Released in 2001, this Main Game blends Strategy, RTS, Puzzle, and Simulator elements where you act as a deity shaping a world. Your core loop involves performing miracles and raising a creature avatar whose alignment reflects your moral choices—good or evil. The game's unique feature is the direct feedback loop: follower worship and the creature's evolution hinge entirely on your divine actions as you battle rival gods to become supreme.
The gameplay loop centers on two primary areas of influence: direct divine intervention and indirect guidance through a chosen avatar. Players can perform powerful miracles to affect the landscape, aid or hinder their followers, and engage in conflict with rival gods vying for supremacy.
A crucial mechanic involves selecting a creature from the land to act as your physical representative in the world. This creature is raised and trained by the player. Its development is entirely dependent on the player's alignment; it can grow into a gentle giant serving a kind god or an enormous, destructive force aligned with evil. The player must teach this avatar to perform specific tasks and adhere to their chosen moral path.
The simulation aspect requires careful management of the populace's faith. Actions taken by the deity are constantly monitored by the villagers, leading to shifts in their belief systems. This feedback loop is central to progressing through the game's narrative structure, which involves battling other deities to become the world's supreme god.
The game distinguishes itself through its focus on moral duality and the direct, visible consequences of divine choice. Success is measured not just in conquest, but in the spiritual and physical state of the world you cultivate. The relationship between the god, the creature avatar, and the worshipping population forms a complex, interconnected system where every decision has tangible repercussions on the environment and the people.
The narrative begins when the player is summoned into existence by the prayers of a desperate family. After saving them, the player is introduced to the conflict against the supreme deity Nemesis, who seeks to eliminate all other gods using a powerful energy source known as the Creed. The storyline unfolds across multiple distinct islands, involving alliances, betrayals, and the recovery of the Creed fragments necessary to confront the primary antagonist and secure the world.
As a classic title, the core experience remains focused on the original mechanics, supported by one expansion pack released after the initial launch. The game is available on PC (Microsoft Windows) and Mac platforms, preserving the original vision of shaping a world through divine will.

Black & White is a critically acclaimed strategy game designed by Peter Molyneux and developed by his then-new company, Lionhead Studios. Though released on PC, a port was planned for the Sega Dreamcast, but was canceled (along with a port to the PlayStation). It is assumed that had it been released, publishing would have been handled by Sega. Unlike many canceled Dreamcast games, Black & White was heavily advertised, appearing at E3 2000 and as a video in Dream On Collection 4. A number of screenshots of the Dreamcast version were distributed by Sega Europe around this period, which suggest that the game would have taken a slight graphical hit if released on the system. According to Peter Molyneux, the Dreamcast would have been VMU support, where players could upload their creatures and have them fight others. It would have also featured online multiplayer. Black & White was originally due to appear in late 2000 before being pushed back to "the first half" of 2001. It missed this deadline and did not appear at E3 2001, with rumours stating that Sega had scrapped the project following their decision to leave the hardware business. The PC version was released in March 2001.

Black & White: Creature Isle is an expansion pack for the PC game Black & White by Lionhead Studios. It was released for Mac OS X in December 2002.