Playing God: The revolutionary AI that made Black & White still unforgettable

Playing God: The revolutionary AI that made Black & White still unforgettable

Picture it: a suited exec walks onto a stage and announces a new game about influencing and controlling people, about good and evil. And the clincher: it’ll all be driven by machine learning. In 2026, that game has to be a dystopia. That’s where our imaginations go now when we hear anything about AI and social control. There’d be a grim synthwave drone underpinning scenes of trench-coated cyberpunks. There would be absolutely no apes casting spells.

But 2001 was a very different time, and Black & White took those exact elements, simian wizards and all, and turned them into a joyful sandbox without even a whiff of the sinister about it. In many ways it was a natural extension of Peter Molyneux’s favorite themes, and by the turn of the millennium his particular fingerprint was already familiar.

A wolf walking through the town in Black & White

(Image credit: Lionhead Studios)

Bullfrog’s back catalogue had consistently offered compelling power fantasies throughout the ’90s, and they often had a quietly amoral aspect. Theme Park famously empowered you not just to build an eponymous theme park, but also to lead thrill-seekers to their demise – at least gastrointestinally – on your rides. Dungeon Keeper made that motif explicit, more or less inviting you to build torture chambers for heroes to navigate. Even the more straight-laced Bullfrog series, Populous, featured throwaway human sacrifice and wanton destruction of rival tribes’ villages. Above all, in every Bullfrog game, the kick was in controlling people, according to whatever personal moral compass you decided to adhere to.

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When Molyneux began to work on a new project with a team of nine in February 1998, his ambition was to take those notions further than his previous games had been able to: Black & White would be a toybox in which the player felt that they could do anything. But it would also call upon deeply specific and personal references from Molyneux’s own childhood and pop-culture kinks. In a 2000 GDC keynote, he told the audience how he “wept like a baby” at the end of King Kong and felt like a god in an alien land the first time he found an anthill. Those threads can be picked up in the final release of Black & White, but along the way many ambitious concepts fell to the cutting-room floor or were radically retooled.

An orangutan sitting on the ground staring at a fire in Black & White

(Image credit: Lionhead Studios)

Among these ideas from the newly formed Lionhead Studios was the ability to pick up any creature in the game and rear it into a giant. Buildings and environments would take on a different visual aspect depending on your alignment to good or evil, while the characters within them would be fully lip-synced. And at the centre of it all would be a tale of powerful wizards vying with the player for control of a set of islands.

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