A glowing soul, Tainted Black. And silver hair Stained with blood. You left us all With no hope. Walk the path Paved with ashes. Feel the thorns, Hear the screams. An angel bright, A lonely wing. The wounds so deep Scarred your heart. Judgement Day - Meteor is coming, Drawing nearer, Consume in fire. I always know I am your god. A smile so sad Upon your death; Relieved to leave, A pain to end. No feelings left That's what I am. A one winged angel, Here left to die.
A Fallen Angel.
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Monday, March 28, 2005: Peter Molyneux : The Short Info

A Short Info about Peter Molyneux.

Peter Molyneux OBE (born 1960 in Britain) is a computer game designer, responsible for well known "God games" Populous and Black and White, among others. He co-founded Bullfrog Productions in 1987 and Lionhead Studios in 1997. Molyneux was inducted into the AIAS Hall of Fame in 2004 and was made an OBE in the New Year's Honours list announced on 31 December 2004.



Article from Wikipedia.com


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Wednesday, March 23, 2005: Chapter V : The Problem With Sequels

Story continues from Chapter IV : The Tragedy Of Power Monger

Next up was Populous II, which wasn't much different from Populous. The theme was more focused, putting the plater in the pantheon of Olympian gods instead of the more indeterminate gods of the original. A few more spells were added, the AI was tweaked, but the game mechanics were basically the same.

Peter think doing sequels is ten times harder than doing the original. He have put all of his creative effort into the original game. He have put in every little feature that he possibly could, he have balanced it, and then someone asks you to do it again. Populous II was another roaring success for Bullfrog, selling close to a million copies (Powermonger inched up to the million mark as well, with Populous itself selling several million).

Bullfrog's Flood may only be remembered for its sadistic ending Also in this time frame was Flood. Perhaps the company's least-known game, Flood was a platform game for the Amiga designed by Sean Cooper (a long-standing Bullfrog employee who was currently developing Dungeon Keeper II). It was just standard platform, a really standard platform game, except the levels gradually filled up with water. The game required the player to maneuver the main character through a number of sewer levels to reach the surface. Molyneux's only contribution to the game was the end sequence, which had the character emerging from the sewers only to be run over by a bus. This character that the player were supposed to have saved just gets killed. People don't like that.

With three major games under its belt, Bullfrog was growing. Molyneux had done the majority of the programming on Populous, Powermonger, and Populous II, but the company was expanding. The company now had somewhere in the vicinity of 20 employees and the creative force to focus on more than one project at a time. During this period, Bullfrog was at its creative peak, and the next two years would produce some of its most interesting and successful work.

Syndicate was a product of Bullfrog's unrelenting creative streak in the early 90s. The first game to come out of this period was Syndicate, considered by many to be Bullfrog's finest game. Syndicate had a much more basic idea than any previous Bullfrog game. The player were in command of a small force of cybernetic soldiers. Rival companies competed for control of territories, and they battled through a series of cities, capturing key personnel and killing enemy soldiers. The player researched new weaponry and physical augmentations for the soldiers. There was still the idea of the "living world," but on a much simpler level, with police and civilians going about their daily routine. And it was the first Bullfrog game that gave you direct control over individuals.

Molyneux did the basic design on Syndicate, but the majority of the programming and balancing work was done by his team. During the next few months he would be working simultaneously on two of his most ambitious games to date.



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Black & White 2



Check this out, screenshots from the game Black & White 2. It has developed so much comparing to its predessecor. They also has added a lot of new feature to make sure you can really play as the god ! just take a look. Don't forget to click to view the full size




Battle Of The Giants !!! You better stay aside.




Great wars of mankind. This scene reminds me of Lord Of The Ring : Return Of The King




Line up soldiers, We will march for the greatest war in the history !!!




Size does matters ! Never mess with the best.










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Saturday, March 05, 2005: Chapter IV : The Tragedy of Powermonger

Story continues from Chapter III : Meet The Press

"The tragedy of Powermonger," explains Molyneux, "was that it was released far too early." Powermonger would serve to strengthen the design principles that began with Populous, if only by example. Populous proved that a good game could be perfected through extensive testing and balancing. Powermonger was never given that chance. The situation surrounding its creation would serve as an early indication that Molyneux's ideals were somewhat out of line with the needs of a large publisher, an issue which would become far more apparent a few years down the line.

The original concept behind Powermonger was for another real-time wargame, but instead of influencing a huge population, you would have individual troops under your command, with different weapon types, armor, formations, and the like. Electronic Arts was entirely behind Bullfrog at this point and gave Molyneux the necessary resources to turn a project around in a timely fashion.

The emerging design philosophy at Bullfrog would take to heart the old adage that the first part of creation is putting in, the second part is taking out. It was entirely acceptable for a game to undergo major changes throughout its development cycle, as constant playing revealed weaknesses in the game system and areas that needed to be bolstered. As such, testers would begin playing games in their earliest stages, even with placeholder interfaces and art, just to get an early sense of what would work and what wouldn't.

In this case, the placeholder interface was a confusing array of iconic buttons. In the original design, most of these functions would eventually be taken over by the computer, leaving you to deal with larger issues. "I had intended to take out all of those icons, so that you could build up your armies and build up your weapons and take over towns and villages. But I didn't have time to do it."

The pressure from Electronic Arts for a follow-up to the massively popular Populous caused Bullfrog to release the first version of Powermonger that wasn't buggy. Molyneux sees the final product as a great idea that wasn't given enough time to come into its own: "It could have been a really nice game. There are some amazing things in here, amazing little ideas, like the idea of communicating with your generals with carrier pigeons. But it was a big disappointment, and it's the game I'm most ashamed of."

It may not have been the game it was intended to be, but a great strategy game lurked beneath Powermonger's somewhat confounding interface. It sold quite well, received much critical acclaim, and won Computer Gaming World's award for Strategy Game of the Year in 1991, just as Populous had done in 1990. To the outside world, Bullfrog was shaping up to be a source of consistent innovation. On the inside, though, the company was returning to the tried and true.


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Wednesday, March 02, 2005: A Piece Of My Mind

This is out of the topic i should discuss, but anyway i just feel like wanna post it here.

Last night, when i was forcing myself to sleep. I've thought of some"thing"s.

1.

What are we living in ?, I knew people called it space, but what is this space which was filled with gases, livings and object such as planets ?

A place without gas called vacuum, but what do we call a place with nothing else, nothing even the 'nothing itself is there, what do we call it ?

According to einstein's theory, time and space are related to each other but he didn't define what is the space itself. Is it something( actually it can't refered as "thing" but since no other words, i have to use it to explain.) thats is invisible(like oxyigen) and can be go through by objects, gases and everything else ?

2.

Energy defined as, generally and qualitatively speaking, is the property (or the quantity of the property) of changing the state of a system or doing work. There is a definition of "energy" which refers to a quantity that is always conserved. Some known energy are heat, light, kinetics, work and more.

As it defined as "changing the state of a system or doing work" and why can't Life be a type of energy. Life changes all livings, which is true as no livings remains the same forever and also life is always the same, its not something that keep reducing or increasing, its always the same quantity, so life is also conserved.

But, it is defined that energy can't be destroyed, it can only be changed. Considering this is true, if life is a energy, what happens to life when the livings die ? Where it goes ?, is it converted into something ?

I might sounds like a mentally disturbed, please don't go and report to send me to Hospital Bahagia

This whole thing can just be a piece of crap that came out of my mind, so don't bother much of it ! :)


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Tuesday, March 01, 2005: Chapter III : Meet the Press

Story continues from Chapter II : Trial by Fire

Populous would become one of the most popular and influential games of all time. The first journalist to see Populous was Bob White, a well-known British games writer and something of a hero to Molyneux, an avid fan of game magazines. Already shaken by the lack of enthusiasm that Populous had received to this point, Molyneux was too intimidated to ask White for an opinion.

So this is what happened [Most Intresting Part Of The Story] :

Peter took him to the pub. All he wanted to ask him was what he thought of Populous, but he was just too scared to do it. So Peter knew he had to get him drunk. Eventually Bob White and Peter got drunk, and Peter got the courage to ask him, 'What did you think of Populous?' And he said to Peter, 'It's the best game I've ever played.' Then Peter thought, 'This must be a mistake.' So they end up drinking nine pints or something because White, kept saying, 'Let's go back and play Populous,' and Peter just kept thinking, 'He must never, ever play the game again.'"
_____________________

White's sentiment would prove to be shared by millions, as Populous went on to become one of the best-selling games ever, creating a strategy subgenre that would come to be known as the "god game." Beyond just laying the financial foundation for continued work at Bullfrog, however, Populous provided the stylistic groundwork on which each subsequent Molyneux game was built.

One of the most interesting aspects of Molyneux's games is that while they are all, for the most part, enjoyable in their own right, they aren't just a collection of distinct products. They share common themes, and beneath each game mechanic lies a fundamentally similar concept: You are cast in the role of some omniscient being - whether a god, a wizard, or an evil dungeon overlord - who must create an environment that induces the inhabitants of that environment to behave in a desired manner. Populous was the purest expression of this concept, as you literally manipulated the terrain and cast spells to increase your own population while decreasing your opponent's.

At the heart of this formula is the idea that the world exists despite the player's presence, that the beings continue to go about their business if you just leave them alone. I have this idea of a living world," Molyneux explains, "which I have never achieved. It's based upon this picture in my head, and I can see what it's like to play that game. Every time I do it, then it maybe gets closer to that ideal. But it's an ambitious thing."
The successor to Populous would follow this idea closely but with the distinction of simulating a much smaller and more detailed world. Unfortunately, the game would never be released in its intended form.


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Sunday, February 27, 2005: Picture Of Peter Molyneux Himself

Peter Molyneux Himself

I'm sure most of you have never seen this guy before, so here i present you pictures of himself. Take a good look of a genius game creator !!!















From Left: Jonty Barnes (Lead Programmer), Tim Rance, Demis Hassabis, Peter Molyneux, Steve Jackson, Mark Healey (Graphic Designer), Mark Webley.


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The Movies

In The Movies you get to design and run your studio from the early days of cinema through to the present day and beyond. And by customizing the look, names, clothes and vocals of the cast and crew you can mirror reality. Hire and fire your favourite stars! Use the best directors! Even put yourself and your friends into the film world! This is an upcoming game of Peter Molyneux.



"Oh Swampy. I love you no matter how bad you look. Or smell."
The Beast Of Rio Enormo (1969)


Make a few big pictures and you could be looking at a lot in Movieland like this. The sense of power, of satisfaction, of creative genius you'll feel is so strong you could well go insane and have to switch the game off for a few minutes to get better. Remember to save, before you do!


"Stay back, Pamela Sue. I'll deal with this undead interloper!"
Dr Hell And The Styx Demons (1961)


Hands Up Dude, You are Busted ! Looks like this gonna be climax of your movie.






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An Article Of BBC NEWS

January 5, 2005 - Each year Britain recognizes men and women who have proven themselves exemplary in their field in the New Year Honours list. Bullfrog and Lionhead Studios founder Peter Molyneux has been awarded an OBE (Order of the British Empire) for his work in the video game industry. The OBE is awarded by the Queen and is considered an enviable honor.
From now on Peter Molyneux is refered as Peter Molyneux OBE (or Petey OBE for short). The distinction came as a surprise to Molyneux who told the BBC News, "It's come completely out of the blue. I never would have guessed that I'd have this kind of honor."


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Friday, February 25, 2005: A Short History

A Short Summary About Peter Molyneux

For those lazy guys who don't like to read long stories, i have a quick and short review of Peter Molyneux History.

Peter Molyneux and
Les Edgar co-founded Bullfrog Productions in 1987. In August 1997 Mr. Molyneux left Bullfrog to establish a new development team, Lionhead Productions. Whilst Peter was a key player, Bullfrog now numbered some 90 personnel and as Peter himself admitted "one of the good things about me leaving Bullfrog, is that it will allow many of the talented individuals there to start getting the limelight and credit they deserve." Both companies are now associated with Electronic Arts.

Peter Molyneux was credited on a game as early as 1989 and as recently as 2004. His career probably spans more years than those displayed since these dates are based on the credits documented in MobyGames (which are incomplete). Peter Molyneux has been credited with the roles Design, Programming, Support, Production and Other. Peter Molyneux has been credited on games developed by the following companies:
Bullfrog Productions Ltd., Lionhead Studios Ltd., Elixir Studios, Relic Entertainment and Stormregion. This does not imply employment by these companies.


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Screenshots Of Past Games Created By Peter Molyneux


These are screenshots of some of the famous games created or contributed by Peter Molyneux. These games are one of the best he ever made. Take a good look at it, maybe you already played some of the games.



Codename: Panzers, Phase One(2004). Click to view in full size







Fable(2004). Click to view in full size







Republic : The Revolution(2003). Click to view in full size







Black And White(2001). Click to view in full size





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