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The remainder of the company was renamed Creature Labs, and focused on computer game development. In the late 1990s, Grand left Cyberlife to form Cyberlife Research and focus on the production of new alife technologies, including current work on a robotic life form he calls Lucy as well as writing books about his research. Along with continued work on the Creatures titles, the company did work for industry and the British Ministry of Defence, famously attempting to teach live organisms to fly virtual fighter jets. In 1998, the computer games division of Millennium was sold to Sony Entertainment while those working on alife and Creatures formed a new company called Cyberlife Technology. At one point, the Creatures online community was the largest of its type.īased on sales of 500,000 copies of Creatures from 1996- the second quarter of 1998, it was estimated that at that time, there was a possible global population of up to five million norns.
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The program was instantly successful, and an online community of players soon formed, swapping Norns, creating new objects for Albia, 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. Creatures was developed as a consumer product by Millennium, and was released by Mindscape in 1996. Originally conceived as a desktop pet with a brain, Grand later incorporated inspiration from The Planiverse to pitch a "little computer ewoks" game, like the game Little Computer People. Nevertheless, the complexity of the simulated biochemistry meant that Norn behavior was highly unpredictable.Īmong the fans of Creatures were the Oxford zoologist Richard Dawkins, who called it a "quantum leap in the development of artificial life", and author Douglas Adams. There is no concept of dominant gene and recessive gene, much less recombination between loci. The genetics in Creatures are somewhat different from human genetics they are haploid.
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While this is the first commercial program it is to be noted that other non-commercial programs had done this since the late 1970s such as the Savanna Simulator by Walter Vose Jeffries which ran on an Z80 based Exidy Sorcerer microcomputer and presented the creatures moving on a graphical grid.
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Earlier alife programs had worked by giving their organisms a limited set of commands and parameters, and seeing whether the way the subjects behaved was realistic. This was seen as an important insight into how real world organisms may function and evolve. Most interestingly, the Norns turned out to behave similarly to living creatures. By breeding certain Norns with others, some traits could be passed on to following generations. This meant that the Norns and their DNA could develop and " evolve" in increasingly diverse ways, unpredicted by the makers.
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The program was significant as it was one of the first commercial titles to code alife organisms from the genetic level upwards using a sophisticated biochemistry and neural network brains. They are white, red-eyed creatures that steal tools.
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Later games in the series introduced a third species, the Ettin.
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In Creatures, a user hatches small furry creatures called Norns into a world called Albia, and teaches them how to talk, feed themselves, and protect themselves against vicious creatures called Grendels.