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What can be done is that the player can toggle between two modes that changes what the hand does. In teaching mode, petting and hitting becomes praise and punishment, in normal mode, petting becomes affection and hitting becomes malice therefore you don't end up interfering with learning between what's "right" and what's "wrong" but still can show your Norns how you feel about them. But if you do it often, then a Norn could become "spoiled" and it may not listen to you as often when you try to teach it or either become "angry" at you and do the same or on the flipside the Norn will become "loyal" to you and normally listen to you or "frightened" and carry out comands because its afraid you'll abuse it even more if it doesn't. It'll depend on the Norn. It doesn't have to be extact but I'll be rather happy if something similar to what I've discribed was implemented. -- Some guy
 
What can be done is that the player can toggle between two modes that changes what the hand does. In teaching mode, petting and hitting becomes praise and punishment, in normal mode, petting becomes affection and hitting becomes malice therefore you don't end up interfering with learning between what's "right" and what's "wrong" but still can show your Norns how you feel about them. But if you do it often, then a Norn could become "spoiled" and it may not listen to you as often when you try to teach it or either become "angry" at you and do the same or on the flipside the Norn will become "loyal" to you and normally listen to you or "frightened" and carry out comands because its afraid you'll abuse it even more if it doesn't. It'll depend on the Norn. It doesn't have to be extact but I'll be rather happy if something similar to what I've discribed was implemented. -- Some guy
 
Here's some more stuff that I thought of, Andrea/the team at Fishing Cactus:
 
#'''Try to preserve depth without sacrificing accessibility.'''  The average person should be able to play the game without running into scripting or too much about body chemistry (other than "don't feed them garbage" or "[[Deathcap|certain poisonous mushrooms]] are not good for normal norns") or the exact specifics of how the brain works.  However, an advanced player or a veteran from Creatures 1-3 should be able to peel back the layers of the interface and have a nice look at exactly what's going on behind the scenes.  This can either be done via internal menus (maybe an "advanced" mode?) or external ones such as the [[Brain in a Vat]].  In short, to most everyone they should be particularly in-depth pets, but to aspiring digital geneticists or programmers it should be a wonderful science experiment.
 
#'''Don't let the "Cash Shop" take over the game.'''  This is important, because so many free-to-play games get this terribly wrong.  It was mentioned on the Fishing Cactus blog that inspiration was being taken from [http://wiki.teamfortress.com/wiki/Mann_Co._Store| Team Fortress 2's Mann Co. Store].  This is a good thing; TF2's store is a perfect example of what works.  A player can buy weapons or hats or various cosmetic items, but nothing that gives them a game-breaking advantage over a player who doesn't spend any money.  The cash shop in Creatures 4 should not give a paying player a massive advantage, like a "Norn-O-Matic 9001" that makes it so that all of your norns are immortal, invincible, and capable of flight.  However, I am fully behind expansion content being released for money, like breed packs, "official" items, and so forth, or cosmetic things like Christmas lights or a machine that produces blue cheese instead of normal yellow cheese.  Speaking of which...
 
#'''Keep the cheese and lemons.'''  These are mandatory.  It isn't a Creatures game without cheese and lemons.  If a lemon occasionally sprouts wings and lazily drifts off to reunite with the lemon tree, that's even better.  In-jokes are the best jokes.
 
#'''Agents, COBs, or something user-creatable.'''  According to the page, Agent/COB files or anything like them aren't planned for initial release.  That's cool.  That level of user interactivity was a huge deal back in the day, and is even now.  But as soon as Creatures 4 is out the door, the development tools/API needs to be next on the list.  As I said above, the Creatures series thrives to this day on its modularity, and is essential to its continued survival.  Granted, it's gonna be 3D models now, but honestly I need an excuse to learn 3D modeling, and I'd say that's the perfect one.  User-created content might even work well with the in-game store as well, maybe with a voting system, player-selected prices, and so forth.  Even if the user-selected price is "free," having a central official repository for all of the user-made doodads would be nice.
 
#Lastly, and possibly most importantly, '''keep some form of player input in the development cycle.'''  Posting here on this wiki asking for input is a fantastic start.  From a player's standpoint, a company that listens to what they want in the game that they've been waiting for for a decade is wonderful, and usually ends up being a better game since the developers know what the players want.  From the standpoint of the company, word of mouth is the best advertisement on Earth, and happy players are free positive press.  I'd say that's a win for everyone!
 
 
Now that I'm done posting my wall of text, thank you for reading and listening, Fishing Cactus folks!  I'm looking forward to spending time with the game, and hope that it turns out being the new Creatures that so many of us (and almost certainly, a few of you) have been waiting for!  [[User:X-steelfoot-x|X-steelfoot-x]] 05:09, August 27, 2011 (UTC)
 

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