book|title=Black & White Instruction Manual|date=2001|publisher=Lionhead Studios|edition=PC}}
*{{cite web|author1=Geoff Keighley|title=The Final Hours of Black & White|url=http://gamespot.com/gamespot/features/pc/btg_bw/index.html|website=GameSpot|access-date=5 July 2016|archive-url=https://web.archive.org/web/20020204210637/http://gamespot.com/gamespot/features/pc/btg_bw/index.html|archive-date=4 February 2002}}
*{{cite book|author1=James Leach|author2=Christian Bravery|title=The Making of Black & White|date=2001|publisher=Prima Games|isbn=978-0-7615-3625-3}}
 
== External links ==
* {{webarchive |url=https://web.archive.org/web/20160322115729/http://www.lionhead.com/games/black-white/ |date=22 March 2016 |title=Official website }}
* {{moby game|id=/black-white|name=''Black & White''}}
 
{{Black & White}}
{{Lionhead Studios}}
{{Portal bar|Video games|United Kingdom}}
{{Authority control}}
 
{{DEFAULTSORT:Black and White (Video Game)}}
[[Category:Black & White (video game)| ]]
[[Category:2001 video games]]
[[Category:Cancelled Dreamcast games]]
[[Category:Cancelled PlayStation (console) games]]
[[Category:Cancelled PlayStation 2 games]]
[[Category:Cancelled Linux games]]
[[Category:Cancelled BeOS games]]
[[Category:Cancelled Xbox games]]
[[Category:Electronic Arts games]]
[[Category:Feral Interactive games]]
[[Category:Classic Mac OS games]]
[[Category:MacOS games]]
[[Category:Multiplayer and single-player video games]]
[[Category:Real-time strategy video games]]
[[Category:Video games scored by Russell Shaw]]
[[Category:Windows games]]
[[Category:God games]]
[[Category:BAFTA winners (video games)]]
[[Category:Game Developers Choice Award winners]]
[[Category:Video games developed in the United Kingdom]]