Follow TV Tropes

Following

History VideoGame / WolfQuest

Go To

OR

Added: 1389

Changed: 17864

Removed: 4606

Is there an issue? Send a MessageReason:
Some cleanup, updates, etc


The initial edition of the game. It was originally envisioned to be four "episodes" long, with each one covering a different season and a different stage in a wolf's life. Episode 1, "Amethyst Mountain" (the fall season, which focused on finding a mate) saw its first release in December 2007. Despite funding issues along the way - the game had grown far bigger than its original scope - the game got its second episode, "Slough Creek" (aka "Survival of the Pack"), two years later, on January 1, 2010. This was the winter/spring episode, focusing on a series of missions where you and your mate establish a den site and raise pups. Its "deluxe" version added weather and time - the winning suggestion in a contest - and was released in fall 2011. This was intended to be the "final" version of the game, since everything was about as complete as it could be and there was not enough funding for a third episode; the game had already outlived expectations by several years. This version remains [[https://www.wolfquest.org/downloads25a1.php free on the official website]] but is considered a deprecated version of the game, and its multiplayer functionality no longer works.

to:

The initial edition of the game. It was originally envisioned to be four "episodes" long, with each one covering a different season and a different stage in a wolf's life. Episode 1, "Amethyst Mountain" (the fall season, which focused on finding a mate) saw its first release in December 2007. Despite funding issues along the way - the game had grown far bigger than its original scope - the game got its second episode, "Slough Creek" (aka "Survival of the Pack"), two years later, on January 1, 2010. This was the winter/spring episode, focusing on a series of missions where you and your mate establish a den site and raise pups. Its "deluxe" version added weather and time - the winning suggestion in a contest - and was released in fall 2011. This was intended to be the "final" version of the game, since everything was about as complete as it could be and there was not enough funding for a third episode; the game had already outlived expectations by several years. This version remains [[https://www.wolfquest.org/downloads25a1.php free on an old page of the official website]] but is considered a deprecated version of the game, and its multiplayer functionality no longer works.



* CharacterCustomization:
** You design your wolf by picking from five pelt colors and moving the sliders to adjust the hue, and you also choose how to balance your wolf's strength, stamina, and speed. ''2.7'' adds seven new howls to choose from, ten new pelt colors, and some options such as scars, notched ears, and walking with a limp. Like everything else, ''The ''Anniversary Edition'' refines this system further, with the existing pelts upgraded, more new pelt options, a slider for eye color, and the upgraded graphics allowing you to make absolutely beautiful wolves.
** You can give your wolf a radio collar in ''2.7'' and ''Anniversary Edition''. Interestingly, in ''2.7'' this may trigger a plane flying overhead.
** Somewhat oddly, you can also give your wolf mange, a disease which causes bald spots. Although, the disease will not progress. There is a slider to effect the degree of hair loss on the tail, allowing for a very thin one.
** You also can vary the pitch of your wolf's howl.
* ColorCodedForYourConvenience: In Scent View the screen is grayscale (or not, with older or integrated graphics cards) with a different color for each type of scent: Purple/pink for elk (with a more reddish tint for the bull elk), green for coyotes and wolf pups, yellow for wolf territory markers, blue for bears, and orange for hares. The ''Anniversary Edition'' has a much more polished and better implemented version of this system that includes such things as the wind blowing the scent particles around.

to:

* CharacterCustomization:
**
CharacterCustomization: You design your wolf by picking from five pelt colors and moving the sliders to adjust the hue, and you also choose how to balance your wolf's strength, stamina, and speed. ''2.7'' adds seven new additional howls to choose from, ten new pelt colors, and some options such as scars, notched ears, a radio collar (which may trigger a plane flying overhead), mange, and walking with a limp. limp (though these are just cosmetic and do not affect your wolf's health or abilities). Like everything else, ''The ''Anniversary Edition'' refines this system further, with the existing pelts upgraded, even more new pelt options, options and howls, a slider for eye color, tail and the upgraded graphics allowing you to make absolutely beautiful wolves.ruff fluffiness, and even your wolf's personality (which may affect that of their pups).
** You can give your wolf a radio collar in ''2.7'' and ''Anniversary Edition''. Interestingly, in ''2.7'' this may trigger a plane flying overhead.
** Somewhat oddly, you can also give your wolf mange, a disease which causes bald spots. Although, the disease will not progress. There is a slider to effect the degree of hair loss on the tail, allowing for a very thin one.
** You also can vary the pitch of your wolf's howl.
* ColorCodedForYourConvenience: In Scent View the screen is grayscale (or not, with older or integrated graphics cards) with a different color for each type of scent: Purple/pink for elk (with a more reddish tint for the bull elk), green for coyotes and wolf pups, yellow for wolf territory markers, blue for bears, and orange for hares.scent. The ''Anniversary Edition'' has a much more polished and better implemented version of this system that includes such things as the wind blowing the scent particles around.



* CreatureBreedingMechanic: The stats and diversity rating of you and your mate determine the stats and appearances of your offspring, which if they survive are playable to continue the cycle. The higher the diversity of the mate (up to 4 stars), the more desirable they are.

to:

* CreatureBreedingMechanic: The stats game allows you to have pups, with their pelt colors based on yours and your mate's. In ''Anniversary Edition'', the stats, diversity rating rating, and personality of you and your mate determine the stats and appearances of your offspring, as well as the number of pups, which if they survive are playable to continue the cycle. The higher the diversity of the mate (up to 4 stars), the more desirable they are. It even [[https://www.youtube.com/watch?v=wV-Dd_ror8g takes into consideration]] a gene that determines whether a wolf's pelt is black or not, which also affects their health.



* GameHuntingMechanic: Naturally important for a game about wolves. You must also protect your kills from bears, and other thieves.
* GhostTown: Lost River (All versions) has a lot of abandoned buildings, cars, and even a Ferris wheel, to wonder around in and investigate, but no people to be found.
* {{HUD}}: Contains your wolf's four meters (LifeMeter, [[SprintMeter Stamina Meter]], Pack Affinity Meter, and Territory Security Meter), your mate and pups' [[LifeMeter Life Meters]], how much food you are carrying for your pups, and a compass that also shows wind direction and the location of nearby wolf territories and elk hunting grounds.
* InvisibleWall: The edges of the map are bounded by these, and there's some extra ones blocking you from places you might get stuck.

to:

* GameHuntingMechanic: Naturally important for a game about wolves. You must also protect your kills from bears, bears and other thieves.
* GhostTown: Both versions of the Lost River (All versions) has a lot of map include an abandoned town with buildings, cars, and even a Ferris wheel, to wonder wander around in and investigate, but no people to be found.
* {{HUD}}: Contains your wolf's four meters (LifeMeter, [[SprintMeter Stamina Meter]], Pack Affinity Meter, and Territory Security Meter), your mate and pups' [[LifeMeter Life Meters]], how much food you are carrying for your pups, and a compass that also shows wind direction and the location of nearby wolf territories and elk hunting grounds.
grounds. ''Anniversary Edition'' removes the Territory Security as that's handled by the map, and adds a sleep meter and hunger meter.
* InvisibleWall: The edges of the map are bounded by these, these in ''Classic'', and there's some extra ones blocking you from places you might get stuck.



* NoHuggingNoKissing: After selecting a mate, the next mission begins with the female already pregnant and looking for a den to give birth in. In multiplayer, dating and mating roleplaying is not allowed at all because the game, while intended for and enjoyable for all ages, has attracted a large amount of kids and young players. Note that you can tactfully roleplay having a mate, but it must not be or turn into anything even remotely close to sexual, or involve pretending to date the other wolf/other player, and it must be handled carefully because this rule is taken very seriously, and may get your account disabled quickly if not followed correctly. ([[https://support.wolfquest.org/help/mate-and-date-game-names Read rule here.]])



* {{Permadeath}}: If your pups die, they stay dead.



** Real female wolves, when pregnant, spend most of their time in a den, and also for the next few weeks after giving birth. The father brings her food during this time. After that, the she-wolf has to return to nurse the pups periodically until they are weaned. In ''Anniversary Edition'', after selecting a den, the game skips to when the pups are able to venture out of the den and eat regurgitated food, describing the time in-between in a text box.
** In ''Anniversary Edition'', they added the small detail of the female gradually growing a pregnancy bump during Slough Creek. The pregnancy does not hinder hunting or cause any gameplay difference or effect, and as said by WordOfGod, "she does not need any "[[WackyCravings pickles or ice cream.]]"
* SpiritualSuccessor: ''[=WolfQuest=]'' is essentially the same concept as the old {{Abandonware}} DOS game ''VideoGame/WolfDOS'' modernized.
* SuperDrowningSkills: In ''2.7'', pups die very quickly when in water, which is annoying because the player is required to cross a river at one point, and you only can hold a pup for a short time. ''Anniversary Edition'' will give pups a limited ability to swim to make this much less frustrating.
* VariableMix: There's several different music tracks for just exploring and gameplay in general, but there are specific ones for hunting, interactions with stranger wolves, coming across coyotes, and being near angry bears.
* VideoGameCrueltyPotential:
** Aside from the predators you have to kill/chase off during the "Defend Your Pups" mission in ''2.7'', it's up to you just how many animals you harass, injure, or kill in Yellowstone. This even extends to your own offspring.
** In ''2.7'' multiplayer, some "pupkiller" players deliberately drown one or more pups in Slough Creek during the cross the river mission, or intentionally allow a bear or other predator to kill them. This is allowed as long as the players clearly consent to this, as some players like to do this inoffensively as part of roleplay, but it can result in a kick or ban when done without the other players' consent.

to:

** Real female wolves, when pregnant, spend most of their time in a den, and also for the next few weeks after giving birth. The father brings her food during this time. After that, the she-wolf has to return to nurse the pups periodically until they are weaned. In ''Anniversary Edition'', after After selecting a den, the game skips to when the pups are able to venture out of the den and eat regurgitated food, describing the time in-between in a text box.
** In ''Anniversary Edition'', they added the small detail of the female gradually growing a pregnancy bump during Slough Creek. The pregnancy does not hinder hunting or cause any gameplay difference or effect, and as said by WordOfGod, the devs, "she does not need any "[[WackyCravings [[WackyCravings pickles or ice cream.]]"
* SpiritualSuccessor: ''[=WolfQuest=]'' is essentially the same concept as the old {{Abandonware}} DOS ShownTheirWork:
** The
game ''VideoGame/WolfDOS'' modernized.
* SuperDrowningSkills: In ''2.7'', pups die very quickly when
realistically portrays a wolf's life. The game areas (apart from Lost River) are based directly off real areas in water, Yellowstone - right down to small ponds and a dead lightning-struck tree. The packs - and pelt colors of wolves in those packs - are based on real-life Yellowstone packs (Druid Peak, Slough Creek, and Specimen Ridge in ''Classic'' which is annoying because the player is required to cross a river at one point, were packs that existed in 2004; Junction Butte, Lamar Canyon, and you only can hold a pup for a short time. Mollie's Pack in [[UpdatedRerelease ''Anniversary Edition'' will give pups a limited ability Edition']], which were packs that lived in the same area for most of the 2010s.) Several pelt options (and the [[http://earthjustice.org/features/campaigns/limpy-the-story-of-wolf-253 "limpy" customization]]) are [[https://support.wolfquest.org/help/yellowstone-wolf-coat-dlc based on real-life Yellowstone wolves]]. The team consults with wolf biologists such as Dr. Dan [=MacNulty=] of Utah State University and Dr. David L. Mech, Senior Scientist with the U.S. Geological Survey and one of the most famous wolf biologists in the field.
** The ambient bird song in the game is all from birds native
to swim to make Yellowstone.
** Most people wrongly assume female wolves do not raise their leg when marking their territory. They actually do, and the game accurately reflects
this much less frustrating.
for the territory-marking mechanic.
* VariableMix: There's several different music tracks for just exploring and gameplay in general, but there are specific ones for hunting, interactions with stranger wolves, coming across coyotes, and being near angry bears.
encountering specific animals.
* VideoGameCrueltyPotential:
**
VideoGameCrueltyPotential: Aside from the predators you have to kill/chase off during the "Defend Your Pups" mission in ''2.7'', to defend your den, it's up to you just how many animals you harass, injure, or kill in Yellowstone. This even extends to your own offspring.
** In ''2.7'' multiplayer, some "pupkiller" players deliberately
offspring should you wish to drown one them (in ''Classic'') or more pups in Slough Creek during the cross the river mission, or intentionally allow a bear them to die of starvation or other predator to kill them. This is allowed as long as the players clearly consent to this, as some players like to do this inoffensively as part of roleplay, but it can result in a kick or ban when done without the other players' consent.illness (''Anniversary Edition'').



* VideoGameObjectives: Which include finding a mate, protecting your pups, and escorting them to the other side of the map, among other things.

to:

* VideoGameObjectives: Which include finding a mate, protecting your pups, and escorting them to the other side of the map, new locations, among other things.



* AlphaAndBetaWolves: You can't currently have a full pack of adult wolves because neither version of the game has reached that state of development yet (it needs enough people to buy it to fund it), so there is no pack ranking system, but when the episode comes WordOfGod is it will be handled realistically; "Alpha" and "Beta" wolves are now considered mostly an outdated concept. Real wild wolves do not fight over who's the boss of the pack, the parents are in charge by default. Internal aggression, such as fighting and rank challenges, usually only occurs in captive packs of unrelated wolves.

to:

* AlphaAndBetaWolves: You can't currently have a full pack of adult wolves because neither version of the game has not reached that state of development yet (it needs enough people to buy it to fund it), yet, so there is no pack ranking system, but when the episode update comes WordOfGod is it will be handled realistically; "Alpha" and "Beta" wolves are now considered [[https://www.youtube.com/watch?v=tNtFgdwTsbU mostly an outdated concept.concept]]. Real wild wolves do not fight over who's the boss of the pack, the parents are in charge by default. Internal aggression, such as fighting and rank challenges, usually only occurs in captive packs of unrelated wolves.



** Eagles fly around and perch on trees.
** Ravens are also present throughout the game world.

to:

** Eagles fly around and perch on trees.
** Ravens
trees, and ravens are also present throughout the game world.



** Stranger packs are no longer constantly there with randomly generated members, but may grow, shrink, or even disband, and another rival pack may move in if that's the case. Wolves that you've previously met may disperse and leave the area with a new mate.



** "[[https://www.youtube.com/watch?v=35XlTdxTtXc&feature=emb_title Floppy the Moose]]," a female moose loved by fans for being glitched in an amusing way, is retained in the [[GhostTown Classic Lost River]] map.

to:

** "[[https://www.youtube.com/watch?v=35XlTdxTtXc&feature=emb_title Floppy the Moose]]," a female moose loved by fans for being glitched in an amusing way, is retained in the [[GhostTown Classic Lost River]] map.map and even gets her own theme music.



** The territory mechanic in ''2.7'' is frustrating because the player can spend an excessive amount of time just keeping their territory fully marked up instead of doing other things. It was redesigned with the aim that it will be fun, more realistic, and not a chore anymore, even with the player being able to claim a much larger amount of land. For one thing, scent markings will take much longer to expire now.

to:

** The territory mechanic in ''2.7'' ''Classic'' is frustrating because the player can spend an excessive amount of time just keeping their territory fully marked up instead of doing other things. It was redesigned with the aim that it will be fun, more realistic, and not a chore anymore, even with the player being able to claim a much larger amount of land. For one thing, scent markings will take much longer to expire now.



** Pups are going to be able to survive in water, and swim short distances when it is calm, to make the river crossing mission less frustrating compared to ''2.7''
** There is a bark emote that will let the player order pups to go hide in the den. This will be useful when the player needs to leave for any reason, such as to hunt.

to:

** Pups are going to be able to survive in water, and swim short distances when it is calm, to make the river crossing journey-to-rendezvous mission less frustrating compared to ''2.7''
''Classic''
** There is a bark emote that will let lets the player order pups to go hide in the den. This will be is useful when the player needs to leave for any reason, such as to hunt.



* ColorblindMode: The territory hexes' colors have all been carefully selected to be visibly distinguishable to color blind players, no matter what form of color blindness they have.
* DatingCatwoman: While rival packs will attempt to drive you off their territory, some individuals are courtable and can be wooed to become your mate. For playing a male wolf in patch 1.1.1, this might be a necessary strategy since males are more likely to disperse than females, who tend to stay with their birth packs.

to:

* ColorblindMode: The There is a Colorblind option for the territory hexes' colors colors, and they have all been carefully selected to be visibly distinguishable to color blind players, no matter what form of color blindness they have.
* DatingCatwoman: While rival packs will attempt to drive you off their territory, some individuals are courtable and can be wooed to become your mate. For playing a male wolf in patch 1.1.1, wolf, this might be a necessary strategy since males are more likely to disperse than females, who tend to stay with their birth packs.



** 1.0.7 adds scavenger hunts for various items hidden around the maps, such as old boots and teddy bears.
* ExcrementStatement: You need to claim your territory in Slough Creek, and being a wolf you don't do that with flags.

to:

** 1.0.7 adds There are scavenger hunts for various items hidden around the maps, such as old boots and teddy bears.
** Lost River has a dog wandering around: Carmella, based on the developers' dog. If you find her, you get an achievement and can play as her for one minute.
* ExcrementStatement: You need to claim your territory in Slough Creek, territory, and being a wolf you don't do that with flags.



** When playing as a black coated wolf, if you choose another black wolf as a mate, in Slough Creek it may make the litter smaller, but more disease resistant. (This actually can happen in real life, see ShownTheirWork below.)

to:

** When playing as a black coated wolf, if you choose another black wolf as a mate, in Slough Creek it may make the litter smaller, but more disease resistant. (This actually can happen in real life, see ShownTheirWork below.)



* GameHuntingMechanic: Vastly improves this mechanic. Elk are tougher, so the player is no longer able to ludicrously massacre an entire elk herd all at once. It is more difficult to take down large prey yourself, especially on the Accurate difficulty, so the game encourages the player to favor smaller prey (hare, elk calves, etc.) and carrion like a real lone wolf would, at least until you can find a mate to help you take down bigger prey.
* IdiosyncraticDifficultyLevels: This version features the "Accurate" difficult level as the hard mode. In this mode, both you and the prey deal more damage to each other than normal, to reflect that real animals kicking and biting one another actually can severely hurt one another, not just lower a game's health bar. This difficulty level has been tuned with the intention that like real wolves, the average player has a ten percent chance or less of actually succeeding in an elk hunt. This will be even more of a nightmare with "Ironwolf" mode also enabled, but thankfully there's always the Easy and Challenging (medium) modes for the less hardcore/masochistic players.
* InstakillMook: Not to the player, but when the pups are milling around outside, eagles will be able to swoop down and take a pup. The challenge is to detect the eagle and drive it off before it can successfully do this. The player will be able to affect the eagle spawning rate by den location choice, as eagles favor more open areas.

to:

* GameHuntingMechanic: Vastly improves this mechanic.mechanic over ''Classic''. Elk are tougher, so the player is no longer able to ludicrously massacre an entire elk herd all at once. It is more difficult to take down large prey yourself, especially on the Accurate difficulty, so the game encourages the player to favor smaller prey (hare, elk calves, etc.) and carrion like a real lone wolf would, at least until you can find a mate to help you take down bigger prey.
* IdiosyncraticDifficultyLevels: This version features the "Accurate" difficult level as the hard mode. In this mode, both you and the prey deal more damage to each other than normal, to reflect that real animals kicking and biting one another actually can severely hurt one another, not just lower a game's health bar. This difficulty level has been tuned with the intention that like real wolves, the average player has a ten percent chance or less of actually succeeding in an elk hunt. This will be is even more of a nightmare with "Ironwolf" mode also enabled, but thankfully there's always the Easy and Challenging (medium) modes for the less hardcore/masochistic players.
* InstakillMook: Not to the player, but when the pups are milling around outside, eagles will be able to swoop down and take a pup. The challenge is to detect the eagle and drive it off before it can successfully do this. The player will be able to affect the eagle spawning rate is affected by den location choice, as eagles favor more open areas.



* {{Microtransactions}}: Future updates, such as "Tower Fall", will also be individual paid DLC for both mobile and PC versions of the game as well as add-ons like special customization opens. A completely updated remake of the [[GhostTown Lost River map]] is planned to be released as DLC, although the Classic Lost River map (old map pulled directly out of ''2.7'' with only minor updates) is free.

to:

* {{Microtransactions}}: Future updates, such as "Tower Fall", will also be individual paid There are DLC for both mobile and PC versions of the game cosmetic appearance packs, as well as add-ons like special customization opens. A completely updated remake of the [[GhostTown new maps: Lost River map]] is planned to be released as DLC, although (a remade and larger version; the Classic Lost River map (old map pulled directly out of ''2.7'' with only minor updates) version is free.still free) and Hellroaring Mountain.



* NoHuggingNoKissing: After selecting a mate and leaving Amethyst Mountain, Slough Creek begins with the female already pregnant and looking for a den to give birth in. In multiplayer, dating and mating roleplaying is not allowed at all because the game, while intended for and enjoyable for all ages, has attracted a large amount of kids and young players. Note that you can tactfully roleplay having a mate, but it must not be or turn into anything even remotely close to sexual, or involve pretending to date the other wolf/other player, and it must be handled carefully because this rule is taken very seriously, and may get your account disabled quickly if not followed correctly.[[https://support.wolfquest.org/help/mate-and-date-game-names Read rule here.]]



** This version gives the entire game a much needed graphics upgrade. Nice wilderness, with beautiful trees (actual accurate species, each even with varied models!), rivers, mountains, rocks, lush grass, and your beautiful wolf. The other animals also have updated models. Watching elk running as a herd is just awesome! The map also is larger now.
** While the Amethyst Mountain map is nice, Slough Creek's map is lush and greener, with wild flowers, beautiful den sights, a river that can flood, and it's not even done.
* SecondLove: Should your mate die in Slough Creek with permadeath enabled and single parenting turns out to be too much of a burden, you can shack up with a compatible dispersal wolf. This is something wolves have been observed to do even within days of a mate's death.

to:

** This version gives the entire game a much needed graphics upgrade. Nice wilderness, with beautiful trees (actual accurate species, each even with varied models!), rivers, mountains, rocks, lush grass, and your beautiful wolf. The other animals also have updated models. Watching elk running as a herd is just awesome! The map maps are also is larger now.
** While the Amethyst Mountain map is nice, Slough Creek's map is lush and greener, with wild flowers, beautiful den sights, sites, and a river that can flood, and it's not even done.
flood.
* SecondLove: Should your mate die in Slough Creek with permadeath enabled and single parenting turns out to be too much of a burden, you can shack up with a compatible dispersal wolf. This is something wolves have been observed to do even within days of a mate's death.



** The game realistically portrays a wolf's life. The game areas (apart from Lost River) are based directly off real areas in Yellowstone - right down to small ponds and a dead lightning-struck tree. The packs - and pelt colors of wolves in those packs - are based on real-life Yellowstone packs (Druid Peak, Slough Creek, and Specimen Ridge in ''2.5'' and ''2.7'' which were packs that existed in 2004; Junction Butte, Lamar Canyon, and Mollie's Pack in [[UpdatedRerelease ''The Anniversary Edition']], which were packs that lived in the same area for most of the 2010s.) The customization options added in ''2.7'' are also based on real-life packs (the Lamar Canyon pack and Blacktail Deer pack), while the "limpy" customization option comes from a [[http://earthjustice.org/features/campaigns/limpy-the-story-of-wolf-253 real-life Yellowstone wolf]] nicknamed Limpy. The team consults with wolf biologists such as Dr. Dan [=MacNulty=] of Utah State University and Dr. David L. Mech, Senior Scientist with the U.S. Geological Survey and one of the most famous wolf biologists in the field.
** The ambient bird song in the game is all from birds native to Yellowstone.
** For ''The Anniversary Edition'':
*** The team made a trip to Yellowstone, partly just to make sure the species of plants used in-game are accurate.
*** The pups, when released, will have a simplified genetics system determining coat colors, which includes a smaller litter size of potentially extra disease resistant pups if both parents are black wolves. This is is to reflect that in real-life the gene that makes wolves black also is associated with more natural resistances to some diseases, and also to reflect the recent discovery that when two black wolves mate each pup sired has a chance of dying in the womb.
*** Interacting with other wolves (both hostile packs, potential mates, and when they are released, pups) involves real wolf body language. This includes the typical wagging tails, snarling, and other well known behaviors, but also includes wolf body language most people are not familiar with, such as resting your chin on the other wolf's back as affection, or "airplane ears," which indicate uncertainty. The player will be able to bark softly to signify to the pups they need to go into the den and hide.
*** You may meet up to three dispersal wolves at the same time. It's not common knowledge sometimes multiple wolves (often siblings) will disperse from one pack and travel together for a time before each one eventually finds a mate or dies. Most people wrongly assume wolves always disperse alone.
*** In addition to wolves, the team researches the other animals (and vegetation) that are in the game to insure the most realistic experience possible (while keeping in mind good gameplay.)
*** Mule deer [[https://en.wikipedia.org/wiki/Stotting stott]] correctly, appear alone or in much smaller groups than the elk, and have a larger flee distance to reflect that they are more skittish compared to elk. They were also chosen to be in the game instead of white-tailed deer because they are far more common in the Northern range, which is where the game takes place in. The team went so far as to research the exact distance in meters a wolf can get to mule deer before they start to flee, measured it out in game and programed it in. (Though, it turned out to be bad for [[RuleOfFun gameplay, so the distance was shortened.)]]
*** The stars in the night sky are accurate instead of being random like in many other games.
*** For greater realism and immersion, the ambient bird song has been vastly expanded upon, and ambient sound has been added for other types of animals. One team member made a list of every species of bird living in Yellowstone with sound files for each one, and these were added to the game, with the frequency they occur depending on how rare the species of bird is in real life. As for the other species, in the distance, you can now hear bull elk buggleing, coyote packs howling, and a type of squirrel chattering. You can also hear wind. The frequency any ambient sound occurs is being adjusted so it doesn't annoy the player, and you can turn this feature off if you want.
*** When Winter comes in-game, the ambient bird song changes because many bird species migrate south out of the park.
*** Aspen tree models have spots of missing bark at the bottom, to reflect that elk peel bark of them when they can't find enough grass in winter. They also occur in bunches because Aspen trees are connected at the roots; what appears to be multiple trees are actually one single tree.
*** All the trees and other vegetation are real species native to Yellowstone, with the amount adjusted to how common they are - it's not generic video game grass.
*** Faries Fall is a small, previously unknown waterfall that the team discovered on their own during their trip to Yellowstone. It was added to the game soon after.
*** The bald eagles make accurate sounds. They do not make that [[IncorrectAnimalNoise famous screech]] they are usually [[TheCoconutEffect depicted doing in most works]] because that cry actually belongs to the red-tailed hawk. Sadly, in real-life, bald eagles do not sound very impressive.
*** Your wolf may dream occasionally when sleeping. While the game's depiction of it is highly speculative and stylized, there is evidence that animals can dream, including dogs and thus presumably wolves also.
*** Wolves, both the player and [=NPCs=], have a degree of pitch variance, like real wolves. The player can customize theirs.
*** Seasonal changes are accurate. The snowshoe hare's coat changes from brown, to fading to white, to full white. Male elk, moose, and mule deer lose their antlers in the appropriate months. Elk migrate to better feeding grounds depending on season. Grizzly bears hibernate in Winter, so the player does not encounter them. In Slough Creek, fawns, and other baby animals appear in Spring. Slough Creek will also flood certain times of the year after the snow from the mountains melts into the river.
*** The player will need to find a den in April, the month real wolves look for a den. How sunny and snowy the area is will have a gameplay effect, with dens near cold areas not being ideal. Eagles will be more likely to attack pups in open areas, but it will be easier to fend them off because the view will not be as obstructed by trees.
*** Most people wrongly assume female wolves do not raise their leg when marking their territory. They actually do, and the game accurately reflects this (in Slough Creek, creating and maintaining your own territory becomes an important gameplay mechanic.)
*** In the customization panel, the player is not given the option to give their wolf blue eyes because unfortunately, adult wolves cannot have blue eyes unless perhaps very rarely, and the game is aiming for as much realism and educational value as [[RuleOfFun reasonably]] possible.
*** You can tell whether a bison will charge or not by its tail position. They also will behave accurately; they are aggressive and don't flee from the player easily.
*** Herd composition is accurate. There are bachelor herds of just bull elk, and regular elk herds with just females, one bull, and offspring. The mule deer are found in much smaller herds. Coyotes have varied pack size. There is sadly no giant mega herds of bison because of performance constraints, but male bison can be found together in twos, which isn't inaccurate because when male bison get too old to reproduce anymore, they wander off from the large herds and stay with only another old male or two to keep them company.
*** The large boulders scattered on the ground are specifically glacial erratic boulders, which were carried there and left behind by glaciers hundreds of thousands of years ago. They are a common, distinctive sight in Yellowstone.
*** In multiplayer, when players separate too far from each other they disappear from other players' maps. When this happens, players can howl to place a marker on the map for a duration indicating where they are. This was added in because real wolves obviously don't know where other wolves are if they are too far away to see or smell them, so they howl to indicate where they are.
*** Wolves often hunt elk calves (and other baby ungulates) in spring, so likewise in Slough Creek during spring the player may hunt these, with this being implemented realistically: Calves do not have any scent yet in their early weeks, so the player can't find them this way; instead the player is clued in that there's a calf nearby by the presence of a lone female elk (female elk separate from their herd temporally when they have offspring) trying its best to be inconspicuous. Its calf is hidden in grass that is slightly taller than the surrounding grass. If the player gets close to the calf's hiding spot she will charge in to defend it. In a bit of depressing realism, there is a chance that after the calf is killed the mother may not accept the death and still try to defend it from the player.
*** The team contacted an advisor just because they did not know what kind of sound effect to use for the emote for calling the pups out of the den. They found out wolves make a distinct "squeaking-whimper" vocalization to call pups out of a den, as well as to announce they have food for them. They got permission to use a sound clip of this from a trail cam.
*** Beavers were added based on new evidence that wolves in Voyageurs National Park preyed on beavers, and hunting tactics in game are based on videos of beavers not responding to wolf cut-outs right next to their trails. While wolves have not been observed hunting beavers in Yellowstone, the two species do coexist in the park.

to:

** The game realistically portrays a wolf's life. The game areas (apart from Lost River) are based directly off real areas in Yellowstone - right down to small ponds and a dead lightning-struck tree. The packs - and pelt colors of wolves in those packs - are based on real-life Yellowstone packs (Druid Peak, Slough Creek, and Specimen Ridge in ''2.5'' and ''2.7'' which were packs that existed in 2004; Junction Butte, Lamar Canyon, and Mollie's Pack in [[UpdatedRerelease ''The Anniversary Edition']], which were packs that lived in the same area for most of the 2010s.) The customization options added in ''2.7'' are also based on real-life packs (the Lamar Canyon pack and Blacktail Deer pack), while the "limpy" customization option comes from a [[http://earthjustice.org/features/campaigns/limpy-the-story-of-wolf-253 real-life Yellowstone wolf]] nicknamed Limpy. The team consults with wolf biologists such as Dr. Dan [=MacNulty=] of Utah State University and Dr. David L. Mech, Senior Scientist with the U.S. Geological Survey and one of the most famous wolf biologists in the field.
** The ambient bird song in the game is all from birds native to Yellowstone.
** For ''The Anniversary Edition'':
*** The team made a trip to Yellowstone, partly just to make sure the species of plants used in-game are accurate.
*** The pups, when released, will
pups have a simplified genetics system determining coat colors, which includes a smaller litter size of potentially extra disease resistant pups if both parents are black wolves. This is is to reflect that in real-life the gene that makes wolves black also is associated with more natural resistances to some diseases, and also to reflect the recent discovery that when two black wolves mate each pup sired has a chance of dying in the womb.
*** ** Interacting with other wolves (both hostile (hostile packs, potential mates, and when they are released, pups) involves real wolf body language. This includes the typical wagging tails, snarling, and other well known behaviors, but also includes wolf body language most people are not familiar with, such as resting your chin on the other wolf's back as affection, or "airplane ears," which indicate uncertainty. The player will be able to bark softly to signify to the pups they need to go into the den and hide.
*** ** You may meet up to three dispersal wolves at the same time. It's not common knowledge that sometimes multiple wolves (often siblings) will disperse from one pack and travel together for a time before each one eventually finds a mate or dies. Most people wrongly assume wolves always disperse alone.
*** ** Your wolf may dream occasionally when sleeping. While the game's depiction of it is highly speculative and stylized, there is evidence that animals can dream, including dogs and thus presumably wolves also.
** Wolves, both the player and [=NPCs=], have a degree of pitch variance, like real wolves.
** In the customization panel, the player is not given the option to give their wolf blue eyes because unfortunately, adult wolves cannot have blue eyes unless perhaps very rarely, and the game is aiming for as much realism and educational value as [[RuleOfFun reasonably]] possible.
** The player finds a den in April, the month real wolves look for a den. How open the area is has a gameplay effect, with eagles being more likely to attack pups in open areas and cougars more likely in wooded areas.
** The team contacted an advisor just because they did not know what kind of sound effect to use for the emote for calling the pups out of the den. They found out wolves make a distinct "squeaking-whimper" vocalization to call pups out of a den, as well as to announce they have food for them. They got permission to use a sound clip of this from a trail cam.
**
In addition to wolves, the team researches the other animals (and vegetation) that are in the game to insure ensure the most realistic experience possible (while keeping in mind good gameplay.)
***
) This even includes trips to Yellowstone to verify accuracy and scout out locations. All the trees and other vegetation are real species native to Yellowstone, with the amount adjusted to how common they are - it's not generic video game grass.
**
Mule deer [[https://en.wikipedia.org/wiki/Stotting stott]] correctly, appear alone or in much smaller groups than the elk, and have a larger flee distance to reflect that they are more skittish compared to elk. They were also chosen to be in the game instead of white-tailed deer because they are far more common in the Northern range, which is where the game takes place in. The team went so far as to research the exact distance in meters a wolf can get to mule deer before they start to flee, measured it out in game and programed it in. (Though, it turned out to be bad for [[RuleOfFun gameplay, so the distance was shortened.)]]
*** ** The stars in the night sky are accurate instead of being random like in many other games.
*** ** For greater realism and immersion, the ambient bird song has been vastly expanded upon, and ambient sound has been added for other types of animals. One team member made a list of every species of bird living in Yellowstone with sound files for each one, and these were added to the game, with the frequency they occur depending on how rare the species of bird is in real life. As for the other species, in the distance, you can now hear bull elk buggleing, bugling, coyote packs howling, and a type of squirrel chattering. You can also hear wind. The frequency any ambient sound occurs is being adjusted so it doesn't annoy the player, and you can turn this feature off if you want.
*** When Winter comes in-game, the ambient bird song changes because many bird species migrate south out of the park.
*** Aspen tree models have spots of missing bark at the bottom, to reflect that elk peel bark of them when they can't find enough grass in winter. They also occur in bunches because Aspen trees are connected at the roots; what appears to be multiple trees are actually one single tree.
*** All the trees and other vegetation are real species native to Yellowstone, with the amount adjusted to how common they are - it's not generic video game grass.
*** Faries Fall is a small, previously unknown waterfall that the team discovered on their own during their trip to Yellowstone. It was added to the game soon after.
***
** The bald eagles make accurate sounds. They do not make that [[IncorrectAnimalNoise famous screech]] they are usually [[TheCoconutEffect depicted doing in most works]] because that cry actually belongs to the red-tailed hawk. Sadly, in real-life, bald eagles do not sound very impressive.
*** Your wolf may dream occasionally ** Aspen tree models have spots of missing bark at the bottom, to reflect that elk peel bark of them when sleeping. While they can't find enough grass in winter. They also occur in bunches because Aspen trees are connected at the game's depiction of it roots; what appears to be multiple trees are actually one single tree.
** Faries Fall
is highly speculative and stylized, there is evidence a small, previously unknown waterfall that animals can dream, including dogs and thus presumably wolves also.
*** Wolves, both
the player and [=NPCs=], have a degree of pitch variance, like real wolves. The player can customize theirs.
***
team discovered on their own during their trip to Yellowstone. It was added to the game soon after.
**
Seasonal changes are accurate. The snowshoe hare's coat changes from brown, to fading to white, to full white. During winter, the ambient bird song changes because many bird species migrate south out of the park. Male elk, moose, and mule deer lose their antlers in the appropriate months. Elk migrate to better feeding grounds depending on season. Grizzly bears hibernate in Winter, so the player does not encounter them. In Slough Creek, fawns, and other baby animals appear in Spring. Slough Creek will also flood certain times of the year after the snow from the mountains melts into the river.
*** The player will need to find a den in April, the month real wolves look for a den. How sunny and snowy the area is will have a gameplay effect, with dens near cold areas not being ideal. Eagles will be more likely to attack pups in open areas, but it will be easier to fend them off because the view will not be as obstructed by trees.
*** Most people wrongly assume female wolves do not raise their leg when marking their territory. They actually do, and the game accurately reflects this (in Slough Creek, creating and maintaining your own territory becomes an important gameplay mechanic.)
*** In the customization panel, the player is not given the option to give their wolf blue eyes because unfortunately, adult wolves cannot have blue eyes unless perhaps very rarely, and the game is aiming for as much realism and educational value as [[RuleOfFun reasonably]] possible.
***
** You can tell whether a bison will charge or not by its tail position. They also will behave accurately; they are aggressive and don't flee from the player easily.
*** ** Herd composition is accurate. There are bachelor herds of just bull elk, and regular elk herds with just females, one bull, and offspring. The mule deer are found in much smaller herds. Coyotes have varied pack size. There is sadly no giant mega herds of bison because of performance constraints, but male bison can be found together in twos, which isn't inaccurate because when male bison get too old to reproduce anymore, they wander off from the large herds and stay with only another old male or two to keep them company.
*** ** The large boulders scattered on the ground are specifically glacial erratic boulders, which were carried there and left behind by glaciers hundreds of thousands of years ago. They are a common, distinctive sight in Yellowstone.
*** ** In multiplayer, when players separate too far from each other they disappear from other players' maps. When this happens, players can howl to place a marker on the map for a duration indicating where they are. This was added in because real wolves obviously don't know where other wolves are if they are too far away to see or smell them, so they howl to indicate where they are.
*** ** Wolves often hunt elk calves (and other baby ungulates) in spring, so likewise in Slough Creek during spring the player may hunt these, with this being implemented realistically: Calves do not have any scent yet in their early weeks, so the player can't find them this way; instead the player is clued in that there's a calf nearby by the presence of a lone female elk (female elk separate from their herd temporally temporarily when they have offspring) trying its best to be inconspicuous. Its calf is hidden in grass that is slightly taller than the surrounding grass. If the player gets close to the calf's hiding spot she will charge in to defend it. In a bit of depressing realism, there is a chance that after the calf is killed the mother may not accept the death and still try to defend it from the player.
*** The team contacted an advisor just because they did not know what kind of sound effect to use for the emote for calling the pups out of the den. They found out wolves make a distinct "squeaking-whimper" vocalization to call pups out of a den, as well as to announce they have food for them. They got permission to use a sound clip of this from a trail cam.
***
** Beavers were added based on new evidence that wolves in Voyageurs National Park preyed on beavers, and hunting tactics in game are based on videos of beavers not responding to wolf cut-outs right next to their trails. While wolves have not been observed hunting beavers in Yellowstone, the two species do coexist in the park.



* StealthBasedMission: While most prey can be run down, the beavers added in 1.0.6 can easily escape into the lakes and rivers they hang around. The player needs to lay low and wait for a beaver to pass by in order to inflict a surprise attack for bonus damage, assuming the wind doesn't change in the meantime.

to:

* StealthBasedMission: While most prey can be run down, the beavers added in 1.0.6 can easily escape into the lakes and rivers they hang around. The player needs to lay low and wait for a beaver to pass by in order to inflict a surprise attack for bonus damage, assuming the wind doesn't change in the meantime.



** Is this to ''2.7'', as it is an entire remake of the game: a new codebase (since the previous one was a decade old and had become pretty tangled over the years), new AI, remade/bigger maps for Amethyst Mountain and Slough Creek (updated to reflect real-life changes: the burned region in Amethyst Mountain is now a growing forest, and as the packs that appeared in the original game have since died out in real life, they've been replaced with more modern packs), updated graphics, new animals to hunt, and more.

to:

** Is this to ''2.7'', ''Classic'', as it is an entire remake of the game: a new codebase (since the previous one was a decade old and had become pretty tangled over the years), new AI, remade/bigger maps for Amethyst Mountain and Slough Creek (updated to reflect real-life changes: the burned region in Amethyst Mountain is now a growing forest, and as the packs that appeared in the original game have since died out in real life, they've been replaced with more modern packs), updated graphics, new animals to hunt, and more.



** Slough Creek contains an overhaul of the territory claiming mechanic in ''Anniversary Edition.'' ''2.7'' gives you a unrealistic tiny half-circle that needs to be constantly maintained. ''Anniversary Edition'' divides the map into hexes that can be claimed as territory. Protecting it from encroaching stranger wolves becomes important. If you try and ignore the other packs, they will gradually take over yours, and can advance their territories until they take the entire map, leaving you with no safe zone.
** An completely updated [[GhostTown Lost River]] map is planned, with such things as the size being adjusted to fit in better with the other larger maps.

to:

** Slough Creek contains an overhaul of the The territory claiming mechanic in ''Anniversary Edition.'' ''2.7'' has been overhauled. ''Classic'' gives you a unrealistic tiny half-circle immediately around your den that needs to be constantly maintained. ''Anniversary Edition'' divides the map into hexes that can be claimed as territory. Protecting it from encroaching stranger wolves becomes important. If you try and ignore the other packs, they will gradually take over yours, and can advance their territories until they take the entire map, leaving you with no safe zone.
** An completely updated The [[GhostTown Lost River]] DLC map is planned, also an overhauled and updated version with such things as the size being adjusted to fit in better with the other a much larger maps.map to explore.






* FreewareGame: The ''2.5'' version of the game remains free (though the text chat of ''2.5'' has been killed off due to an agreement with the Minnesota Zoo, leaving only phrased-chat and no-chat options.)

to:

* FreewareGame: The ''2.5'' version of the game remains free (though the text chat of ''2.5'' has been killed off due to an agreement with the Minnesota Zoo, leaving only phrased-chat account system and no-chat options.therefore multiplayer no longer work.)



* GhostTown: A major feature of the Lost River map.



* InUniverseGameClock: When your wolf sleeps, you can plan what time to wake up in. This is mostly just an aesthetic thing, though elk won't detect you as easily at dawn or dusk. This was dropped in 'Anniversary Edition''. You still need to sleep, but you can't set the time you wake up.

to:

* InUniverseGameClock: When your wolf sleeps, you can plan what time to wake up in. This is mostly just an aesthetic thing, though elk won't detect you as easily at dawn or dusk. This was dropped in 'Anniversary Edition''. You still need to sleep, but Edition'' which just includes a day/night cycle and doesn't allow you can't set the to choose what time you wake up. up.


Added DiffLines:

* SuperDrowningSkills: Pups die very quickly when in water, which is annoying because the player is required to cross a river at one point, there's only a few spots shallow enough to cross, and you only can hold a pup for a short time.

Added: 1389

Changed: 17864

Removed: 4606

Is there an issue? Send a MessageReason:
Some cleanup, updates, etc


The initial edition of the game. It was originally envisioned to be four "episodes" long, with each one covering a different season and a different stage in a wolf's life. Episode 1, "Amethyst Mountain" (the fall season, which focused on finding a mate) saw its first release in December 2007. Despite funding issues along the way - the game had grown far bigger than its original scope - the game got its second episode, "Slough Creek" (aka "Survival of the Pack"), two years later, on January 1, 2010. This was the winter/spring episode, focusing on a series of missions where you and your mate establish a den site and raise pups. Its "deluxe" version added weather and time - the winning suggestion in a contest - and was released in fall 2011. This was intended to be the "final" version of the game, since everything was about as complete as it could be and there was not enough funding for a third episode; the game had already outlived expectations by several years. This version remains [[https://www.wolfquest.org/downloads25a1.php free on the official website]] but is considered a deprecated version of the game, and its multiplayer functionality no longer works.

to:

The initial edition of the game. It was originally envisioned to be four "episodes" long, with each one covering a different season and a different stage in a wolf's life. Episode 1, "Amethyst Mountain" (the fall season, which focused on finding a mate) saw its first release in December 2007. Despite funding issues along the way - the game had grown far bigger than its original scope - the game got its second episode, "Slough Creek" (aka "Survival of the Pack"), two years later, on January 1, 2010. This was the winter/spring episode, focusing on a series of missions where you and your mate establish a den site and raise pups. Its "deluxe" version added weather and time - the winning suggestion in a contest - and was released in fall 2011. This was intended to be the "final" version of the game, since everything was about as complete as it could be and there was not enough funding for a third episode; the game had already outlived expectations by several years. This version remains [[https://www.wolfquest.org/downloads25a1.php free on an old page of the official website]] but is considered a deprecated version of the game, and its multiplayer functionality no longer works.



* CharacterCustomization:
** You design your wolf by picking from five pelt colors and moving the sliders to adjust the hue, and you also choose how to balance your wolf's strength, stamina, and speed. ''2.7'' adds seven new howls to choose from, ten new pelt colors, and some options such as scars, notched ears, and walking with a limp. Like everything else, ''The ''Anniversary Edition'' refines this system further, with the existing pelts upgraded, more new pelt options, a slider for eye color, and the upgraded graphics allowing you to make absolutely beautiful wolves.
** You can give your wolf a radio collar in ''2.7'' and ''Anniversary Edition''. Interestingly, in ''2.7'' this may trigger a plane flying overhead.
** Somewhat oddly, you can also give your wolf mange, a disease which causes bald spots. Although, the disease will not progress. There is a slider to effect the degree of hair loss on the tail, allowing for a very thin one.
** You also can vary the pitch of your wolf's howl.
* ColorCodedForYourConvenience: In Scent View the screen is grayscale (or not, with older or integrated graphics cards) with a different color for each type of scent: Purple/pink for elk (with a more reddish tint for the bull elk), green for coyotes and wolf pups, yellow for wolf territory markers, blue for bears, and orange for hares. The ''Anniversary Edition'' has a much more polished and better implemented version of this system that includes such things as the wind blowing the scent particles around.

to:

* CharacterCustomization:
**
CharacterCustomization: You design your wolf by picking from five pelt colors and moving the sliders to adjust the hue, and you also choose how to balance your wolf's strength, stamina, and speed. ''2.7'' adds seven new additional howls to choose from, ten new pelt colors, and some options such as scars, notched ears, a radio collar (which may trigger a plane flying overhead), mange, and walking with a limp. limp (though these are just cosmetic and do not affect your wolf's health or abilities). Like everything else, ''The ''Anniversary Edition'' refines this system further, with the existing pelts upgraded, even more new pelt options, options and howls, a slider for eye color, tail and the upgraded graphics allowing you to make absolutely beautiful wolves.ruff fluffiness, and even your wolf's personality (which may affect that of their pups).
** You can give your wolf a radio collar in ''2.7'' and ''Anniversary Edition''. Interestingly, in ''2.7'' this may trigger a plane flying overhead.
** Somewhat oddly, you can also give your wolf mange, a disease which causes bald spots. Although, the disease will not progress. There is a slider to effect the degree of hair loss on the tail, allowing for a very thin one.
** You also can vary the pitch of your wolf's howl.
* ColorCodedForYourConvenience: In Scent View the screen is grayscale (or not, with older or integrated graphics cards) with a different color for each type of scent: Purple/pink for elk (with a more reddish tint for the bull elk), green for coyotes and wolf pups, yellow for wolf territory markers, blue for bears, and orange for hares.scent. The ''Anniversary Edition'' has a much more polished and better implemented version of this system that includes such things as the wind blowing the scent particles around.



* CreatureBreedingMechanic: The stats and diversity rating of you and your mate determine the stats and appearances of your offspring, which if they survive are playable to continue the cycle. The higher the diversity of the mate (up to 4 stars), the more desirable they are.

to:

* CreatureBreedingMechanic: The stats game allows you to have pups, with their pelt colors based on yours and your mate's. In ''Anniversary Edition'', the stats, diversity rating rating, and personality of you and your mate determine the stats and appearances of your offspring, as well as the number of pups, which if they survive are playable to continue the cycle. The higher the diversity of the mate (up to 4 stars), the more desirable they are. It even [[https://www.youtube.com/watch?v=wV-Dd_ror8g takes into consideration]] a gene that determines whether a wolf's pelt is black or not, which also affects their health.



* GameHuntingMechanic: Naturally important for a game about wolves. You must also protect your kills from bears, and other thieves.
* GhostTown: Lost River (All versions) has a lot of abandoned buildings, cars, and even a Ferris wheel, to wonder around in and investigate, but no people to be found.
* {{HUD}}: Contains your wolf's four meters (LifeMeter, [[SprintMeter Stamina Meter]], Pack Affinity Meter, and Territory Security Meter), your mate and pups' [[LifeMeter Life Meters]], how much food you are carrying for your pups, and a compass that also shows wind direction and the location of nearby wolf territories and elk hunting grounds.
* InvisibleWall: The edges of the map are bounded by these, and there's some extra ones blocking you from places you might get stuck.

to:

* GameHuntingMechanic: Naturally important for a game about wolves. You must also protect your kills from bears, bears and other thieves.
* GhostTown: Both versions of the Lost River (All versions) has a lot of map include an abandoned town with buildings, cars, and even a Ferris wheel, to wonder wander around in and investigate, but no people to be found.
* {{HUD}}: Contains your wolf's four meters (LifeMeter, [[SprintMeter Stamina Meter]], Pack Affinity Meter, and Territory Security Meter), your mate and pups' [[LifeMeter Life Meters]], how much food you are carrying for your pups, and a compass that also shows wind direction and the location of nearby wolf territories and elk hunting grounds.
grounds. ''Anniversary Edition'' removes the Territory Security as that's handled by the map, and adds a sleep meter and hunger meter.
* InvisibleWall: The edges of the map are bounded by these, these in ''Classic'', and there's some extra ones blocking you from places you might get stuck.



* NoHuggingNoKissing: After selecting a mate, the next mission begins with the female already pregnant and looking for a den to give birth in. In multiplayer, dating and mating roleplaying is not allowed at all because the game, while intended for and enjoyable for all ages, has attracted a large amount of kids and young players. Note that you can tactfully roleplay having a mate, but it must not be or turn into anything even remotely close to sexual, or involve pretending to date the other wolf/other player, and it must be handled carefully because this rule is taken very seriously, and may get your account disabled quickly if not followed correctly. ([[https://support.wolfquest.org/help/mate-and-date-game-names Read rule here.]])



* {{Permadeath}}: If your pups die, they stay dead.



** Real female wolves, when pregnant, spend most of their time in a den, and also for the next few weeks after giving birth. The father brings her food during this time. After that, the she-wolf has to return to nurse the pups periodically until they are weaned. In ''Anniversary Edition'', after selecting a den, the game skips to when the pups are able to venture out of the den and eat regurgitated food, describing the time in-between in a text box.
** In ''Anniversary Edition'', they added the small detail of the female gradually growing a pregnancy bump during Slough Creek. The pregnancy does not hinder hunting or cause any gameplay difference or effect, and as said by WordOfGod, "she does not need any "[[WackyCravings pickles or ice cream.]]"
* SpiritualSuccessor: ''[=WolfQuest=]'' is essentially the same concept as the old {{Abandonware}} DOS game ''VideoGame/WolfDOS'' modernized.
* SuperDrowningSkills: In ''2.7'', pups die very quickly when in water, which is annoying because the player is required to cross a river at one point, and you only can hold a pup for a short time. ''Anniversary Edition'' will give pups a limited ability to swim to make this much less frustrating.
* VariableMix: There's several different music tracks for just exploring and gameplay in general, but there are specific ones for hunting, interactions with stranger wolves, coming across coyotes, and being near angry bears.
* VideoGameCrueltyPotential:
** Aside from the predators you have to kill/chase off during the "Defend Your Pups" mission in ''2.7'', it's up to you just how many animals you harass, injure, or kill in Yellowstone. This even extends to your own offspring.
** In ''2.7'' multiplayer, some "pupkiller" players deliberately drown one or more pups in Slough Creek during the cross the river mission, or intentionally allow a bear or other predator to kill them. This is allowed as long as the players clearly consent to this, as some players like to do this inoffensively as part of roleplay, but it can result in a kick or ban when done without the other players' consent.

to:

** Real female wolves, when pregnant, spend most of their time in a den, and also for the next few weeks after giving birth. The father brings her food during this time. After that, the she-wolf has to return to nurse the pups periodically until they are weaned. In ''Anniversary Edition'', after After selecting a den, the game skips to when the pups are able to venture out of the den and eat regurgitated food, describing the time in-between in a text box.
** In ''Anniversary Edition'', they added the small detail of the female gradually growing a pregnancy bump during Slough Creek. The pregnancy does not hinder hunting or cause any gameplay difference or effect, and as said by WordOfGod, the devs, "she does not need any "[[WackyCravings [[WackyCravings pickles or ice cream.]]"
* SpiritualSuccessor: ''[=WolfQuest=]'' is essentially the same concept as the old {{Abandonware}} DOS ShownTheirWork:
** The
game ''VideoGame/WolfDOS'' modernized.
* SuperDrowningSkills: In ''2.7'', pups die very quickly when
realistically portrays a wolf's life. The game areas (apart from Lost River) are based directly off real areas in water, Yellowstone - right down to small ponds and a dead lightning-struck tree. The packs - and pelt colors of wolves in those packs - are based on real-life Yellowstone packs (Druid Peak, Slough Creek, and Specimen Ridge in ''Classic'' which is annoying because the player is required to cross a river at one point, were packs that existed in 2004; Junction Butte, Lamar Canyon, and you only can hold a pup for a short time. Mollie's Pack in [[UpdatedRerelease ''Anniversary Edition'' will give pups a limited ability Edition']], which were packs that lived in the same area for most of the 2010s.) Several pelt options (and the [[http://earthjustice.org/features/campaigns/limpy-the-story-of-wolf-253 "limpy" customization]]) are [[https://support.wolfquest.org/help/yellowstone-wolf-coat-dlc based on real-life Yellowstone wolves]]. The team consults with wolf biologists such as Dr. Dan [=MacNulty=] of Utah State University and Dr. David L. Mech, Senior Scientist with the U.S. Geological Survey and one of the most famous wolf biologists in the field.
** The ambient bird song in the game is all from birds native
to swim to make Yellowstone.
** Most people wrongly assume female wolves do not raise their leg when marking their territory. They actually do, and the game accurately reflects
this much less frustrating.
for the territory-marking mechanic.
* VariableMix: There's several different music tracks for just exploring and gameplay in general, but there are specific ones for hunting, interactions with stranger wolves, coming across coyotes, and being near angry bears.
encountering specific animals.
* VideoGameCrueltyPotential:
**
VideoGameCrueltyPotential: Aside from the predators you have to kill/chase off during the "Defend Your Pups" mission in ''2.7'', to defend your den, it's up to you just how many animals you harass, injure, or kill in Yellowstone. This even extends to your own offspring.
** In ''2.7'' multiplayer, some "pupkiller" players deliberately
offspring should you wish to drown one them (in ''Classic'') or more pups in Slough Creek during the cross the river mission, or intentionally allow a bear them to die of starvation or other predator to kill them. This is allowed as long as the players clearly consent to this, as some players like to do this inoffensively as part of roleplay, but it can result in a kick or ban when done without the other players' consent.illness (''Anniversary Edition'').



* VideoGameObjectives: Which include finding a mate, protecting your pups, and escorting them to the other side of the map, among other things.

to:

* VideoGameObjectives: Which include finding a mate, protecting your pups, and escorting them to the other side of the map, new locations, among other things.



* AlphaAndBetaWolves: You can't currently have a full pack of adult wolves because neither version of the game has reached that state of development yet (it needs enough people to buy it to fund it), so there is no pack ranking system, but when the episode comes WordOfGod is it will be handled realistically; "Alpha" and "Beta" wolves are now considered mostly an outdated concept. Real wild wolves do not fight over who's the boss of the pack, the parents are in charge by default. Internal aggression, such as fighting and rank challenges, usually only occurs in captive packs of unrelated wolves.

to:

* AlphaAndBetaWolves: You can't currently have a full pack of adult wolves because neither version of the game has not reached that state of development yet (it needs enough people to buy it to fund it), yet, so there is no pack ranking system, but when the episode update comes WordOfGod is it will be handled realistically; "Alpha" and "Beta" wolves are now considered [[https://www.youtube.com/watch?v=tNtFgdwTsbU mostly an outdated concept.concept]]. Real wild wolves do not fight over who's the boss of the pack, the parents are in charge by default. Internal aggression, such as fighting and rank challenges, usually only occurs in captive packs of unrelated wolves.



** Eagles fly around and perch on trees.
** Ravens are also present throughout the game world.

to:

** Eagles fly around and perch on trees.
** Ravens
trees, and ravens are also present throughout the game world.



** Stranger packs are no longer constantly there with randomly generated members, but may grow, shrink, or even disband, and another rival pack may move in if that's the case. Wolves that you've previously met may disperse and leave the area with a new mate.



** "[[https://www.youtube.com/watch?v=35XlTdxTtXc&feature=emb_title Floppy the Moose]]," a female moose loved by fans for being glitched in an amusing way, is retained in the [[GhostTown Classic Lost River]] map.

to:

** "[[https://www.youtube.com/watch?v=35XlTdxTtXc&feature=emb_title Floppy the Moose]]," a female moose loved by fans for being glitched in an amusing way, is retained in the [[GhostTown Classic Lost River]] map.map and even gets her own theme music.



** The territory mechanic in ''2.7'' is frustrating because the player can spend an excessive amount of time just keeping their territory fully marked up instead of doing other things. It was redesigned with the aim that it will be fun, more realistic, and not a chore anymore, even with the player being able to claim a much larger amount of land. For one thing, scent markings will take much longer to expire now.

to:

** The territory mechanic in ''2.7'' ''Classic'' is frustrating because the player can spend an excessive amount of time just keeping their territory fully marked up instead of doing other things. It was redesigned with the aim that it will be fun, more realistic, and not a chore anymore, even with the player being able to claim a much larger amount of land. For one thing, scent markings will take much longer to expire now.



** Pups are going to be able to survive in water, and swim short distances when it is calm, to make the river crossing mission less frustrating compared to ''2.7''
** There is a bark emote that will let the player order pups to go hide in the den. This will be useful when the player needs to leave for any reason, such as to hunt.

to:

** Pups are going to be able to survive in water, and swim short distances when it is calm, to make the river crossing journey-to-rendezvous mission less frustrating compared to ''2.7''
''Classic''
** There is a bark emote that will let lets the player order pups to go hide in the den. This will be is useful when the player needs to leave for any reason, such as to hunt.



* ColorblindMode: The territory hexes' colors have all been carefully selected to be visibly distinguishable to color blind players, no matter what form of color blindness they have.
* DatingCatwoman: While rival packs will attempt to drive you off their territory, some individuals are courtable and can be wooed to become your mate. For playing a male wolf in patch 1.1.1, this might be a necessary strategy since males are more likely to disperse than females, who tend to stay with their birth packs.

to:

* ColorblindMode: The There is a Colorblind option for the territory hexes' colors colors, and they have all been carefully selected to be visibly distinguishable to color blind players, no matter what form of color blindness they have.
* DatingCatwoman: While rival packs will attempt to drive you off their territory, some individuals are courtable and can be wooed to become your mate. For playing a male wolf in patch 1.1.1, wolf, this might be a necessary strategy since males are more likely to disperse than females, who tend to stay with their birth packs.



** 1.0.7 adds scavenger hunts for various items hidden around the maps, such as old boots and teddy bears.
* ExcrementStatement: You need to claim your territory in Slough Creek, and being a wolf you don't do that with flags.

to:

** 1.0.7 adds There are scavenger hunts for various items hidden around the maps, such as old boots and teddy bears.
** Lost River has a dog wandering around: Carmella, based on the developers' dog. If you find her, you get an achievement and can play as her for one minute.
* ExcrementStatement: You need to claim your territory in Slough Creek, territory, and being a wolf you don't do that with flags.



** When playing as a black coated wolf, if you choose another black wolf as a mate, in Slough Creek it may make the litter smaller, but more disease resistant. (This actually can happen in real life, see ShownTheirWork below.)

to:

** When playing as a black coated wolf, if you choose another black wolf as a mate, in Slough Creek it may make the litter smaller, but more disease resistant. (This actually can happen in real life, see ShownTheirWork below.)



* GameHuntingMechanic: Vastly improves this mechanic. Elk are tougher, so the player is no longer able to ludicrously massacre an entire elk herd all at once. It is more difficult to take down large prey yourself, especially on the Accurate difficulty, so the game encourages the player to favor smaller prey (hare, elk calves, etc.) and carrion like a real lone wolf would, at least until you can find a mate to help you take down bigger prey.
* IdiosyncraticDifficultyLevels: This version features the "Accurate" difficult level as the hard mode. In this mode, both you and the prey deal more damage to each other than normal, to reflect that real animals kicking and biting one another actually can severely hurt one another, not just lower a game's health bar. This difficulty level has been tuned with the intention that like real wolves, the average player has a ten percent chance or less of actually succeeding in an elk hunt. This will be even more of a nightmare with "Ironwolf" mode also enabled, but thankfully there's always the Easy and Challenging (medium) modes for the less hardcore/masochistic players.
* InstakillMook: Not to the player, but when the pups are milling around outside, eagles will be able to swoop down and take a pup. The challenge is to detect the eagle and drive it off before it can successfully do this. The player will be able to affect the eagle spawning rate by den location choice, as eagles favor more open areas.

to:

* GameHuntingMechanic: Vastly improves this mechanic.mechanic over ''Classic''. Elk are tougher, so the player is no longer able to ludicrously massacre an entire elk herd all at once. It is more difficult to take down large prey yourself, especially on the Accurate difficulty, so the game encourages the player to favor smaller prey (hare, elk calves, etc.) and carrion like a real lone wolf would, at least until you can find a mate to help you take down bigger prey.
* IdiosyncraticDifficultyLevels: This version features the "Accurate" difficult level as the hard mode. In this mode, both you and the prey deal more damage to each other than normal, to reflect that real animals kicking and biting one another actually can severely hurt one another, not just lower a game's health bar. This difficulty level has been tuned with the intention that like real wolves, the average player has a ten percent chance or less of actually succeeding in an elk hunt. This will be is even more of a nightmare with "Ironwolf" mode also enabled, but thankfully there's always the Easy and Challenging (medium) modes for the less hardcore/masochistic players.
* InstakillMook: Not to the player, but when the pups are milling around outside, eagles will be able to swoop down and take a pup. The challenge is to detect the eagle and drive it off before it can successfully do this. The player will be able to affect the eagle spawning rate is affected by den location choice, as eagles favor more open areas.



* {{Microtransactions}}: Future updates, such as "Tower Fall", will also be individual paid DLC for both mobile and PC versions of the game as well as add-ons like special customization opens. A completely updated remake of the [[GhostTown Lost River map]] is planned to be released as DLC, although the Classic Lost River map (old map pulled directly out of ''2.7'' with only minor updates) is free.

to:

* {{Microtransactions}}: Future updates, such as "Tower Fall", will also be individual paid There are DLC for both mobile and PC versions of the game cosmetic appearance packs, as well as add-ons like special customization opens. A completely updated remake of the [[GhostTown new maps: Lost River map]] is planned to be released as DLC, although (a remade and larger version; the Classic Lost River map (old map pulled directly out of ''2.7'' with only minor updates) version is free.still free) and Hellroaring Mountain.



* NoHuggingNoKissing: After selecting a mate and leaving Amethyst Mountain, Slough Creek begins with the female already pregnant and looking for a den to give birth in. In multiplayer, dating and mating roleplaying is not allowed at all because the game, while intended for and enjoyable for all ages, has attracted a large amount of kids and young players. Note that you can tactfully roleplay having a mate, but it must not be or turn into anything even remotely close to sexual, or involve pretending to date the other wolf/other player, and it must be handled carefully because this rule is taken very seriously, and may get your account disabled quickly if not followed correctly.[[https://support.wolfquest.org/help/mate-and-date-game-names Read rule here.]]



** This version gives the entire game a much needed graphics upgrade. Nice wilderness, with beautiful trees (actual accurate species, each even with varied models!), rivers, mountains, rocks, lush grass, and your beautiful wolf. The other animals also have updated models. Watching elk running as a herd is just awesome! The map also is larger now.
** While the Amethyst Mountain map is nice, Slough Creek's map is lush and greener, with wild flowers, beautiful den sights, a river that can flood, and it's not even done.
* SecondLove: Should your mate die in Slough Creek with permadeath enabled and single parenting turns out to be too much of a burden, you can shack up with a compatible dispersal wolf. This is something wolves have been observed to do even within days of a mate's death.

to:

** This version gives the entire game a much needed graphics upgrade. Nice wilderness, with beautiful trees (actual accurate species, each even with varied models!), rivers, mountains, rocks, lush grass, and your beautiful wolf. The other animals also have updated models. Watching elk running as a herd is just awesome! The map maps are also is larger now.
** While the Amethyst Mountain map is nice, Slough Creek's map is lush and greener, with wild flowers, beautiful den sights, sites, and a river that can flood, and it's not even done.
flood.
* SecondLove: Should your mate die in Slough Creek with permadeath enabled and single parenting turns out to be too much of a burden, you can shack up with a compatible dispersal wolf. This is something wolves have been observed to do even within days of a mate's death.



** The game realistically portrays a wolf's life. The game areas (apart from Lost River) are based directly off real areas in Yellowstone - right down to small ponds and a dead lightning-struck tree. The packs - and pelt colors of wolves in those packs - are based on real-life Yellowstone packs (Druid Peak, Slough Creek, and Specimen Ridge in ''2.5'' and ''2.7'' which were packs that existed in 2004; Junction Butte, Lamar Canyon, and Mollie's Pack in [[UpdatedRerelease ''The Anniversary Edition']], which were packs that lived in the same area for most of the 2010s.) The customization options added in ''2.7'' are also based on real-life packs (the Lamar Canyon pack and Blacktail Deer pack), while the "limpy" customization option comes from a [[http://earthjustice.org/features/campaigns/limpy-the-story-of-wolf-253 real-life Yellowstone wolf]] nicknamed Limpy. The team consults with wolf biologists such as Dr. Dan [=MacNulty=] of Utah State University and Dr. David L. Mech, Senior Scientist with the U.S. Geological Survey and one of the most famous wolf biologists in the field.
** The ambient bird song in the game is all from birds native to Yellowstone.
** For ''The Anniversary Edition'':
*** The team made a trip to Yellowstone, partly just to make sure the species of plants used in-game are accurate.
*** The pups, when released, will have a simplified genetics system determining coat colors, which includes a smaller litter size of potentially extra disease resistant pups if both parents are black wolves. This is is to reflect that in real-life the gene that makes wolves black also is associated with more natural resistances to some diseases, and also to reflect the recent discovery that when two black wolves mate each pup sired has a chance of dying in the womb.
*** Interacting with other wolves (both hostile packs, potential mates, and when they are released, pups) involves real wolf body language. This includes the typical wagging tails, snarling, and other well known behaviors, but also includes wolf body language most people are not familiar with, such as resting your chin on the other wolf's back as affection, or "airplane ears," which indicate uncertainty. The player will be able to bark softly to signify to the pups they need to go into the den and hide.
*** You may meet up to three dispersal wolves at the same time. It's not common knowledge sometimes multiple wolves (often siblings) will disperse from one pack and travel together for a time before each one eventually finds a mate or dies. Most people wrongly assume wolves always disperse alone.
*** In addition to wolves, the team researches the other animals (and vegetation) that are in the game to insure the most realistic experience possible (while keeping in mind good gameplay.)
*** Mule deer [[https://en.wikipedia.org/wiki/Stotting stott]] correctly, appear alone or in much smaller groups than the elk, and have a larger flee distance to reflect that they are more skittish compared to elk. They were also chosen to be in the game instead of white-tailed deer because they are far more common in the Northern range, which is where the game takes place in. The team went so far as to research the exact distance in meters a wolf can get to mule deer before they start to flee, measured it out in game and programed it in. (Though, it turned out to be bad for [[RuleOfFun gameplay, so the distance was shortened.)]]
*** The stars in the night sky are accurate instead of being random like in many other games.
*** For greater realism and immersion, the ambient bird song has been vastly expanded upon, and ambient sound has been added for other types of animals. One team member made a list of every species of bird living in Yellowstone with sound files for each one, and these were added to the game, with the frequency they occur depending on how rare the species of bird is in real life. As for the other species, in the distance, you can now hear bull elk buggleing, coyote packs howling, and a type of squirrel chattering. You can also hear wind. The frequency any ambient sound occurs is being adjusted so it doesn't annoy the player, and you can turn this feature off if you want.
*** When Winter comes in-game, the ambient bird song changes because many bird species migrate south out of the park.
*** Aspen tree models have spots of missing bark at the bottom, to reflect that elk peel bark of them when they can't find enough grass in winter. They also occur in bunches because Aspen trees are connected at the roots; what appears to be multiple trees are actually one single tree.
*** All the trees and other vegetation are real species native to Yellowstone, with the amount adjusted to how common they are - it's not generic video game grass.
*** Faries Fall is a small, previously unknown waterfall that the team discovered on their own during their trip to Yellowstone. It was added to the game soon after.
*** The bald eagles make accurate sounds. They do not make that [[IncorrectAnimalNoise famous screech]] they are usually [[TheCoconutEffect depicted doing in most works]] because that cry actually belongs to the red-tailed hawk. Sadly, in real-life, bald eagles do not sound very impressive.
*** Your wolf may dream occasionally when sleeping. While the game's depiction of it is highly speculative and stylized, there is evidence that animals can dream, including dogs and thus presumably wolves also.
*** Wolves, both the player and [=NPCs=], have a degree of pitch variance, like real wolves. The player can customize theirs.
*** Seasonal changes are accurate. The snowshoe hare's coat changes from brown, to fading to white, to full white. Male elk, moose, and mule deer lose their antlers in the appropriate months. Elk migrate to better feeding grounds depending on season. Grizzly bears hibernate in Winter, so the player does not encounter them. In Slough Creek, fawns, and other baby animals appear in Spring. Slough Creek will also flood certain times of the year after the snow from the mountains melts into the river.
*** The player will need to find a den in April, the month real wolves look for a den. How sunny and snowy the area is will have a gameplay effect, with dens near cold areas not being ideal. Eagles will be more likely to attack pups in open areas, but it will be easier to fend them off because the view will not be as obstructed by trees.
*** Most people wrongly assume female wolves do not raise their leg when marking their territory. They actually do, and the game accurately reflects this (in Slough Creek, creating and maintaining your own territory becomes an important gameplay mechanic.)
*** In the customization panel, the player is not given the option to give their wolf blue eyes because unfortunately, adult wolves cannot have blue eyes unless perhaps very rarely, and the game is aiming for as much realism and educational value as [[RuleOfFun reasonably]] possible.
*** You can tell whether a bison will charge or not by its tail position. They also will behave accurately; they are aggressive and don't flee from the player easily.
*** Herd composition is accurate. There are bachelor herds of just bull elk, and regular elk herds with just females, one bull, and offspring. The mule deer are found in much smaller herds. Coyotes have varied pack size. There is sadly no giant mega herds of bison because of performance constraints, but male bison can be found together in twos, which isn't inaccurate because when male bison get too old to reproduce anymore, they wander off from the large herds and stay with only another old male or two to keep them company.
*** The large boulders scattered on the ground are specifically glacial erratic boulders, which were carried there and left behind by glaciers hundreds of thousands of years ago. They are a common, distinctive sight in Yellowstone.
*** In multiplayer, when players separate too far from each other they disappear from other players' maps. When this happens, players can howl to place a marker on the map for a duration indicating where they are. This was added in because real wolves obviously don't know where other wolves are if they are too far away to see or smell them, so they howl to indicate where they are.
*** Wolves often hunt elk calves (and other baby ungulates) in spring, so likewise in Slough Creek during spring the player may hunt these, with this being implemented realistically: Calves do not have any scent yet in their early weeks, so the player can't find them this way; instead the player is clued in that there's a calf nearby by the presence of a lone female elk (female elk separate from their herd temporally when they have offspring) trying its best to be inconspicuous. Its calf is hidden in grass that is slightly taller than the surrounding grass. If the player gets close to the calf's hiding spot she will charge in to defend it. In a bit of depressing realism, there is a chance that after the calf is killed the mother may not accept the death and still try to defend it from the player.
*** The team contacted an advisor just because they did not know what kind of sound effect to use for the emote for calling the pups out of the den. They found out wolves make a distinct "squeaking-whimper" vocalization to call pups out of a den, as well as to announce they have food for them. They got permission to use a sound clip of this from a trail cam.
*** Beavers were added based on new evidence that wolves in Voyageurs National Park preyed on beavers, and hunting tactics in game are based on videos of beavers not responding to wolf cut-outs right next to their trails. While wolves have not been observed hunting beavers in Yellowstone, the two species do coexist in the park.

to:

** The game realistically portrays a wolf's life. The game areas (apart from Lost River) are based directly off real areas in Yellowstone - right down to small ponds and a dead lightning-struck tree. The packs - and pelt colors of wolves in those packs - are based on real-life Yellowstone packs (Druid Peak, Slough Creek, and Specimen Ridge in ''2.5'' and ''2.7'' which were packs that existed in 2004; Junction Butte, Lamar Canyon, and Mollie's Pack in [[UpdatedRerelease ''The Anniversary Edition']], which were packs that lived in the same area for most of the 2010s.) The customization options added in ''2.7'' are also based on real-life packs (the Lamar Canyon pack and Blacktail Deer pack), while the "limpy" customization option comes from a [[http://earthjustice.org/features/campaigns/limpy-the-story-of-wolf-253 real-life Yellowstone wolf]] nicknamed Limpy. The team consults with wolf biologists such as Dr. Dan [=MacNulty=] of Utah State University and Dr. David L. Mech, Senior Scientist with the U.S. Geological Survey and one of the most famous wolf biologists in the field.
** The ambient bird song in the game is all from birds native to Yellowstone.
** For ''The Anniversary Edition'':
*** The team made a trip to Yellowstone, partly just to make sure the species of plants used in-game are accurate.
*** The pups, when released, will
pups have a simplified genetics system determining coat colors, which includes a smaller litter size of potentially extra disease resistant pups if both parents are black wolves. This is is to reflect that in real-life the gene that makes wolves black also is associated with more natural resistances to some diseases, and also to reflect the recent discovery that when two black wolves mate each pup sired has a chance of dying in the womb.
*** ** Interacting with other wolves (both hostile (hostile packs, potential mates, and when they are released, pups) involves real wolf body language. This includes the typical wagging tails, snarling, and other well known behaviors, but also includes wolf body language most people are not familiar with, such as resting your chin on the other wolf's back as affection, or "airplane ears," which indicate uncertainty. The player will be able to bark softly to signify to the pups they need to go into the den and hide.
*** ** You may meet up to three dispersal wolves at the same time. It's not common knowledge that sometimes multiple wolves (often siblings) will disperse from one pack and travel together for a time before each one eventually finds a mate or dies. Most people wrongly assume wolves always disperse alone.
*** ** Your wolf may dream occasionally when sleeping. While the game's depiction of it is highly speculative and stylized, there is evidence that animals can dream, including dogs and thus presumably wolves also.
** Wolves, both the player and [=NPCs=], have a degree of pitch variance, like real wolves.
** In the customization panel, the player is not given the option to give their wolf blue eyes because unfortunately, adult wolves cannot have blue eyes unless perhaps very rarely, and the game is aiming for as much realism and educational value as [[RuleOfFun reasonably]] possible.
** The player finds a den in April, the month real wolves look for a den. How open the area is has a gameplay effect, with eagles being more likely to attack pups in open areas and cougars more likely in wooded areas.
** The team contacted an advisor just because they did not know what kind of sound effect to use for the emote for calling the pups out of the den. They found out wolves make a distinct "squeaking-whimper" vocalization to call pups out of a den, as well as to announce they have food for them. They got permission to use a sound clip of this from a trail cam.
**
In addition to wolves, the team researches the other animals (and vegetation) that are in the game to insure ensure the most realistic experience possible (while keeping in mind good gameplay.)
***
) This even includes trips to Yellowstone to verify accuracy and scout out locations. All the trees and other vegetation are real species native to Yellowstone, with the amount adjusted to how common they are - it's not generic video game grass.
**
Mule deer [[https://en.wikipedia.org/wiki/Stotting stott]] correctly, appear alone or in much smaller groups than the elk, and have a larger flee distance to reflect that they are more skittish compared to elk. They were also chosen to be in the game instead of white-tailed deer because they are far more common in the Northern range, which is where the game takes place in. The team went so far as to research the exact distance in meters a wolf can get to mule deer before they start to flee, measured it out in game and programed it in. (Though, it turned out to be bad for [[RuleOfFun gameplay, so the distance was shortened.)]]
*** ** The stars in the night sky are accurate instead of being random like in many other games.
*** ** For greater realism and immersion, the ambient bird song has been vastly expanded upon, and ambient sound has been added for other types of animals. One team member made a list of every species of bird living in Yellowstone with sound files for each one, and these were added to the game, with the frequency they occur depending on how rare the species of bird is in real life. As for the other species, in the distance, you can now hear bull elk buggleing, bugling, coyote packs howling, and a type of squirrel chattering. You can also hear wind. The frequency any ambient sound occurs is being adjusted so it doesn't annoy the player, and you can turn this feature off if you want.
*** When Winter comes in-game, the ambient bird song changes because many bird species migrate south out of the park.
*** Aspen tree models have spots of missing bark at the bottom, to reflect that elk peel bark of them when they can't find enough grass in winter. They also occur in bunches because Aspen trees are connected at the roots; what appears to be multiple trees are actually one single tree.
*** All the trees and other vegetation are real species native to Yellowstone, with the amount adjusted to how common they are - it's not generic video game grass.
*** Faries Fall is a small, previously unknown waterfall that the team discovered on their own during their trip to Yellowstone. It was added to the game soon after.
***
** The bald eagles make accurate sounds. They do not make that [[IncorrectAnimalNoise famous screech]] they are usually [[TheCoconutEffect depicted doing in most works]] because that cry actually belongs to the red-tailed hawk. Sadly, in real-life, bald eagles do not sound very impressive.
*** Your wolf may dream occasionally ** Aspen tree models have spots of missing bark at the bottom, to reflect that elk peel bark of them when sleeping. While they can't find enough grass in winter. They also occur in bunches because Aspen trees are connected at the game's depiction of it roots; what appears to be multiple trees are actually one single tree.
** Faries Fall
is highly speculative and stylized, there is evidence a small, previously unknown waterfall that animals can dream, including dogs and thus presumably wolves also.
*** Wolves, both
the player and [=NPCs=], have a degree of pitch variance, like real wolves. The player can customize theirs.
***
team discovered on their own during their trip to Yellowstone. It was added to the game soon after.
**
Seasonal changes are accurate. The snowshoe hare's coat changes from brown, to fading to white, to full white. During winter, the ambient bird song changes because many bird species migrate south out of the park. Male elk, moose, and mule deer lose their antlers in the appropriate months. Elk migrate to better feeding grounds depending on season. Grizzly bears hibernate in Winter, so the player does not encounter them. In Slough Creek, fawns, and other baby animals appear in Spring. Slough Creek will also flood certain times of the year after the snow from the mountains melts into the river.
*** The player will need to find a den in April, the month real wolves look for a den. How sunny and snowy the area is will have a gameplay effect, with dens near cold areas not being ideal. Eagles will be more likely to attack pups in open areas, but it will be easier to fend them off because the view will not be as obstructed by trees.
*** Most people wrongly assume female wolves do not raise their leg when marking their territory. They actually do, and the game accurately reflects this (in Slough Creek, creating and maintaining your own territory becomes an important gameplay mechanic.)
*** In the customization panel, the player is not given the option to give their wolf blue eyes because unfortunately, adult wolves cannot have blue eyes unless perhaps very rarely, and the game is aiming for as much realism and educational value as [[RuleOfFun reasonably]] possible.
***
** You can tell whether a bison will charge or not by its tail position. They also will behave accurately; they are aggressive and don't flee from the player easily.
*** ** Herd composition is accurate. There are bachelor herds of just bull elk, and regular elk herds with just females, one bull, and offspring. The mule deer are found in much smaller herds. Coyotes have varied pack size. There is sadly no giant mega herds of bison because of performance constraints, but male bison can be found together in twos, which isn't inaccurate because when male bison get too old to reproduce anymore, they wander off from the large herds and stay with only another old male or two to keep them company.
*** ** The large boulders scattered on the ground are specifically glacial erratic boulders, which were carried there and left behind by glaciers hundreds of thousands of years ago. They are a common, distinctive sight in Yellowstone.
*** ** In multiplayer, when players separate too far from each other they disappear from other players' maps. When this happens, players can howl to place a marker on the map for a duration indicating where they are. This was added in because real wolves obviously don't know where other wolves are if they are too far away to see or smell them, so they howl to indicate where they are.
*** ** Wolves often hunt elk calves (and other baby ungulates) in spring, so likewise in Slough Creek during spring the player may hunt these, with this being implemented realistically: Calves do not have any scent yet in their early weeks, so the player can't find them this way; instead the player is clued in that there's a calf nearby by the presence of a lone female elk (female elk separate from their herd temporally temporarily when they have offspring) trying its best to be inconspicuous. Its calf is hidden in grass that is slightly taller than the surrounding grass. If the player gets close to the calf's hiding spot she will charge in to defend it. In a bit of depressing realism, there is a chance that after the calf is killed the mother may not accept the death and still try to defend it from the player.
*** The team contacted an advisor just because they did not know what kind of sound effect to use for the emote for calling the pups out of the den. They found out wolves make a distinct "squeaking-whimper" vocalization to call pups out of a den, as well as to announce they have food for them. They got permission to use a sound clip of this from a trail cam.
***
** Beavers were added based on new evidence that wolves in Voyageurs National Park preyed on beavers, and hunting tactics in game are based on videos of beavers not responding to wolf cut-outs right next to their trails. While wolves have not been observed hunting beavers in Yellowstone, the two species do coexist in the park.



* StealthBasedMission: While most prey can be run down, the beavers added in 1.0.6 can easily escape into the lakes and rivers they hang around. The player needs to lay low and wait for a beaver to pass by in order to inflict a surprise attack for bonus damage, assuming the wind doesn't change in the meantime.

to:

* StealthBasedMission: While most prey can be run down, the beavers added in 1.0.6 can easily escape into the lakes and rivers they hang around. The player needs to lay low and wait for a beaver to pass by in order to inflict a surprise attack for bonus damage, assuming the wind doesn't change in the meantime.



** Is this to ''2.7'', as it is an entire remake of the game: a new codebase (since the previous one was a decade old and had become pretty tangled over the years), new AI, remade/bigger maps for Amethyst Mountain and Slough Creek (updated to reflect real-life changes: the burned region in Amethyst Mountain is now a growing forest, and as the packs that appeared in the original game have since died out in real life, they've been replaced with more modern packs), updated graphics, new animals to hunt, and more.

to:

** Is this to ''2.7'', ''Classic'', as it is an entire remake of the game: a new codebase (since the previous one was a decade old and had become pretty tangled over the years), new AI, remade/bigger maps for Amethyst Mountain and Slough Creek (updated to reflect real-life changes: the burned region in Amethyst Mountain is now a growing forest, and as the packs that appeared in the original game have since died out in real life, they've been replaced with more modern packs), updated graphics, new animals to hunt, and more.



** Slough Creek contains an overhaul of the territory claiming mechanic in ''Anniversary Edition.'' ''2.7'' gives you a unrealistic tiny half-circle that needs to be constantly maintained. ''Anniversary Edition'' divides the map into hexes that can be claimed as territory. Protecting it from encroaching stranger wolves becomes important. If you try and ignore the other packs, they will gradually take over yours, and can advance their territories until they take the entire map, leaving you with no safe zone.
** An completely updated [[GhostTown Lost River]] map is planned, with such things as the size being adjusted to fit in better with the other larger maps.

to:

** Slough Creek contains an overhaul of the The territory claiming mechanic in ''Anniversary Edition.'' ''2.7'' has been overhauled. ''Classic'' gives you a unrealistic tiny half-circle immediately around your den that needs to be constantly maintained. ''Anniversary Edition'' divides the map into hexes that can be claimed as territory. Protecting it from encroaching stranger wolves becomes important. If you try and ignore the other packs, they will gradually take over yours, and can advance their territories until they take the entire map, leaving you with no safe zone.
** An completely updated The [[GhostTown Lost River]] DLC map is planned, also an overhauled and updated version with such things as the size being adjusted to fit in better with the other a much larger maps.map to explore.






* FreewareGame: The ''2.5'' version of the game remains free (though the text chat of ''2.5'' has been killed off due to an agreement with the Minnesota Zoo, leaving only phrased-chat and no-chat options.)

to:

* FreewareGame: The ''2.5'' version of the game remains free (though the text chat of ''2.5'' has been killed off due to an agreement with the Minnesota Zoo, leaving only phrased-chat account system and no-chat options.therefore multiplayer no longer work.)



* GhostTown: A major feature of the Lost River map.



* InUniverseGameClock: When your wolf sleeps, you can plan what time to wake up in. This is mostly just an aesthetic thing, though elk won't detect you as easily at dawn or dusk. This was dropped in 'Anniversary Edition''. You still need to sleep, but you can't set the time you wake up.

to:

* InUniverseGameClock: When your wolf sleeps, you can plan what time to wake up in. This is mostly just an aesthetic thing, though elk won't detect you as easily at dawn or dusk. This was dropped in 'Anniversary Edition''. You still need to sleep, but Edition'' which just includes a day/night cycle and doesn't allow you can't set the to choose what time you wake up. up.


Added DiffLines:

* SuperDrowningSkills: Pups die very quickly when in water, which is annoying because the player is required to cross a river at one point, there's only a few spots shallow enough to cross, and you only can hold a pup for a short time.

Added: 2209

Changed: 3520

Is there an issue? Send a MessageReason:
None


In this game you play the life of a wild wolf in Yellowstone, from finding a mate and establishing your own territory, to raising your own pups. Along the way you are free to hunt (including on a cattle ranch outside the park if you're willing to risk it), interact with other wolves, and encounter other animals such as coyotes and bears. There is also a multiplayer option where players can connect to create their own pack.

The game was originally envisioned to be four "episodes" long, with each one covering a different season and a different stage in a wolf's life. Episode 1, "Amethyst Mountain" (the fall season, which focused on finding a mate) saw its first release in December 2007. Despite funding issues along the way - the game had grown far bigger than its original scope - the game got its second episode, "Slough Creek" (aka "Survival of the Pack"), two years later, on January 1, 2010. This was the summer episode, focusing on a series of missions where you and your mate establish a den site and raise pups. Its "deluxe" version added weather and time - the winning suggestion in a contest - and was released in fall 2011. This was intended to be the "final" version of the game, since everything was about as complete as it could be and there was not enough funding for a third episode; the game had already outlived expectations by several years. This version, now known as ''VideoGame/WolfQuest 2.5'', remains free [[http://wolfquest.org/downloads.php on the WolfQuest website]].

[[http://eduweb.itch.io/wolfquest WolfQuest 2.7]] was released in November 2015 - the name was chosen because it doesn't include a 3rd episode, so ''[=WolfQuest=] 3'' isn't entirely accurate, but the changes make it distinct from ''2.5''. It was originally meant to just be a tablet port of the game with some bug fixes; however, with the unexpectedly large amount of interest in a tablet version, the massive number of improvements in the game, and additions such as a graphics overhaul, new map, and account/achievement system, it was decided that it would be released on PC and Mac as well. The game has since been released on Steam, iOS, Android, and the Kindle store.

The third major revamp of the game, ''[=WolfQuest=] 3'' (also called ''Anniversary Edition''), is in fact a full remake of the game rebuilt from scratch, with an entirely new codebase and AI, updated gameplay, graphics and mechanics, and bigger, re-made maps. The game released on Steam Early Access July 25 2019, and Slough Creek was released December 30 2020. Future purchasable DLC, such as the third map, "Tower Fall", will be based upon this edition of the game.

[[https://store.steampowered.com/app/926990/WolfQuest_Anniversary_Edition/ Steam page.]] [[https://eduweb.itch.io/wolfquest Itch.io page.]]

to:

In this game you play the life of a wild wolf in Yellowstone, from finding a mate and establishing your own territory, to raising your own pups. Along the way you are free to hunt (including on a cattle ranch outside the park if you're willing to risk it), hunt, interact with other wolves, and encounter other animals such as coyotes and bears. There is also a multiplayer option where players can connect to create their own pack.

The game has had several distinct iterations over the years:

'''[=WolfQuest=] 2.5'''

The initial edition of the game. It
was originally envisioned to be four "episodes" long, with each one covering a different season and a different stage in a wolf's life. Episode 1, "Amethyst Mountain" (the fall season, which focused on finding a mate) saw its first release in December 2007. Despite funding issues along the way - the game had grown far bigger than its original scope - the game got its second episode, "Slough Creek" (aka "Survival of the Pack"), two years later, on January 1, 2010. This was the summer winter/spring episode, focusing on a series of missions where you and your mate establish a den site and raise pups. Its "deluxe" version added weather and time - the winning suggestion in a contest - and was released in fall 2011. This was intended to be the "final" version of the game, since everything was about as complete as it could be and there was not enough funding for a third episode; the game had already outlived expectations by several years. This version, now known as ''VideoGame/WolfQuest 2.5'', version remains [[https://www.wolfquest.org/downloads25a1.php free [[http://wolfquest.org/downloads.php on the WolfQuest website]].

[[http://eduweb.
official website]] but is considered a deprecated version of the game, and its multiplayer functionality no longer works.

'''[=WolfQuest=]: Classic'''

Originally called "[[http://eduweb.
itch.io/wolfquest WolfQuest 2.7]] was released in November 2015 - the name was chosen because 7]]" (as it doesn't include include a 3rd episode, so ''[=WolfQuest=] 3'' isn't entirely accurate, but the changes make it distinct from ''2.5''. 5''), this version was released in November 2015. It was originally meant to just be a tablet port of the game with some bug fixes; fixes and some new features to make it worth it for users to buy the new version; however, with the unexpectedly large amount of interest in a tablet version, the massive number of improvements in the game, and additions such as a graphics overhaul, new map, map (the fictional Lost River region), and account/achievement system, it was decided that it would be released on PC and Mac as well. The game has since been released on Steam, iOS, Android, and the Kindle store.

The third major revamp of the game, ''[=WolfQuest=] 3'' (also called ''Anniversary Edition''),
store. While still available, it is in fact a full remake of the game rebuilt from scratch, with an entirely new codebase no longer receiving updates and AI, updated gameplay, graphics and mechanics, and bigger, re-made maps. The game released on Steam Early Access July 25 2019, and Slough Creek was released December 30 2020. Future purchasable DLC, such is now referred to as the third map, "Tower Fall", will be based upon this edition of the game."[=WolfQuest=]: Classic".

'''[=WolfQuest=] Anniversary Edition'''

The third major revamp of the game, ''Anniversary Edition'', is a full remake of the game rebuilt from scratch, with an entirely new codebase and AI, updated gameplay, graphics and mechanics, and bigger, re-made maps. The game released on Steam Early Access on July 25, 2019, and had Slough Creek added on December 30, 2020. The base game comes with Amethyst Mountain and Slough Creek, as well as the Lost River map from ''Classic''. In addition to new purchasable cosmetic packs, new maps are also available in the form of DLC: ''Lost River'', which is a much larger, updated version of the original map, and ''Hellroaring Mountain'', which is based on the region of the same name in the northern part of Yellowstone and allows players to risk venturing outside the park. This version is currently available on
[[https://store.steampowered.com/app/926990/WolfQuest_Anniversary_Edition/ Steam page.]] Steam]] and [[https://eduweb.itch.io/wolfquest Itch.io page.]]
io]] Eduweb intends to keep the game in Early Access until the "Saga" - the game mechanic allowing pups to grow up and hunt with you - is complete, and during this time, purchasing either Classic or Anniversary Edition gives both versions of the game. Other platforms may be considered once the PC/Mac version is complete.
Is there an issue? Send a MessageReason:
None


* DatingCatwoman: While rival packs will attempt to drive you off your territory, some individuals are courtable and can be wooed to become your mate. For playing a male wolf in patch 1.1.1, this might be a necessary strategy since males are more likely to disperse than females, who tend to stay with their birth packs.

to:

* DatingCatwoman: While rival packs will attempt to drive you off your their territory, some individuals are courtable and can be wooed to become your mate. For playing a male wolf in patch 1.1.1, this might be a necessary strategy since males are more likely to disperse than females, who tend to stay with their birth packs.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* DatingCatwoman: While rival packs will attempt to drive you off your territory, some individuals are courtable and can be wooed to become your mate. For playing a male wolf in patch 1.1.1, this might be a necessary strategy since males are more likely to disperse than females, who tend to stay with their birth packs.
Is there an issue? Send a MessageReason:
Tower Fall will only release as a DLC map along with Hellroaring Mountain, with Saga features like pups growing to adulthood planned to be available to all.


The third major revamp of the game, ''[=WolfQuest=] 3'' (also called ''Anniversary Edition''), is in fact a full remake of the game rebuilt from scratch, with an entirely new codebase and AI, updated gameplay, graphics and mechanics, and bigger, re-made maps. The game released on Steam Early Access July 25 2019, and Slough Creek was released December 30 2020. Future purchasable DLC, such as the third episode, "Tower Fall", will be based upon this edition of the game.

to:

The third major revamp of the game, ''[=WolfQuest=] 3'' (also called ''Anniversary Edition''), is in fact a full remake of the game rebuilt from scratch, with an entirely new codebase and AI, updated gameplay, graphics and mechanics, and bigger, re-made maps. The game released on Steam Early Access July 25 2019, and Slough Creek was released December 30 2020. Future purchasable DLC, such as the third episode, map, "Tower Fall", will be based upon this edition of the game.



* AlphaAndBetaWolves: You can't currently have a full pack of adult wolves because neither version of the game has reached that episode yet (it needs enough people to buy it to fund it), so there is no pack ranking system, but when the episode comes WordOfGod is it will be handled realistically; "Alpha" and "Beta" wolves are now considered mostly an outdated concept. Real wild wolves do not fight over who's the boss of the pack, the parents are in charge by default. Internal aggression, such as fighting and rank challenges, usually only occurs in captive packs of unrelated wolves.

to:

* AlphaAndBetaWolves: You can't currently have a full pack of adult wolves because neither version of the game has reached that episode state of development yet (it needs enough people to buy it to fund it), so there is no pack ranking system, but when the episode comes WordOfGod is it will be handled realistically; "Alpha" and "Beta" wolves are now considered mostly an outdated concept. Real wild wolves do not fight over who's the boss of the pack, the parents are in charge by default. Internal aggression, such as fighting and rank challenges, usually only occurs in captive packs of unrelated wolves.
Is there an issue? Send a MessageReason:
None


* SpiritualSuccessor: ''[=WolfQuest=]'' is essentially the same concept as the old {{Abandonware}} DOS game ''VideoGame/{{Wolf}}'' modernized.

to:

* SpiritualSuccessor: ''[=WolfQuest=]'' is essentially the same concept as the old {{Abandonware}} DOS game ''VideoGame/{{Wolf}}'' ''VideoGame/WolfDOS'' modernized.
Is there an issue? Send a MessageReason:
YMMV trope


* CameraScrew: Can happen sometimes, but ''2.7'' improves it a lot.
Is there an issue? Send a MessageReason:
Disambiguated. Removing ZCEs, low context potholes, and general non-examples.


* HowlingToTheNight and WolvesAlwaysHowlAtTheMoon: Originally inverted - before Slough Creek Deluxe came out and the entire game was just "daytime", players could make their wolf howl at any time, ''except'' the nighttime cattle ranch mission. Now that we have different times, players can howl at whatever time of day they want, including night.
Is there an issue? Send a MessageReason:
typo


** You also can very the pitch of your wolf's howl.

to:

** You also can very vary the pitch of your wolf's howl.
Is there an issue? Send a MessageReason:
None


** Thirst is not a requirement, though in ''Anniversary Edition'', you can drink water for a temporary stamina boost .

to:

** Thirst is not a requirement, though in ''Anniversary Edition'', you can drink water for a temporary stamina boost .boost.
Is there an issue? Send a MessageReason:
None


[[https://store.steampowered.com/app/926990/WolfQuest_Anniversary_Edition/ Steam page.]]

to:

[[https://store.steampowered.com/app/926990/WolfQuest_Anniversary_Edition/ Steam page.]] [[https://eduweb.itch.io/wolfquest Itch.io page.]]

Top