Every #gamedev has at least one game that changed their lives.
For me, that game was CREATURES.
Join me on this journey to learn more about the 1996 game that pioneered ARTIFICIAL INTELLIGENCE & MACHINE LEARNING.

NOSTALGIA WARNING 

For me, that game was CREATURES.

Join me on this journey to learn more about the 1996 game that pioneered ARTIFICIAL INTELLIGENCE & MACHINE LEARNING.








Creatures is an artificial life simulator, in which you have to take care of small, furry creatures called NORNS.

Imagine a Tamagotchi on steroids.

Once hatched, they have to navigate a colourful world full of wonders and dangers.


The actions of each creature has controlled by a primitive self-organising NEURAL NETWORK, divided in 8 functionally distinct areas called "lobes".
Together, they combine external and internal inputs, and determine a creature's actions.
Each neuron in the CONCEPT lobe represents a different situation the Norn can be in.
For instance, "I am HUNGRY and FOOD is NEAR ME".

That neuron is then connected to the DECISION lobe, to either encourage or discourage a certain action in that situation.
For instance, "I am HUNGRY and FOOD is NEAR ME".


That neuron is then connected to the DECISION lobe, to either encourage or discourage a certain action in that situation.
Each neuron in the DECISION lobe evaluates those connections, balancing both positive and negative suggestions.
In the end, the DECISION neuron with the highest value determines the action the Norn will perform.
In the end, the DECISION neuron with the highest value determines the action the Norn will perform.


All of these connections are learned through PUNISHMENTS and REWARDS.
Norns can learn from themselves through PAIN and PLEASURE, or from the player slapping or petting them, following a certain action.


Additionally, each Norn is genetically engineered to have some primal INSTINCTS, which encourage their very basic survival skills:
Eating when hungry
Resting when tired
Moving around and playing when bored
Mating when adult
Obeying the player's request







The brain and behaviour of each Norn was fully determined by their *digital* DNA, which was nonetheless subjected to *real* evolution.


The most skilled players could also use the Genetics Kits to completely rewrite a creature's genome.



And how not to mention the fact that game was fully moddable, and even came with its own programming language called CAOS!

It was used by thousands to create new objects for the Norns could interact with.


Creatures took place in the world of ALBIA, which mixed both CGI and real models.
With your camera constrained to the Norn, you could only explore as far as they went.
It was such a pleasure to discover each little secrets this world had to offer.
And for the ones of you who are really, REALLY nostalgic, the original model used for the background is now a permanent exhibition at the @computermuseum in Cambridge!
http://www.computinghistory.org.uk/det/42694/Creatures-Development-Model/
http://www.computinghistory.org.uk/det/42694/Creatures-Development-Model/
The remaining two background models (the Statue of Nornity and the Forest) were auctioned and are now part of a private collection.
According to the Creatures Wiki, it seems that @don21a & @dylan_hardison might know more about their current location!
https://creatures.wiki/Background_model
According to the Creatures Wiki, it seems that @don21a & @dylan_hardison might know more about their current location!
https://creatures.wiki/Background_model


Creatures was a massive success, and so were its sequels, between 1996 and 2001:





With it final instalmentโDocking StationโNorns were able to use portals to travel between players.
Over the years, hundreds of millionsโperhaps even billions!โof Norns have born, lived and died. Becoming effectively the single largest artificial life experiment to ever run.
Over the years, hundreds of millionsโperhaps even billions!โof Norns have born, lived and died. Becoming effectively the single largest artificial life experiment to ever run.


Creatures isโand remainsโone of the most ambitious and games ever made.
And a massive inspiration for an entire generation of players who are now scientists, artists, engineers and programmers thanks to Creatures.
There is so much more I would love to say about Creatures!
So, if you want to come with me on a nostalgia trip, I made a short documentary about the game that has shaped my career!
Thank you for reading this far!
So, if you want to come with me on a nostalgia trip, I made a short documentary about the game that has shaped my career!

Thank you for reading this far!

