Creatures 3 Behaviour FAQs

Q: Why do my Norns seem happy even when being beaten by Grendels?
The Norns as shipped were indeed very happy creatures indeed! This was a result of some minor genetic tweaking that was needed to make them use their full range of expressions. You can get more expressive Norns by downloading the most recent update to the game.

Q: Are there different breeds of creatures in the game?
There are three species of intelligent creatures, plus a wide variety of animals and plants on the ship. There are three different types of Norns that you'll be able to breed together. Norns are furry little mischiefs, keen on exploring and getting into trouble. We also expect that there will be many new Norns made by Creatures users, too. There are also the nice but dim Ettins and bad mannered and grumpy Grendels.

Q: How do you communicate with the Norns?

You type commands and questions and they respond with either speech or actions. You can talk to the Grendels and Ettins, as well.

Q: What's a wolfling run?

A Wolfling Run is where you hatch a bunch of Norns and leave them to their own devices to see how they get on. Results vary, but the idea is to weed out the weak and keep the ones strong enough to survive on their own. Sort of forced evolution!

Q: Are differences in personality obvious?

The ability to get positive statements out of creatures as well as negative ones (i.e. "Adam happy",) combined with improved social ability ("Ron like Alice") does seem to produce more definite personalities. We don't script the way that a creature acts, however, or its personality - that's a result of its brain, biochemistry and the interaction with the environment.

Q: I've heard that the Norns have better social ability. What does this mean?

Creatures have a social area of the brain with which they are able to remember how others have acted towards them. Nasty acquaintences will be remembered as such and may provoke a variety of responses, from stress to fear or anger. As with all Creatures games, it's never a certainty what they'll do!They can remember individuals as well as make generalisations about entire species. They will also be able to make exceptions, so if an individual is nice, but the species is generally nasty, they can learn the generalisation whilst keeping the individual friendship. Some creatures will prove to be better at this than others.

Q: Are the Grendels really mean?

Grendels have proven to be very nasty indeed and we think they’re the meanest anyone has come across yet.

Q: Do the creatures live in family units?

They certainly seem to.

Q: Do the creatures do what they're told?

The response to spoken commands by the user has been greatly improved.

Q: What's the big deal about a sense of smell?

We've used a sense of smell to allow creatures to find food, locations and objects..

Q: Can Norns swim?

The Shee never considered swimming a valuable trait for Norns because they had terra-formed Albia into a relatively safe place for the creatures to live. After the volcano on Albia erupted and the seas exposed, it became clear that swimming would have been mighty useful, but by then, the Shee had made tracks for parts unknown (unknown until now!). As you know, the Norns in C3 are early Shee creations, and as such, do not swim any better than their progeny.

Q: Can Grendels, Norns and Ettins inter-breed?

No. You can splice them together, however.

Q: Will we be able to take favorite Norns and/or cobs from C2 into C3?

Because the brain model in Creatures 3 is completely different, any Norns that were converted could not bring any of their personality with them and therefore, it would only be a superficial transformation. We found that this aspect was not well received for Creatures 2 and so we won't be implementing it in Creatures 3. COBs would need to be reformatted by the author from C2 CAOS to C3 CAOS, as the classifier numbers are considerably different. This is to take advantage of the improved flexibility and power that the new engine provides.