From HandWiki - Reading time: 7 min
| Genewars | |
|---|---|
![]() European cover art | |
| Developer(s) | Bullfrog Productions |
| Publisher(s) | Electronic Arts |
| Director(s) | Richard Reed |
| Producer(s) | Andrew Nuttall |
| Artist(s) | Jonathan Farmer |
| Composer(s) | Russell Shaw |
| Engine | Magic Carpet engine[1] |
| Platform(s) | DOS |
| Release |
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| Genre(s) | Real-time strategy |
| Mode(s) | Single-player, multiplayer |
Genewars is a real-time strategy video game for DOS featuring standard elements of strategy, along with minor terrain editing and cross-species breeding. Its working title was "Biosphere".[1]
Players move through a series of worlds using a small number of sentient humanoids to build small bases and to stun, kill, research, and ultimately breed a variety of animals. Plants are also important, as different plants can be grown and harvested for different purposes. Players must use the various plant and animal species available to them (as well as hybrid animals) to deal with different environments, enemies, and tasks. For instance, a crab is a good armored defender, while a mule is a perfect detritus transporter. The two can be bred to form a creature that is well armored, but also suited to mule work. The more a particular species has been studied and created, the more effective future individuals will be.
The primary resource of the game is goop, which is derived from all kinds of biomass.
Genewars was developed by Bullfrog Productions.
Sean Cooper was brought in to help with the game's development, causing tension between him and Peter Molyneux.[2]
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Genewars received average reviews from video game critics upon release.
It was given the dubious honor of "Most Disappointing Game" of 1996 by GameSpot.[7]
Simon Parkin, writing for IGN, considered the game to be Molyneux's least known creation, noting the game bearing "unmistakable signs of his design influence."[8]
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
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