Norns are so complex, and they work (on the whole) so well that it is hard to see the function of particular parts without removing them.
Socrates: who could not learn
An early success in removing norn functionality was Socrates, a norn who cannot learn, but who must rely on her instincts and the player's guidance to function in the Albia of Creatures 2. Socrates led to the breakthrough, around the time of OHSS, that the learning feature was broken, which led to the development of the Canny Norns and other genetic breeds for C2.
Instinctless: When smart norns get too smart
Conversely, the good behaviour of C3 norns has lead to some players yearning for the numbskulls of yore - leading to various experiments into instinctless creatures, such as the No-instinct Norn by Slaterbait and instinctless norns by Amaikokonut. What these experiments revealed is the symbiotic balance between instinct and learning. Remove instincts, and the Norn becomes a blank slate. Fascinating, maybe even rewarding to raise, but also desperately inefficient without human help - particularly when lifts are involved.
Dreams: the bridge between instinct and learning
Sleep isn't just downtime for Norns—it's an essential part of how they process and apply their instincts. According to the CAOS command DREA, dreaming is where the creature experiences the situation and the consequence while they sleep, and then another situation and consequence every five seconds, strengthening the neural network between the dream situation presented and actions held in instincts. Norns also dream while they are waiting to hatch, so a norn who feels no need to sleep is not quite the same as a norn who has no instincts, but they should behave similarly: particularly for instincts which only switch on at adulthood.
The Combination Lobe: Where norns make up their minds
In the brain of a C3 Norn, real decision-making happens in the combination lobe. This part of the brain decides what action to take on which object—like whether to eat food or hit it. Each neuron in this lobe represents one specific action-object combination, and it fires based on a mix of inputs: the Norn’s current drives (like hunger or boredom), how close the object is, whether the object or action was recently mentioned, and even how it smells.
All these factors come together to help the creature choose the most relevant, goal-driven behaviour. It's not random—it’s a carefully weighted decision. The combination lobe is what makes a Norn’s actions feel intentional, responsive, and lifelike. The genome that came with the game constantly overwrote the combination lobe's information with new learning, which sometimes caused confusion. This was tweaked in the Creatures Full of Edits and genomes based on the CFE. Here, the new intel only adds to previously-learned information, which allows for a more average experience of food to dominate here: a weird invention that dispenses fatty goodies and pain should cause less confusion.
What We’ve Learned from What We’ve Lost
Removing parts of the Norn system—learning, instincts, sleep—is more than a curiosity. It’s been a way to understand the elegant, interconnected systems that make Norns feel alive.
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Instinct without learning gives you rigid, predictable creatures.
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Learning without instinct gives you naive, chaotic adventurers.
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No sleep? You get Norns who could know better—but don’t.
And without a properly functioning combination lobe, even a well-fed, well-informed Norn struggles to act. It’s here that all other systems—drive, perception, memory—are brought together and turned into meaningful decisions. Break that link, and even perfect instincts and learning can't express themselves.
Each system plays a role, and each missing part makes us appreciate the whole. Like any real organism, Norns aren’t just the sum of their parts—they're the interaction of those parts.
So whether you're raising a genius or a lovable numbskull, remember: every Norn has its place in the digital Darwinian dance. And sometimes, breaking things is the best way to understand how and why they work.