Understanding Creatures Object Categories
Written onBranching off of the recent discussion about how hunger works in C1, one of the fundamental aspects of the Creatures series is sometimes glossed over. Take this image. What do you see? Cheese, honey, a lemon, and a carrot… Plus a few other items we’ll ignore for the sake of this discussion! In our eyes, we can distinguish between each individual object. For Norns and Grendels, these are all grouped together in one category, known simply as “food.” I sometimes dramatize a few things while writing, making some Norns appear to have certain favorite foods. In fact, a carrot and a lemon are exactly the same thing in their minds! Although most Creatures players may be aware of the classification system for objects, the implications can sometimes be forgotten. Let’s take a closer look!
Understanding the Category System
When I first started playing Creatures, it took me some time to figure out exactly how categories worked. Food objects looked completely different to me, yet what Norns “see” is somewhat different from our perspective. Their brains classify an object based on its coded category. Two food objects may appear to be completely different, yet they’re identical in Norns’ minds. Think about it another way. Imagine that you must reach into a bag without ever seeing what’s inside, yet you’re told that everything inside is food. Ignoring taste and touch (two senses Norns technically don’t have) all of the hidden items are classified as food in your mind. Voila!
Take our example one step further. Imagine that choosing food out of this bag is the only way to get food from the moment you’re born. All of your knowledge and experiences with food come from that bag. So what’s the big deal? Imagine if someone threw in some poisonous objects, or ones that made you feel awful. What would you think? Over time, you might start to be wary about food, not knowing if it would be a good or bad experience. You might go so far as to stop eating altogether to avoid the negative experiences. Does this sound familiar in Creatures? It’s something that can happen to Norns and Grendels, and it’s not all that rare. And it all boils down to the objects, not their brains.
Considerations for Object Creators
While I was working on some of the updates to the Creatures 1 food items, I thought up some new additions. What if eating a carrot actually reduced boredom? Or what if I left in the pain increase in the lemons? Although new objects are unique, they must be created with the understanding that they’re part of an entire category. If one food object reduces boredom, a Norn will learn that eating should reduce boredom. Yet if that Norn eats other food objects that don’t decrease boredom, the learned behavior becomes confusing. Why would food suddenly not reduce boredom? That Norn might continue to experiment, but would probably end up concluding that food doesn’t reduce boredom… Most of the time. Confusing! A similar scenario rings true with the original lemon, where it created pain. It was such a small amount that it was practically negligible, but would you be inclined to eat food if it sometimes gave you pain?
The idea of creating an object as part of a category doesn’t only apply to the chemicals involved, though. One of the main problems with the original carrot was the visible seedlings. Although these couldn’t be interacted with, Norns could still see them, and classified them as food. When pushing the seedlings didn’t do anything, the Norns began to learn that pushing food only satisfied their hunger part of the time. The result? Bad eating habits that usually got worse over time. If a food object is growing and can’t be interacted with, simply make it invisible to avoid the confusion! Additionally, make sure that actions are uniform across a category. For instance, pulling a food object doesn’t do anything. It might seem interesting to treat a food object as a toy with decreased boredom or NFP when pulled, but keep the entire picture in mind. Since other food objects don’t have the same results, Norns and Grendels will ultimately be confused.
Considerations for Players
Creatures can be customized in countless ways, which often involves injecting new agents and COBs! Make sure to keep the category system in mind, though. Adding in one very unique item that functions completely differently than others in the same category is usually not a good idea. From my experience, most seemingly unintelligent Norn behavior is actually a response to confusion. This isn’t to say that every object must function exactly the same, though! Having different chemical levels or reacting to different actions adds a lot to the game. What should be avoided are instances that create the potential for confusion. A confused Norn or Grendel is actually quite smart… Only very perplexed!
The COBs I’ve been working on and releasing are focused on fixing some major issues that treat food items as individual items. What’s one startlingly awful food object? Coconuts. They’re a mess, because they don’t follow along with the principles of the food category. My list of things to fix grows by the day! Although the herbs and weeds need an update, they work better as their own categories. Why? Because all of the herbs function alike, while all of the weeds function alike. That’s not to say that they’re identical: They function alike as entire categories. With that knowledge, perhaps Norns seem a little smarter after all!
Fascinating stuff! I hadn’t thought of food in that way and its a pretty neat way to look at the objects in the game. Then again, I’ve only ever developed for C3/DS which, arguably, is a much easier game, so it’s hard to draw from experience like that.
I think C3/DS is a bit easier, although part of that comes from the fact that the base objects don’t have major issues! The odd thing is that third-party objects for the games typically function correctly… It’s the official add-ons that seem to have the most problems. Thinking about objects as part of an entire category is kind of unique to the Creatures games, but I hope my little example here makes it a little easier to understand! I think it also explains why Norns seem to be so unintelligent over time, when they’re really just trying to figure out something that actually works. Although they’re still very low on the overall intelligence scale, I’ve grown to appreciate what their brains can do!
Developing for C3/DS might be something I’ll try eventually. I know it opens up a lot of additional capabilities, since the CAOS coding is expanded. I’m glad I’m learning this in C1 now, though. Wish I had tried it out long ago, but better late than never!
Do you know if this is a problem in C2 as well? My current group gets confused by the tomatoes or nuts sometimes. After they eat a tomato, it doesn’t disappear and I don’t think its second form is edible. This same group has trouble with trying to eat toys, me, and each other so maybe they aren’t the best example. XD
Also there is one case were C3/DS has confusing categories. The grazers are considered critters, and aren’t edible, but most of the other critters are edible. Poor carnivores probably get really confused in C3.
I haven’t played Creatures 2 all that much, but I imagine it could have a similar issue! Some of the fruit growth cycles you mentioned are probably the culprit. I think that’s the main cause of the eating woes many of us have seen!
Ah, the grazers are quite a confusing lot! I’ve never had carnivorous species in my world, but I can imagine how confusing it would be when they tried to eat a grazer! One possibility to fix it would be to classify the full-grown adults as inedible beasts, while the babies could be edible critters. Sounds awful, but at least then carnivores wouldn’t be so confused! This is how the C2 Crabs function, and it seems to work out pretty well!
Huh, that grazer idea is a good one! I might have to brush up on my terrible Caos knowledge and see if I can fix it.
Good luck! I would attempt the update myself if I knew C3/DS CAOS, but I’m still getting acquainted with how it works in C1. I hope it works out for you! And if you want another similar idea, the Crobsters often die out since both life stages are classified as critters. I feel like they would have a better chance of surviving in an ecosystem if the adults were inedible. Just another idea!