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| There can also be too many graphics and effects going on. I played the Elden Ring dlc and a few fights there are so many particle effects going I literally have no idea what's going on sometimes. |
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| Minecraft is the best building game ever made. It's perfect like Bach - built so simply you can see how it was done, and fits into the constraints of the medium perfectly. |
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| When Apple released the iPhone, several smartphones were in existence. But the iPhone created a much more cohesive and simplified experience compared to those. There's merit in that. |
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| > The graphics were secondary to all of the other things I mentioned
IMO, not exactly. At the time of the creation of Minecraft, "ugly" voxel graphics were a necessary technical evil in order to allow the world to be fully editable. And then, when you start from that, the only aesthetically consistent choice for textures is to stick to retro-style low resolution. photo-realistic high-res textures don't feel entirely right. > Pulling off the procedural generation and motivating the creativity is what made this masterful. Those were difficult features to program I don't think they are; it's a matter of knowing that algorithms for noise generation that are both suitable for landscapes/caves and computationally efficient (perlin/simplex noise) do exist. The procgen trick itself exited for a long time before MC; Elite is famously known to have taken advantage of it, and roguelikes were using it before that. > It was the _combination_ of all of those things with a challenging environment and mechanics that motivate you to explore those features! To me the holy grail in not-goal-oriented true-open-world sandbox games such as MC is to ascend to the infinite game (which remembers that one source of inspiration for MC was Infiniminer). A low-hanging fruit are the "creative" players, that is players that are satisfied with building huge cities (as one of the screenshots in TFA shows) or replicas of the Enterprise, Star Destroyers etc. Those tasks can in practice be infinite. If that's not enough, you can add other infinite axis, like "red stone". It's more difficult to achieve it with RPG-oriented players, because traditional MMORPG have a leveling mechanic that necessary has a maximum; lore and stories are also finite by default (this could change with generative AIs). Unless you let players create them. But you have to move to "true" role-playing to achieve that, like you see in also decades-old MUD games - MUD games that somewhat share with MC the property of being easily extendable because text is a much cheaper asset than audio/video/3d models. But role-playing somewhat assumes multi-player. In single-player, a possible way out is to horizontal progression - that is, rather than having a higher and higher level up path, you have players to choose between mutually-exclusive options (the choice between tank/mage/dps in MOBAs is an example of this). In a game like MC you can have players choose between attributes that helps with farming/fighting/mining/building. If you pile up those attributes, you can get a lot of player character diversity for cheap thanks to combination explosion - much like you get a lot of different-looking characters with a relatively small amount of textures for clothing. With this device players are encouraged to play multiple characters specialized in various tasks. It at least should create some form of trade between them. [1] https://en.wikipedia.org/wiki/Multi-user_dungeon and https://www.mudconnect.com/ |
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Tbh everyone has some favourite version and un-favourite changes. But the game evolves and you can still play old and new simultaneously |
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| See, I was very much the opposite. Even after Minecraft's full release I was huge into the mods because I never felt like the vanilla Minecraft experience had enough content. |
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| Hmm. I wonder if this is the distinction between people who prefer old Minecraft and new Minecraft.
How do you feel about modern Minecraft? |
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| >You know, magic
>So I became a programmer because I wanted to be a wizard that's a classic MIT AI lab idea. "We'll actually see that Computer so-called-Science actually has a lot in common with magic."[0] [0] https://www.youtube.com/watch?v=2Op3QLzMgSY 0:40, and a lot in the SICP textbook all your rblx info is still true, by the way. there's a lot more you can script with too, including internal and external API integration, inter-game info transfer, transactions, all kinds of stuff. |
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| > Yes, Bedrock is not mod friendly like Java
It's getting there, though. They recently introduced the framework for more advanced mods. Heck, Create Mod is even available on Bedrock now. |
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| One of the devs on the Bedrock scripting team here :)
I started programming with Bukkit and hMod in Minecraft, so I am so happy to help others learn to program with Minecraft! |
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| This is the kind of pessimistic take that gets a lot of traction on HN, but man does it not match my experience.
> Minecraft mods were how a lot of teenagers got acquainted with scripting, and it's a lot harder to get started with your own server since MS bought it and forced it to authenticate through Azure. First off, the pivot from mods to running a server is sort of related, I guess? But it's not at all clear how your complaints about servers have any bearing on the modding, which is still very much there. The Minecraft Forge docs are better than ever [0], there are 3000+ mods on Curseforge already compatible with 1.21 and 5000+ compatible with 1.20. That a lot of kids have moved to other games has more to do with the ephemeral nature of childhood entertainment than it does with Microsoft stifling modding in any way. Second, I'm not at all sure what you mean about servers being harder to set up. Here are the instructions for setting up a Minecraft server [1]. The instructions actually seem substantially shorter than I remember them being from back in the day, most of the bullet points are just explanations for various settings you could configure. (EDIT: Just to be sure I decided to try it myself and got a server running in just under 5 minutes. Obviously your average kid isn't going to be able to move that quickly in the terminal, but there was no authentication step.) > It's nice that they've added a bunch of functionality, but the pessimistic view is that MS spent $1.6B to force the world's schoolchildren to make office.com logins. Microsoft bought Minecraft in 2014, 3 years after it was officially released and 10 years before now. What you're offering is a very pessimistic view given that history, especially so given that it seems to be entirely based on a single account migration from bespoke Minecraft accounts to Microsoft accounts. You can be cynical about that all you want, but speaking is a developer in a company that currently has 3 account systems I'm going to venture that that move was exactly what they claimed it was: an effort to simplify things and increase security. [0] https://docs.minecraftforge.net/en/latest/gettingstarted/ [1] https://help.minecraft.net/hc/en-us/articles/360058525452-Ho... |
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| At every branching point in history, we have indisputably lost the result of the branch not taken. But... what's your point caller? That fact by itself is pretty meaningless.
Contrary to the point of view that somehow Microsoft changed everything, what surprising is how much they didn't change or might not be different at all... Jens Bergensten is today's Chief Create Officer at Mojang... but he's not a Microsoft plant, he's been there since 2010 and, moreover... " After the full release of Minecraft (1.0.0), Persson transferred creative authority of the game's development to Jens Bergensten, afterwards continuing to help out with Minecraft while also working on new projects." (https://minecraft.wiki/w/Markus_Persson) That happened in 2011 a few years before the Microsoft acquisition. As far as I can tell, there is a significant representation of pre-Microsoft Mojang staff that still exists within the company; sure there are many more people that have only been there since the Microsoft acquisition, but that seems to be a function of growth and resource availability more than some imposed change of direction. So actually, I'm not sure what we've lost here. Pocket Edition, later to become Bedrock and upon which Minecraft Education is based, was well underway prior to the Microsoft acquisition. That ship sailed while Notch still owned the company. Outside of the Microsoft account and chat reporting requirements, which clearly were Microsoft driven, it's difficult to really see how different things would be. Arguable Jens might have been reeled in more by Notch, but my bet is that Notch was paying more attention to his 0x10c by 2012 and Jens would have had pretty substantial creative discretion by that time. |
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| I just introduced my kid to Minecraft and it's fascinating how quickly they take to it, but to my (internal silent) horror, they've added so much that changes the survival experience from the early days that it's not really the same any more.
Now there's villages which provide pre-made shelter, you can just trade and build up villager slaves to make all the resources for you, you can get a bed (which you find in all villages) which let's you skip the night phase completely, and they've even added in wings so people are flying everywhere. Ironically they've taken the mining out of Minecraft (both the mines because you get resources elsewhere and the minecarts because every other mode of transport is better) and the survival out of survival mode. Of course, I got bored and tried my hand at building a new and better survival mode and recapture that magic mixed with my own curiosities of making a natural world simulation: https://www.curseforge.com/minecraft/modpacks/au-naturel https://m.youtube.com/watch?v=kMuTS7tevt4&pp=ygUKYWNvd2Fkb25... So maybe I'm just playing the game in 2024 after all :) And my kid loves creative. |
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| Villagers have been in the game since Beta 1.9, the last beta release before 1.0.0 in 2011...
So maybe not the best example. Elytras have been around for a long time too, but they really are OP |
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| > but the vast majority of kids are elsewhere.
Yes, one of the things that ticks me off :) See my other downmodded comment on this thread. Don't restrict this only to kids, people... |
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| Maybe they would have been better off by simply trying to make it run on mobiles as is? It’s java, there is no reason why it couldn’t just work - some people do play the java version on ipads even. |
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| Option 3: "Solving these problems would be fun except they are too reminiscent of all the broken buggy real-world products that I came here to temporarily forget." |
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| I cannot think of any game that could approximate a full-time job as much as EVE (I am currently obsessed with factorio, which I play after working for 8 hours on production line automation systems) |
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| Oh boy. Do many of your colleagues play, or at least understand your obsession? this reminds me of truckers playing trucking games in their rigs during downtime. |
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| The "secret" knowledge isn't necessary if you're persistent enough. Japanese Youtuber PiroPito has an ongoing series of videos (with English subtitles) of an almost entirely unspoilered playthrough:
https://www.youtube.com/playlist?list=PLbqkLu2V1bJJUQ2aLZjFd... Only things he used external information for were nether portals (which were made more difficult by poor Japanese translation) and summoning the wither. The devs added ruined portals in response to this series as an in-game hint for nether portals. |
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| > Where do you learn them? Not in Minecraft.
As of 1.12, click the green book in the crafting screen to be shown a list of recipes, which you can filter by what you can actually craft |
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| It tells you to cut down a tree and make a crafting table, beyond that there isn't anything (bedrock edition may be different I haven't touched it in a while) |
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| I've had the same idea as them, they mean something beyond a rogue like.
Like here Hades has a wiki list of all "Keepsake" items and their bonuses and abilities [0]. So you can always know the Old Spiked Collar always gives 25/38/50 HP bonus. What if instead of 25 at the first tier, it was a random range from 15-35. What if there was a chance it gave a damage boost instead? Or resistance against physical damage. Or it gave lightning a 30% bonus, or.... Basically everything shuffled and procedurally generated to the degree that 2 players discussing the game would barely have an overlapping experience aside from the general genre being the same. It would be really hard to make it so every playthrough has some semblance of balance though, and for things to narratively make sense, e.g. Iron items should always be stronger than copper items etc. [0] https://hades.fandom.com/wiki/Keepsakes#List_of_keepsakes |
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| I think maybe the author means they are obsessed with something about Minecraft, the success story, the cultural impact, something like that. Not necessarily obsessed with playing it |
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| After you've already attracted all of your primary audience, all you have left for growth are non-primary audiences.
See also: bands pivoting from niche to mass market genres |
I believe almost everyone, including the author here, misunderstands what made Minecraft take off.
It was NOT just the fact that you have creative control (which is what most people mistakenly assume is the main point) or that you need to learn how to craft to advance, or the procedural generation. It was the _combination_ of all of those things _with_ a challenging environment and mechanics that _motivate_ you to explore those features!
Without exploring, crafting and building, you can't survive the dangerous creatures or you starve.
And people stupidly harp on the low-fidelity graphics without realizing how well Persson absolutely nailed the core requirements of game design and execution of his concept. The graphics were secondary to all of the other things I mentioned and it was very smart to simplify them, with so much new ground and working mainly alone at first.
Pulling off the procedural generation and motivating the creativity is what made this masterful. Those were difficult features to program all at the same time and it took a strong understanding of game design. Persson wasn't just lucky. He mastered programming and game design and created a novel experience.