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Minecraft Is Finished

SharkLaser writes "Minecraft, the most widely known and best selling indie game in the history, is now finished. Minecraft creator Notch tweeted yesterday that Minecraft has gone gold and will be released at the end of the week at the first Minecon, a gathering of Minecraft fans. So far over 4 million people have bought the game, generating over 50 million dollars in revenue. Minecraft has also had a rapid modding community around the game, developing gems like the Millenaire mod, Builders and Tornadoes. Minecraft also brought back the interest in voxel based engines, introducing games like Ace of Spades (build, make tunnels, capture the flag FPS) and Voxatron [note: you might want to turn down your volume for this video]. It also opened up many ways for new indie developers, as Minecraft showed development can be funded solely by making something new and giving out early access to the game for those who are interested in the project. The upcoming Steam-like IndieCity-platform will also employ similar feature where, in addition to normal indie game store, players can look at unfinished projects and choose to support their development."

272 comments

  1. Not finished by Sockatume · · Score: 5, Informative

    They've explicitly and repeatedly stated that while the 1.0 release is a major milestone, it's essentially arbitrary, and their development work on the game won't change quantitatively or qualitatively once it passes.

    --
    No kidding!!! What do you say at this point?
    1. Re:Not finished by cygnwolf · · Score: 4, Insightful

      I think he's probably tired of saying the word 'Beta'.

      --
      Free Pie! The Pie is Also Evil!
    2. Re:Not finished by SJHillman · · Score: 5, Funny

      Which is why he'll never work for Google

    3. Re:Not finished by RussellSHarris · · Score: 5, Funny

      Or for the tropical fish department of PetsMart.

      What were we talking about?

    4. Re:Not finished by esocid · · Score: 2

      It may be arbitrary, but the users on my server will bug me until I update, which I won't do, because the bukkit team will have to fix all those "arbitrary" bugs. No minecraft release is ever arbitrary.

      --
      Absolute power corrupts absolutely. indymedia
    5. Re:Not finished by Anonymous Coward · · Score: 0

      Yes it is finished now. This does not prevent future updates. Bug fixes, more content, themed DLC maybe?

    6. Re:Not finished by AdamJS · · Score: 1

      Other than the ability to charge for updates, of course. :)

    7. Re:Not finished by Sockatume · · Score: 1

      What do you mean by "arbitrary" here, because it's not a usage that I recognise.

      --
      No kidding!!! What do you say at this point?
    8. Re:Not finished by Anonymous Coward · · Score: 0

      It irritates me to no end how pet store clerks consistently mispronounce Betta as Beta.

    9. Re:Not finished by Anonymous Coward · · Score: 0

      50 mill in the bank ? Who would ?

    10. Re:Not finished by Megane · · Score: 1

      Or how about those Brits who pronounce beta as beet-uh?

      --
      #naabhaprzrag, #sverubfr-000, #agi-fcbafberq, negvpyr[pynff*=' negvpyr-ary-'] { qvfcynl: abar !vzcbegnag; }
    11. Re:Not finished by Oswald+McWeany · · Score: 2, Insightful

      Or about those yanks that pronounce beta as bay-tah.

      --
      "That's the way to do it" - Punch
    12. Re:Not finished by pulski · · Score: 1

      Even Google eventually takes things out of Beta.

    13. Re:Not finished by djdanlib · · Score: 1

      You betta believe it!

    14. Re:Not finished by FBeans · · Score: 3, Insightful

      Or about those yanks that pronounce beta as bay-tah.

      I say potato, you say potato, as long as we never speak in person and communicate soley over the internet, everything will be fine (TM).

    15. Re:Not finished by 19thNervousBreakdown · · Score: 1

      Wait, it's not bay-tah, it's beh-tah. Similar, and you only really hear the difference if you're not listening for it, but it's there. Kind of like Aaron vs. Erin.

      Do you guys really pronounce it "beet-ah"?

      --
      <xml><I><am><so><damn>Web 2.0</damn></so></am></I></xml>
    16. Re:Not finished by Anonymous Coward · · Score: 0

      Or else just kills it and you get to find some other notepad service. Shame Yahoo! is probably doomed too.

    17. Re:Not finished by Windows+Breaker+G4 · · Score: 1

      And to think I used up all my mod points yesterday. Why are they never there when you need them?!

      --
      brickspeed.net for your old Volvo performance addiction
    18. Re:Not finished by gilleain · · Score: 1

      Wait, it's not bay-tah, it's beh-tah. Similar, and you only really hear the difference if you're not listening for it, but it's there. Kind of like Aaron vs. Erin.

      Do you guys really pronounce it "beet-ah"?

      Yes, it rymes with "shoota" (gun) and "warta" (melted ice).

    19. Re:Not finished by elrous0 · · Score: 1

      Or Starfleet's Lieutenant Commander Data as "data."

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    20. Re:Not finished by MadKeithV · · Score: 1

      Or for the tropical fish department of PetsMart.

      What were we talking about?

      I usually pronounce that "ghoti".

    21. Re:Not finished by Oswald+McWeany · · Score: 2

      Originating from Northern Britain (or Norvern Britain rather) there are a few things I say that my American wife finds amusing.

      "Aw" and "Or" are the same sound (US "or")- so she finds it amusing when I say things like Pawn Shop.

      The "a" sound at the end of the word comes out as "er". She thinks "Chimichonger" is an amusing name for a Mexican dish.

      I did adapt and started to reluctantly pronounce my "th" sounds when speaking because all the Americans I knew thought I had a lisp.

      The things about the American accent that amuse me is how "Mary, Merry, and Marry" are (to most American speakers, not all) pronounced identically- and the same with Berry and Barry both being pronounced "Berry". "Berry" to me sounds rather unmasculine. I'm glad my name isn't Barry- I would have thought people were calling me a fruit.

      --
      "That's the way to do it" - Punch
    22. Re:Not finished by hedwards · · Score: 1

      I'm guessing that Notch finally got around to some new hires. Unfortunately they used to work on Firefox...

    23. Re:Not finished by rwa2 · · Score: 2

      Meh, what part of "Siamese Fighting Fish" do people have a problem with? ^_^

    24. Re:Not finished by gorzek · · Score: 1

      I feel your pain. My players complain about how long it takes for me to get a Bukkit update, whining about how they are losing interest in the game, the longer it takes. Not that they absolutely must update the second a new version comes out--I specifically tell them not to! But when I offer to switch us (temporarily) to the vanilla server, they freak--they like having warps and such. There's no pleasing some of them. I also refuse to upgrade right away because the .0 version of any Minecraft release is always riddled with bugs. You usually have to wait for .4 or .5 to have something stable. Mildly annoying bugs are fine and can be worked around, but sometimes you get outright world corruption. No thanks, no thanks.

    25. Re:Not finished by gorzek · · Score: 2

      Only to people who bought during beta! Suckers!

      * Bought Minecraft during Alpha.

    26. Re:Not finished by Baloroth · · Score: 1

      Unfortunately they used to work on Firefox...

      It isn't the people who used to work on Firefox that are the problem.

      --
      "None can love freedom heartily, but good men; the rest love not freedom, but license." --John Milton
    27. Re:Not finished by Bob-taro · · Score: 1

      Or for the tropical fish department of PetsMart.

      What were we talking about?

      I usually pronounce that "ghoti".

      I thought "ghoti" was pronounced "".

      --
      Prov 9:8 Do not rebuke mockers or they will hate you; rebuke the wise and they will love you.
    28. Re:Not finished by The+Moof · · Score: 1

      It is when it comes to memory bloat. From what I hear, Minecraft has it's fair share of that, also.

    29. Re:Not finished by Anonymous Coward · · Score: 0

      They also said that they would have an api for moding but that went away since it would harm sales of future versions on minecraft. ie MineCraft II already in development.

    30. Re:Not finished by orgelspieler · · Score: 2

      My old mechanics professor, who was Greek, pronounced it that way. He also said oh-mee-guh and thee-tuh. It really irritated him that the frats all pronounced the letters wrong.

    31. Re:Not finished by shadowfaxcrx · · Score: 1

      My SO has the opposite problem. As a fish nerd (board member of an aquarium society etc etc) she pronounces the fish wrong, but talks about betta software releases. ;)

      --
      "I disagree with you" does not equal "flamebait."
    32. Re:Not finished by drsquare · · Score: 1

      They actually pronounce it 'bayder'. I think they just have problems with t and d.

    33. Re:Not finished by Anonymous Coward · · Score: 0

      The things about the American accent that amuse me is how "Mary, Merry, and Marry" are (to most American speakers, not all) pronounced identically- and the same with Berry and Barry both being pronounced "Berry".

      Not quite. There is a difference, although it's very subtle and can be hard to distinguish even for other Americans. It also varies by region - the southern and midwestern accents are especially prone to what you describe, but with the northeastern ones it's a little easier to distinguish.

    34. Re:Not finished by shadowfaxcrx · · Score: 1

      -sigh-

      Pronounces the fish *right.*

      I really need coffee today.

      --
      "I disagree with you" does not equal "flamebait."
    35. Re:Not finished by BinarySolo · · Score: 3, Funny

      I say solely, you say soley.

    36. Re:Not finished by Anonymous Coward · · Score: 0

      The fish is "betta," and much as the world seems to disagree with me, I don't think it's pronounced "beta."

      On a side note, if you ever happen to want a fish, please research its needs and adult size before you buy it. The employees know nothing. The stores sell fish that reach 4+ feet in length. It's pretty disgusting.

    37. Re:Not finished by DriedClexler · · Score: 1

      "Aw" and "Or" are the same sound (US "or")- so she finds it amusing when I say things like Pawn Shop.

      The "a" sound at the end of the word comes out as "er". She thinks "Chimichonger" is an amusing name for a Mexican dish.

      Maybe you should stop adding non-existent r's to your speech? (And stop dropping them when they do appear.)

      --
      Information theory is life. The rest is just the KL divergence.
    38. Re:Not finished by froggymana · · Score: 1

      Or about those yanks that pronounce beta as bay-tah.

      How do you pronounce it then?

      --
      "To prevent this day from getting any worse, I'll just read ERROR as GOOD THING" 1GJU8xLuDKDxEs4KLf8fAGyptoDsqvEsBT
    39. Re:Not finished by shutdown+-p+now · · Score: 2

      as long as we never speak in person and communicate soley over the internet, everything will be fine (TM).

      Well, we already have VoIP, and I've heard that they're actively working on a way to punch people in the face over the Net... so it won't be fine for long. ~

    40. Re:Not finished by Anonymous Coward · · Score: 0

      i bought during alpha as well. best 10 euros i ever spent ( no i am american, i assure you )

    41. Re:Not finished by belg4mit · · Score: 1

      "It costs as much to bury a woman"

      --
      Were that I say, pancakes?
    42. Re:Not finished by michelcolman · · Score: 1

      A Greek professor who can't even pronounce Greek letters correctly? No wonder they're bankrupt!

    43. Re:Not finished by Bucky24 · · Score: 1

      I wouldn't mind a server that waits to upgrade to stable. The owner of the server I frequent updates almost immediately to the lastest version. We had to live with the "wooden door won't open bug" until 1.0.0 came out. Drove me insane-levers all over my castle.

      --
      All the world's a CPU, and all the men and women merely AI agents
  2. Great by Anonymous Coward · · Score: 0, Insightful

    Does that mean that the DRM has been removed?

    * I've heard some people claim that it's not DRM, but any system where I have to activate the game with an external system counts as DRM in my book.

    1. Re:Great by SJHillman · · Score: 4, Insightful

      It may be DRM, but it's the least intrusive DRM I've seen in a long time. Especially the part where it will still let you play even if it can't contact the server.

    2. Re:Great by webheaded · · Score: 2

      Which is good because those servers have gone down quite a few times. It's to the point that I turned off account validation permanently on my server because I was sick of having to turn it on and off all the time when those servers went down.

      But hey, at least we HAVE that option. It's actually quite nice. Not to mention you don't really need any of that to play single. :p

      --
      "Those who would sacrifice essential liberties for a little temporary safety deserve neither liberty nor safety." - BenF
    3. Re:Great by Sockatume · · Score: 1

      Why don't you just click "play offline" when authentication fails?

      --
      No kidding!!! What do you say at this point?
    4. Re:Great by tepples · · Score: 1

      I don't own a copy of Minecraft yet. But if it's anything like Steam games were in the early years of Steam, you have to already be online in order to set the client into offline mode.

    5. Re:Great by InsaneMosquito · · Score: 1

      Perhaps you should move from the 'early years' of Steam and actually try it again then. Hmm?

    6. Re:Great by Oswald+McWeany · · Score: 1

      I'm not onto Mincraft yet either although curious what all the buzz is about.

      I hate Steam- they still haven't let ME know that they got hacked and my data has been stolen- if it wern't for Slashdot I still wouldn't know.

      Irresponsible company and I hate how they're taking over so when I buy games in a store thinking it will save me from having to use steam they STILL expect me to log onto steam before I can use the game.

      From now on I'm going to be more carefull and won't buy anything that requires me to use steam.

      --
      "That's the way to do it" - Punch
    7. Re:Great by Megane · · Score: 1

      If you don't connect for a few months, the words "UNREGISTERED COPY" or somesuch appear under the version number at the top of the window. I only know this because I didn't realize that I needed to download a new launcher a few months ago, and I was wondering why I couldn't log in anymore except with the web client.

      --
      #naabhaprzrag, #sverubfr-000, #agi-fcbafberq, negvpyr[pynff*=' negvpyr-ary-'] { qvfcynl: abar !vzcbegnag; }
    8. Re:Great by cos(0) · · Score: 2, Informative

      That's still true with the latest version of Steam. If Steam cannot get online, you cannot move it to offline. I struggled with this very problem just last week: I was on a laptop away from any open wi-fi access points, wanted to demo Sanctum (a wonderful game, btw) to a friend, and couldn't launch Steam. One can play in offline mode only if you have the foresight to set yourself as offline while being online.

    9. Re:Great by Anonymous Coward · · Score: 1

      And how the hell is Steam relevant to Minecraft?

    10. Re:Great by Vanderhoth · · Score: 1

      The only problem with their system is if you can't authenticate your copy of Minecraft you can't play on any servers. I have a local server that my wife, sisters, brothers and I play on. We all have paid for copies of the game, but when the authentication server goes down none of us can "legitimately" log on to my local server. Sure we can still play in single player mode which is better than nothing, but it's still a pain and is a reason we all have cracked copies of a game we each paid for.

    11. Re:Great by Anonymous Coward · · Score: 0

      You should give steam another try. Here, I have a couple million accounts and passwords I can lend you. Oh wait - oops.

    12. Re:Great by Ceiynt · · Score: 1

      Maybe your notification email isn't up to date, or it got put in spam or something. I got an email from Steam the day after the story appeared here. It was the same text that was on the forum page and the news page when Steam loads up.

    13. Re:Great by RoverDaddy · · Score: 2

      You can configure your own servers to not require account validation.

      --
      RETURN without GOSUB in line 1050
    14. Re:Great by Canazza · · Score: 1

      I get it every time I quit a steam game too.

      --
      It pays to be obvious, especially if you have a reputation for being subtle.
    15. Re:Great by Sockatume · · Score: 1

      You have to log in once to download the client. After that, if it can't get online, it shows a big "Play Offline" button.

      --
      No kidding!!! What do you say at this point?
    16. Re:Great by ifrag · · Score: 1

      you have to already be online in order to set the client into offline mode

      This is incorrect. Disabling (or unplugging) the network connection will allow the user to set offline while launching steam. Had to do this to play something when their servers were on the fritz a few weeks ago.

      --
      Fear is the mind killer.
    17. Re:Great by robinsonne · · Score: 1

      Really? Because the day the announcement came out Steam itself put up a big giant announcement/apology from Gabe Newell as soon as I logged into Steam.

    18. Re:Great by Oswald+McWeany · · Score: 1

      I don't go to the steam forums so didn't see the apology and have not seen the announcement from Newell when logging in regulary.

      I have not received an e-mail; my account is up-to-date (had to be to change password); it is not in my spam filter.

      --
      "That's the way to do it" - Punch
    19. Re:Great by tepples · · Score: 1

      After that, if it can't get online, it shows a big "Play Offline" button.

      Does this big "Play Offline" button work even if your router can't connect to the Internet?

    20. Re:Great by tepples · · Score: 1

      So as I understand it, a desktop PC can't both access files across the home LAN and play a Steam game unless the home LAN is connected to the Internet.

    21. Re:Great by gorzek · · Score: 2

      I believe Minecraft requires you login once on any given computer, in order to download all its assets. Then, it will allow you to play online.

      If you download the full game from somewhere else, you can also play it offline.

      I think it's silly to pirate Minecraft, though. It's a fun enough game that you should pay for it. Try before you buy, if you must, but please buy it if you like it.

    22. Re:Great by Krenair · · Score: 1

      Actually, you can play on some servers. Not the ones with the default configuration that requires authentication though.

    23. Re:Great by murdocj · · Score: 1

      Same here... I sign on to the Steam client (not forums) every few days. The email from Steam doesn't go into my spam filter. Nothing in the Steam client, no email. Which seems pretty irresponsible.

    24. Re:Great by Vanderhoth · · Score: 2

      Originally I required authentication on purpose and didn't bother configuring the vanilla minecraft server. Mainly because I wanted to be sure my siblings actually bought a copy and didn't just pirate it. My oldest younger brother is pretty bad for pirating games and normally doesn't buy anything, which I don't agree with. My youngest brother, who's in his last year of university, also pirates games, but I know for a fact he buys anything he thinks isn't a waste of money. Which I'm ok with because his eight foot bookshelf has everything on it I can ever remember him mentioning to me and then some. As far as I know neither of my sisters pirate at all, but I don't know for sure.

      Up until the last major authentication server outage I used the simple vanilla server with the default settings, but after the outage my youngest brother convinced me to move to the Bukkit server so we could install some mods. So of course I actually spent the time to configure the server this time and found out how to configure it so authentication wasn't needed.

      All that being said, I understand the idea behind DRMs, but for those of us that do buy products, the DRM can be a major pain in the ass. This isn't the first time I've gotten a cracked copy of something that I had bought because the legit copy wouldn't work and I was too lazy to call, or didn't get anywhere with, customer support. My older sister was one of the ones that had a DVD player mysteriously stop working in a fairly new PC (2 years old) after installing Spore, and because of the crap service and deniles we both got from EA, we no longer by games from them. As far as I'm concerned Indie developers are the only way to go now. Large company's couldn't give a rats ass about what happens to you, your computer or the product once you've handed over money to them so I don't typically buy any thing that's not from an indie developer. Besides I've long moved over to Linux since I've stopped buying from large developers, the indie devs seem to be much better at providing Linux compatible versions of their games.

    25. Re:Great by Barefoot+Monkey · · Score: 1

      I doubt they sent those emails to everyone. I certainly haven't received one. They may have put everyone in a big queue and trickled mails out to avoid getting blacklisted by spam filters or something, and you were near the top of the list. Or something happened and people got skipped or something.

    26. Re:Great by heypete · · Score: 1

      In my experience, yes. It's available anytime Steam can't connect to the mothership.

    27. Re:Great by Sockatume · · Score: 1

      Yes, that's what "offline" is. It wouldn't be a very good "play offline" button if it required you to be online.

      --
      No kidding!!! What do you say at this point?
    28. Re:Great by nschubach · · Score: 1

      I have not received an email from them yet, but whenever I set it up on a new PC they have to email me a new code to put in... so I know they have my email. (Also, the Spam folder has no steam mails.)

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    29. Re:Great by cos(0) · · Score: 1

      It wouldn't be a very good "play offline" button indeed. Here's a thread for you: http://games.slashdot.org/comments.pl?sid=2526808&cid=38059660

    30. Re:Great by Ash-Fox · · Score: 1

      You got an e-mail if you were registered on the forums.

      --
      Change is certain; progress is not obligatory.
    31. Re:Great by Whorhay · · Score: 1

      Not having tried it for myself, I imagine you could disconnect from the LAN when starting the game, and then once steam has started in offline mode, reconnect to the LAN.

      With a wireless LAN that might be as simple as a few mouse clicks. But it's still ludicrous that we'd have to do that to play a game that has already been authenticated and is resident on the system.

  3. Re:i love this game by Anonymous Coward · · Score: 0

    it weeds out all the autistic man children from stuff that matters

    For me, it weeds out all the stuff that matters from my inner autistic child... and I love it :)

  4. Just as long as I can open wooden doors again! by Anonymous Coward · · Score: 5, Interesting

    That's what I want, because I just found an awesome seed, -6035877519343706770 and I'd like to try it with an "official" version of the game.

    Try it yourself, mountain islands, two nearby villages, some deep chasms, and a readily accessible diamond chunk in a tunnel not too far away.

    1. Re:Just as long as I can open wooden doors again! by Anonymous Coward · · Score: 1

      Pretty cool, I have one with a giant LavaFall, 8148238372256993907

    2. Re:Just as long as I can open wooden doors again! by Anonymous Coward · · Score: 1

      Thanks, I like it. It's like the creator was awoken during his dream, leaving the lanscape half-done with holes in the mountains and large, barren wastes. Doors only a giant could reach and bewildered animals littering the scene. Think I'm gonna keep and explore some.

      Notchs ... what do you call it, algorithms? Anyway, whatever his magical formula for procedurally generating the Minecraft maps is called, it's awesome. I want it in real life, to decorate my house, stock my local store, and run public transportation. Ok, maybe not the last thing.

    3. Re:Just as long as I can open wooden doors again! by Drinking+Bleach · · Score: 1

      For a real challenge, use the seed "Mojang AB" on Hardcore mode ;)

    4. Re:Just as long as I can open wooden doors again! by Anonymous Coward · · Score: 0

      Already fixed in RC2.

  5. Minecraft is proof... by blahplusplus · · Score: 4, Interesting

    ... the gameplay matters. Even if it is simpler then modern games the interactivity (being able to build/destroy) is off the charts since you're able to create/destroy what you want and as you wish. So that patterns never have to be the same, as opposed to modern static worlds of aesthetically pleasing art that are most always the same /w some scripted destruction in the world here and there.

    Ever since around 2001 ish game developers have just created clones and sequels ad nauseum because they allowed publishers and marketers to too heavily influence game development, if developers weren't so clueless they should have either joined forces or complained to the government about the abuse they take at the hands of publishers.

    1. Re:Minecraft is proof... by Anonymous Coward · · Score: 0

      I'm too busy playing Battlefield 3 to read all of this.. but yeah, good luck.

    2. Re:Minecraft is proof... by mr_gorkajuice · · Score: 4, Insightful

      Noone who matters was ever in doubt that gameplay matters. But if you, as a developer, want to get paid at some point before actually having an early beta available for people to pre-order, you're gonna have to work for someone who already has the money. And if you're working for someone, expect to be asked to do as they say. And if you're the person with the money, hiring a lot of professional developers, you're either *REALLY* confident that your groundbreaking new idea is gonna sell, or you're gonna take the beaten path, and just hope you can beat the established players at their game.

      You can't have a bunch of developers join forces, unless they agree which game to make. And if they don't agree, they'd might as well make "someone else's game" for a large company able to pay a decent salary.

      In short - billion-dollar developer studios are not big risk-takers. Don't expect this to change, and don't try to make it sound like the government needs to save the oppresed developers from the horror that is established game studios.

    3. Re:Minecraft is proof... by Anonymous Coward · · Score: 1

      I know this may come as shock to you but people are different and not everyone likes the same things. For example Minecraft holds absolutely zero interest for me. Shitty graphics or otherwise. My point? Kinda getting sick and tired of being looked down on by Minecraft players just because i dont like their precious little game. The presumption that because they like it then it was all gaming should be gets on my tits. You are the hipsters of video gaming and you are annoying.

    4. Re:Minecraft is proof... by JoeMerchant · · Score: 2

      Noone who matters was ever in doubt that gameplay matters. But if you, as a developer, want to get paid at some point before actually having an early beta available for people to pre-order, you're gonna have to work for someone who already has the money. And if you're working for someone, expect to be asked to do as they say.

      Sorry, too lazy to read TFA in-depth, but isn't the point that Minecraft netted $50M essentially "up front" before this release?

    5. Re:Minecraft is proof... by Goaway · · Score: 4, Insightful

      If Minecraft is proof of anything, it is that gameplay does not matter at all. Minecraft used to have no "gameplay" whatsoever. It is only recently it has gained some fragments of gameplay, and even that is pretty primitive.

      There are plenty reasons to like Minecraft, I'm sure, but "gameplay" is not one of them.

    6. Re:Minecraft is proof... by ledow · · Score: 5, Insightful

      Replayability.

      Even something as silly as Nethack has almost infinite replayability, and that's why it's popular. (It doesn't mean that making games replayable will instantly make them hits, but it's certainly a large factor).

      I've realised, though, that no matter what games I emulate from my "golden" period of gaming, that I quickly get bored of them and move onto other games, except for a certain handful that you *can* just keep playing over and over again even if you've played them for 20 years on-and-off.

      Modern games rely on things like multiplayer options to provide their replayability but that relies on people *wanting* to play it online to the extent that they setup / buy / manage servers / games for it. Multiplayer really was the death of creativity in videogames.

      The problem is that games authors don't match replayability with making money. If someone can only reasonably play a game once or twice before they get bored / stop having fun, then they'll go and buy another - maybe a sequel - instead. It's not directly profitable to make a game replayable. It's a rare instance where a replayable game can just make that amount of money overnight because of people "rewarding" them, effectively, for making such an enjoyable bit of gameplay - few others will enjoy that success even if their game is better AND more replayable.

      I judge my Steam purchases by hours of gameplay per pound (about $1.50). Anything over 10 hours per pound is usually pretty good. Some games are in the hundreds of hours per pound. Most half-decent games manage at least 1 hour per pound. Anything below that I consider a loss. So the game has to be either amazing and long (rare - HL2 managed it), or it has to be cheap, or it has to be very replayable.

      How many games, when you replay, do you end up doing the same things, talking to the same characters, hitting the same buttons, being "ambushed" at the same points, etc.? (I tired of Magicka very quickly because of that (and because of their stupid save system).

      How many have a formula - "press this button, then hide on that platform and shoot until everything's dead" - that, once you work it out, you can follow and be pretty certain of constantly making progress? Even HL2 is guilty of both problems and thus why I've never really replayed it.

      But silly things like Minecraft, Nethack (and spin-offs like Dungeons of Dredmor), Elite and a thousand other games are replayable enough that even if you *DID* make it through and complete the game, you could go back for more and it would be different. For HL2 you'd still be subject to the same cutscenes, the same forced route, the same decisions, etc.

      It's not just an "open-plan" game like the Grand Theft Autos - you still have to do the same mash of missions in the same time in the same way doing the same things in those even if you have choice of which one to do when - but a replayable game. Replayable games can even be quite repetitive at times, but they don't stop being fun to play because it "feels" different - like you've acclimatised to how the world works but it's still a new world each time with its own challenges.

      Big-name games don't have the same replayability that they used to - it's definitely followed the indie genre more than the commercial publishers. Sequel after sequel after sequel don't make something more replayable - it's like the difference between being given three "one night" game rentals, and being given three games. With modern games, you'd hardly notice the difference because you'll never load them again, but with the best games, you'd much rather pay more and own them forever and get to play them as much as you'd like.

      As someone who's racked up over 500 hours on Altitude, 100 hours on Dungeons of Dredmor, 1000's of hours on Counterstrike, it's disappointing that most of what make them great is missing from commercial games that people queue outside stores for, see advertised on TV, etc.

      Replayability is the key. If I don't get an hour per pou

    7. Re:Minecraft is proof... by Bengie · · Score: 2

      You'll have to define "gameplay". Personally, I assume it's something that I find fun and lots of people have found Minecraft "fun" for a long time now. Your definition must be different than mine.

    8. Re:Minecraft is proof... by Dunbal · · Score: 1

      Meh BF3. It's ok I guess. Wish more people would spot - seems to be a dying art. I get my copy of Skyrim today. UPS says "Out for delivery"...

      --
      Seven puppies were harmed during the making of this post.
    9. Re:Minecraft is proof... by Goaway · · Score: 5, Insightful

      Gameplay implies rules, and goals, and mechanisms.

      You can have fun for hours in a paint program, but that does not make it a game.

    10. Re:Minecraft is proof... by DrgnDancer · · Score: 2

      I don't know all the details, but I suspect that the $50 million didn't start rolling in till after the game was substantially feature complete and people were playing the beta. There was a substantial period (I don't know how long, but I can't imagine it was less than several months) where he was working "for free" and had no idea if anyone would give him anything for his work. If you're a kid fresh out of college living with your parents, or in a similar situation you can afford to do that. If you've got kids and a mortgage you generally can't. There are exceptions, some people are wealthy from birth, others scrimp and save enough to allow them to take that kind of sabbatical, but in general people beyond a certain level of age/responsibility can't easily work on something for few months or half a year without pay or knowing whether there will ever be pay.

      For a young guy, doing something like this is a win/win. He'll either make a game people like, it will catch on and he'll make money (which is what happened); or he'll have a Hell of a project to show as code samples when someone is interviewing him.

      --
      I don't need a million points of light, just two points of multi-mode fiber and a 10 Gig-E router.
    11. Re:Minecraft is proof... by Frenzied+Apathy · · Score: 1

      Say goodbye to life away from your TV/PC. I have. I got it via Steam and was able to start playing at 11pm last Thurs and I've already put in 30 hrs of play time - and I'm nowhere near completing the main story line!

      Absolutely no comparison to Oblivion - Skyrim is lightyears beyond Oblivion.

      --
      The cake is a lie.
    12. Re:Minecraft is proof... by Anonymous Coward · · Score: 1

      Lego might object to that point of view

    13. Re:Minecraft is proof... by Goaway · · Score: 3, Insightful

      I don't think Lego has ever claimed to be selling a game.

    14. Re:Minecraft is proof... by Frenzied+Apathy · · Score: 2

      Excellent commentary and I totally agree on your points.

      If your an RPG fan (or even slightly interested), then check out Skyrim. If you want long per-play-through times and incredible amounts of re-playability, then that's your game.

      --
      The cake is a lie.
    15. Re:Minecraft is proof... by Hadlock · · Score: 1

      I think Minecraft had netted ~$15 million in October 2010, which means they made ~$30+ million in 2011. Prior to May 2010 the game was definitely Alpha, and by July or August 2010 it was what I would call "beta" and actually playable. By January-March 2011 it was in a state most companies would release as gold master. Multiplayer was essentially finished, and players could access the "nether" world without crashing it too badly. What we're getting here in November is sort of "major patch #2" you might see 6-8 months after release from a large studio.
       
      All numbers and dates are approximate. I'll let the real minecraft fans correct me with actual dates and numbers.

      --
      moox. for a new generation.
    16. Re:Minecraft is proof... by Anonymous Coward · · Score: 0

      That Ace of Spades thing linked in the summary looks interesting. It takes minecraft's building stuff, and adds ... a game!
      I'll maybe give it a go at some point, for a LAN maybe.

    17. Re:Minecraft is proof... by Anonymous Coward · · Score: 0

      Goal #1: make stuff

      Rule #1: if you die, all the stuff you carried drops
      Corollary, don't die if that bothers you.

      Mechanism #1: hitting blocks with the appropriate tools lets you make stuff.

      Tadah, it's a game.

    18. Re:Minecraft is proof... by MadKeithV · · Score: 2

      Minecraft is proof nobody cares that an ugly Java applet game can use 100% of the resources on a moderately high-end computer. We've come so far in performance and software just keeps getting less efficient.

      I don't know man - it sounds like a really efficient and fun way to earn 50 million dollars.

    19. Re:Minecraft is proof... by Hadlock · · Score: 1

      Sandboxing is fun, but games generally have rules and objectives. Until recently there was a very limited tech tree (now recently improved enchantments and that ender pearl receptacle thing), but nothing too crazy. Generally when describing gameplay to someone else, you should be able to describe the starting circumstances, one or two high points, and the end result. Sim City is a sandbox game with good gameplay; the player has to start a town, grow it, respond to natural disasters and define it as a major megalopolis with a population of X before the year 2050. Minecraft... you build tools, mine minerals, build better tools to mine minerals, and build things. I guess you could say that building a mega-project is "beating the game" but that's a very broad definition.
       
      Minecraft has been a very fun sandbox for a long time, but it's lacked any sort of direction or gameplay focus or even narrative or backstory. Finally we have an "alien" language and some spells, but in terms of gameplay it's very minor.

      --
      moox. for a new generation.
    20. Re:Minecraft is proof... by Anonymous Coward · · Score: 1

      ...but in general people beyond a certain level of age/responsibility can't easily work on something for few months or half a year without pay or knowing whether there will ever be pay.

      I'm 40-45ish, with two kids, and it's easy to feel bitter about this kind of thing, try to remember that you've largely made the bed you are currently lying in. Nobody made you get married, have kids, a mortgage, etc. If you truly wanted to live like a 20 year old for 20 years, that was an option.

      I'm o.k. with my choices, I do wish the world would have let me have my wife and kids and act like I didn't forever... maybe if society continues to improve that will be a possibility in the future, it sure isn't the case right now.

    21. Re:Minecraft is proof... by LordLimecat · · Score: 1

      Ever since around 2001 ish game developers have just created clones and sequels ad nauseum because they allowed publishers and marketers to too heavily influence game

      Every few years I hear people talk about how there are no more good games, to which I remark that they must not be looking very hard. If you look around on Steam or at the Humble Bundle's dev's works, you will find that there are a lot of good ones floating around; and even in the major publisher circles there are good games: WoW / TBC, StarCraft 2, Mario Galaxy, Metroid Prime trilogy, Super Smash brothers, Zelda Windwaker, on and on. I could probably list at least 100 games from the last 10 years that are ridiculously good and at least on par with games from the 90s (which is a major concession from me, since I consider the SNES to be the pinnacle of awesomeness).

    22. Re:Minecraft is proof... by LordLimecat · · Score: 2

      The problem is that games authors don't match replayability with making money.

      Because replayability isnt the end-all be-all. One of the best RPG's I ever played (Golden Sun 1&2 for the GBA) has very limited replability, and very limited multiplayer; however the experience was incredible, the visuals were sharp, and the plot brought it all together. Likewise, Zelda games have never had multiplayer (with a very few exceptions, like 4 swords), but have always been about the story, or the gameplay. Replayability in those mostly came from the awesome experience of it, and the solid gameplay,

      I guess what Im driving at is, you cant just say "we need to add a dash of replayability". It flows naturally from solid gameplay (and controls), and sometimes from a great story.

      As for your complaints about commercial games, it is the nature of capitalism that there will be 80 bad products and 20 good products in a market of 100 products. This has always been the case in the video game market; there have been scores of dreadful games even going back to NES and earlier. Indy games arent a panacea either-- theres a reason you dont hear of many of them, and its not because theyre all hidden gems. Great games continue to be published every year, you just have to look for them.

    23. Re:Minecraft is proof... by DrgnDancer · · Score: 1

      Oh, I'm not bitter. I didn't mean to sound like I was. I'm pretty happy with my choices in life. I was just responding to the idea that Minecraft made money "up front". It did, in a way, in the sense that Notch made money well before the game was "finished". There was still a non-trivial period of time in which he was working and not making any money though. Most people, unless they're just doing the code as a hobby, can't afford to have that period.

      --
      I don't need a million points of light, just two points of multi-mode fiber and a 10 Gig-E router.
    24. Re:Minecraft is proof... by steelfood · · Score: 1

      worlds of aesthetically pleasing art

      Minecraft looks absolutely amazing with a high-resolution texture pack and proper 3D shader code backing the graphics. However, it would make the game inaccessible to a lot of people.

      One of an indie developer's goals is to make their game as accessible as possible. It's already obscure enough (at least initially) as it were. That includes as little DRM as possible (note Minecraft just has an initial login screen that you can forgo for single player and even private multiplayer, not to mention there are no restrictions on downloads, login locations, or any such things), and as low system requirements as possible. Minecraft is also written in Java.

      Large developers will rehash tried-and-true genres. The real groundbreaking innovation always comes from the independent developers. But it's true of all industries, not just games. The thing is, however, that for every indie hit, there are also a thousand indie failures. And big companies cannot afford a thousand major failures (though they arguably can afford a thousand small ones to arrive at the big hit).

      --
      "If a nation expects to be ignorant and free in a state of civilization, it expects what never was and never will be."
    25. Re:Minecraft is proof... by Bengie · · Score: 1

      That makes more sense now :-)

      I would have to agree then.

    26. Re:Minecraft is proof... by blahplusplus · · Score: 1

      "I tired of Magicka very quickly because of that (and because of their stupid save system)."

      Magicka did not have the pseudo-random dungeon generator like diablo, diablo 1 + 2 were so god damn addictive for so long because it wasn't 'exactly' the same. Lets not forget magicka was done by indies and not some big publishing house whereas diablo 1 + 2 had huge financial resources from earlier successes.

    27. Re:Minecraft is proof... by Frenzied+Apathy · · Score: 1

      You make a good point about replayability. A game doesn't have to have infinite configurations so it can be played differently each time, to make it a good, replayable game. All of the HL games are like this - for me, at least. I've played all of the single-player games in the series countless times, but every time I play them pretty much the same, and even though I always have to go along the same path to the next goal, they're replayable because they're fun, and they're big, and the scripting is excellent and the gameplay in general is so good that I like to have that experience many times in the same game.

      --
      The cake is a lie.
    28. Re:Minecraft is proof... by Anonymous Coward · · Score: 1

      Actually by the end of the Alpha he had over million subscribers at, I think it was, 9 Euros a piece. Now there probably was a period of time he was working on this without any sort of income from it. But there was also no kind of release schedule. So he could go to work during the day, to pay the bills, and program the basics in his free time.

    29. Re:Minecraft is proof... by jsnipy · · Score: 1

      needs moar steam

      --
      -- if you mod me down, I will become more powerful than you can possibly imagine
    30. Re:Minecraft is proof... by Anonymous Coward · · Score: 1

      I think you confused *story* with *gameplay*.

      Minecraft has shitloads of extremely emergent gameplay. In fact I can't think of a single other game with that much gameplay in the whole history of games. (And I know my games. :)

      But it has no fixed themes and story lines. It is quite the opposite of e.g. Call of Duty in that aspect.

      Which is the best thing that ever happened to computer games, as we were totally stuck in this "linear fixed experience" crap before.

      Don't get me wrong: A good story is great and very important.
      But that's the thing with Minecraft: You *have* a good story with it. But you make it *yourself*. Which means it always resonates with you. Something that is the holy grail of storytelling. Because fixed stories only resonate with people that went through similar experiences as shown in the story.

      Sorry mate, you are scarred by the crap big publishers call "games". Call Of Duty is not a game. It's a interactive movie with a bad story.

    31. Re:Minecraft is proof... by ubrgeek · · Score: 1

      > You are the hipsters of video gaming and you are annoying

      You should see the Mac users playing it ;)

      --
      Bark less. Wag more.
    32. Re:Minecraft is proof... by eharvill · · Score: 1
      --
      At night I drink myself to sleep and pretend I don't care that you're not here with me
    33. Re:Minecraft is proof... by James+Carnley · · Score: 1

      These games have nothing to do with what he said. They are not LEGO. They are video games made by LEGO.

    34. Re:Minecraft is proof... by YouDieAtTheEnd · · Score: 2

      Or you could do it in your spare time while working for someone else. This is actually the more common pattern for innovaters, it's relatively rare that you get someone who just throws everything in the pot and comes up with something new. More often, it's the application of knowledge gained in your existing field or through education and then applied to a dream or a problem diligently over time that nets results. A good example is Chester Carlson, the inventor of Xerography.

      What Mr. Persson pioneered was the financing for this type of work by developing the game to a usable state where it was just interesting enough to pay a couple bucks for and using that cash flow to build the supporting development structure so he didn't have to do it all by his lonesome.

      As a side note, he's not that young. His wikipedia page says 32 which would make him 30 or so when he started Minecraft.

    35. Re:Minecraft is proof... by eharvill · · Score: 1

      Take a closer look at that second link. You literally build your game board with LEGOs and then play a game with LEGO characters and LEGO dice.

      --
      At night I drink myself to sleep and pretend I don't care that you're not here with me
    36. Re:Minecraft is proof... by James+Carnley · · Score: 1

      I've played it before. It's not like playing with LEGO. You just take LEGO pieces and use them in a board game.

      If anything it furthers Goaway's point. They had to add rules and special pieces in order to make a "game" out of LEGO. Without the game you are left with just LEGO, which is not in itself a game. Just a tool for expressing creativity. Like a paint program. Or early Minecraft.

    37. Re:Minecraft is proof... by Anonymous Coward · · Score: 0

      Call Of Duty is not a game.

      This is a lie. You are a liar.

    38. Re:Minecraft is proof... by Anonymous Coward · · Score: 0

      I'd just like to say nethack is UNPLAYABLE due to control keys designed to be completely UNUSABLE.

      Try ADOM for something sane.

    39. Re:Minecraft is proof... by Reapy · · Score: 3, Insightful

      Agree here, and I think the tipping point for minecraft was the idea of a game actually being placed in it via survivor mode. That's why I bought it anyway. I had the impression that the 'just build' part of minecraft was around a while but had a smaller following. Once the survivor idea caught on I think is when it exploded.

      Unfortunately he hasn't done a good job at making a game out of it yet imho. Some nice forward stepping ideas, and I haven't really looked at mods, but I just haven't picked up the game in a while. Terraria showed me more the kind of game I was looking for, but that got boring for me after time as well, but i definitly spent a lot more time with it since I like smashing through gates.

      When I can't survive in an area or get through it to see what is on the other side, it pushes me find out a solution to that problem so I can push forward.

      But yeah at the time minecraft just did a perfect mass appeal, it walked right down the middle of the line, being a building /creative tool and having that hint and promise of exploring and finding treasure and monsters, so you were able to scoop up a huge audience and get a pretty big buzz for attention.

      I think it failed pretty hard in the 'game' part, but that wasn't really apparent until I had spent 10 bucks and maybe about 3/4 hours in the game and saw everything there was to see. Still hoping that eventually there will be a neat game in there somewhere.

    40. Re:Minecraft is proof... by ledow · · Score: 1

      Ah, these people who've never played a game where you only have keyboard controls because menuing systems didn't exist or were resource intensive. How's your Playstation that my generation invented for you?

      If you're really *that* bad, play one of the many GUI's for the base game. But your ADOM would never have existed if NetHack hadn't been around nearly TEN YEARS before it came out, before Windows had even hit version 2.0 and got proper windowing support.

      Those of us who grew up with "redefine keys" options have almost zero problems with memorising the 3-4 vital buttons that play 99% of the game and having many other options available at the press of a button if they need them.

    41. Re:Minecraft is proof... by Anonymous Coward · · Score: 0

      Gameplay implies rules, and goals, and mechanisms.

      You can have fun for hours in a paint program, but that does not make it a game.

      Besides the "goal" part, Minecraft has everything you describe.
      It has clearly defined rules regarding what you can do in the world. It has monsters, gear, crafting and enchanting, just like a lot of RPGs out there.
      It also has quite a few mechanisms: redstone, doors, pistons, etc.

      I think what makes people feel minecraft isn't a real game is because no one is telling you what to do. In Minecraft you're free to do pretty much anything you want; The goal is defined by you.
      Though, in 1.0 (or at least 1.0rc2) there actually is a boss fight, which I'd say is a likely "goal" for a lot of people. Not to mention the achievments, creative mode, and so on.

      You can almost compare minecraft to any other rpg and you will find that lots of things are in fact similar.

    42. Re:Minecraft is proof... by tftp · · Score: 1

      You literally build your game board with LEGOs and then play a game with LEGO characters and LEGO dice.

      You can build a bordello out of bricks. This doesn't mean that you can buy bricks only at a sex shop.

    43. Re:Minecraft is proof... by Goaway · · Score: 2

      Sure. But the point was: These things have all been added on at a late stage. Minecraft was popular before them. And other games, even the blockbusters the original posters disdained, have far more of them, and they are far more refined.

      And that is evidence that gameplay is not important.

    44. Re:Minecraft is proof... by Goaway · · Score: 1

      You seem to be talking to some person you made up inside your head, not to me.

    45. Re:Minecraft is proof... by BigSes · · Score: 1

      Try Elder Scrolls: Skyrim. Hell, Oblivion and Morrowind are excellent choices too, and there much cheaper at this point.

    46. Re:Minecraft is proof... by eharvill · · Score: 1

      And what does that have to do with my comment exactly? I fail to see where I implied you can only use LEGOs to build game boards.

      --
      At night I drink myself to sleep and pretend I don't care that you're not here with me
    47. Re:Minecraft is proof... by hvm2hvm · · Score: 1

      It's a game because unless you're using creativity mode you can't build anything you want or at least not easily. That is, you need to gather the resources for the design you are making and fight the monsters in the meantime.

      Even so, if you *are* using creativity mode there are some limitations on the way you can construct and the materials you can use.

      So I think it's kind of a creativity game, you express yourself but according to a set of rules. Maybe the equivalent of haikus in gaming?

      --
      ics
    48. Re:Minecraft is proof... by grumbel · · Score: 1

      Because replayability isnt the end-all be-all.

      Yes, but on the other side it's hard to ignore that almost everything that isn't a sports game or a music game these days is story driven with little or no replay value. It doesn't matter if it's an FPS, a RPG or a Jump'n Run, you go through a series of predefined level, reach the end and watch the credits. The implementation is different, but the core formula for player progression in all those games is very much the same. God games, management games, strategy games or similar stuff that essentially relies all on their mechanics and provide little or no narrative, just randomly generated scenarios, are extremely rare in the mainstream.

      So it's not so much that every game should have replay value, but more that those genres that provide it have shifted away from the mainstream and become very niche. They still exist on the PC, but even there they are mostly done by the smaller publishers.

    49. Re:Minecraft is proof... by Anonymous Coward · · Score: 0

      So you're saying that if I open paint, and start attempting to place colors (mechanisms) on the screen in an organised (rules) fashion to complete some sort of art (goals) that it's not a game?

      Technically, a game is simply defined almost exactly as you described it, with one simple exception:

      Gameplay implies rules, and goals, and mechanisms that is designed to provide entertainment for the players and spectators

      Many games can be defined as other things: Sports, Competitions, Tournaments, are all good examples of games that may involve money for example.

      The term itself is a pretty loose description, but IMHO Minecraft is one of the best games released (soon enough) in the last ten years.

    50. Re:Minecraft is proof... by LordLimecat · · Score: 1

      I dont know that "more story-based games" is a bad thing. For all the flak Modern Warfare 2 got, I thought it was an incredible game (not having played other CoD titles)-- not because of replayability or multiplayer, but because it was immersive (great graphics, compelling voice acting, responsive ally AI that felt natural) and the story was good.

      And you act like we dont have games like SSB Brawl, or New Super Mario, or the Wii console, or the Wii sports games, etc (clearly all I have is a Wii :P )

    51. Re:Minecraft is proof... by Anonymous Coward · · Score: 0

      NETHACK IS NOT SILLY

    52. Re:Minecraft is proof... by zippthorne · · Score: 1

      Uh.. Have you played mine craft since "classic?" The "goal" is surviving the night... There are plenty of rules and mechanisms...

      I'm not sure your definition of "games" even includes scrabble...

      --
      Can you be Even More Awesome?!
    53. Re:Minecraft is proof... by zippthorne · · Score: 1

      I would say that games like HL2 are more like "holonovels" than strictly games. You're watching a story unfold, where you can participate, to an extent, which is one of the things that draws you into the story, but they're really closer to films than playtime.

      That doesn't mean they're not fun, too. Just that that is one of the many entertainment options available to us, and I would hope that it does not come to dominate the market to the exclusion of other kinds of games, too. Not every game needs to have a story, but every game that depends on a story should have a good one....

      --
      Can you be Even More Awesome?!
    54. Re:Minecraft is proof... by zippthorne · · Score: 1

      I don't know if it's because of the way Java works or whatever, but from what I've heard, it uses 100% of the resources of whatever machine you put it on. That doesn't mean it won't be fine with much, much less, though.

      For instance, I've found it runs much, much better if you limit the RAM available to the JVM it runs in using command line settings. That way it doesn't touch the edge of physical ram and have a few fingers out on the disk causing thrashing.

      --
      Can you be Even More Awesome?!
    55. Re:Minecraft is proof... by grumbel · · Score: 1

      I dont know that "more story-based games" is a bad thing.

      Having more of it isn't a bad thing, having almost only "story-based" games however is. Note "story" is meant here only in the loosest sense, "character driven" games is probably a better term, as it's not the actual story, dialog, cutscenes, etc. that bothers me, but the focus on having the player be associated with playing only a single character and driving him through a predefined narration, even NewSMB and SSB fall into that category. This is quite different from god, strategy or management games where the player might play a country or a company, but not an particular person. Those games aren't about controlling a human-like character, but about controlling a system.

      Sports games are one of the exception, as they have no real predefined narration, just a set of rules and a playfield and often the player doesn't even play a character, but the whole team at once. The problem with sport games however is that most of them try to emulate reality, thus limiting creativity quite a bit.

      On the PC of course the situation is much less a problem, as you still have big games like The Sims and companies like Paradox, but on the consoles there is a heavy focused on having games driven by characters and story, not systems.

    56. Re:Minecraft is proof... by zippthorne · · Score: 1

      Are you sure it's because you don't like the game, and not because of the constant stream of insults, and epithets ushering forth from your vomitous maw? From what I can see, it seems like you've taken "not playing minecraft" to a whole new level of pastime....

      --
      Can you be Even More Awesome?!
    57. Re:Minecraft is proof... by DaVince21 · · Score: 1

      What, you mean like Minecraft itself? You sound as if you haven't actually ever heard of adventure mode.

      --
      I am not devoid of humor.
    58. Re:Minecraft is proof... by Anonymous Coward · · Score: 0

      Rules and mechanisms, minecraft has. That is how anything is able to exist in this reality. It has some logical consistency that we can recognize and interact with.

      As for goals, let me make a case that it does. First, more specific definitions(and this is where it would be best to be in agreement, or we are just arguing semantics): a goal(in a pc game) is a gamestate that the user is given the opportunity to work towards, to achieve. It tends to require not random chance or arbitrariness, but specific adherence to rules of the game via skills of the player to follow through with the right actions. A racing game offers the player the goal of getting first place for example.

      However, the linchpin of my argument is that goals are not necessarily offered to the user explicitly. For example, another possible feature of a racing game may be its ability to destroy other opponent racers or maybe even pedestrians. Such features thus permit a player to work towards reaching a gamestate where those features are interacted with by the player, or in other words, a player can choose the goal of running all of the other cars off the track or killing as many pedestrians as possible. These are not stated goals of the designers, with UI elements keeping track of them and pointing the player towards focusing on them. Indeed, they may not even be very well implemented, ending the game session of the race because the player got last place while he was not even interested in that, but rather now many corpses he could create. Nonetheless, these are goals if my above definition is correct.

      So, if a goal does not need be gift wrapped to the player, but something he chooses, picked out of the logical possibilities of the games rules, then minecraft has as many as the player wants. It is simply a matter of player choice; of not being told what to do, but still being given the opportunity to do it.

      Whether this means minecraft has gameplay I don't know. By your definition it would and as I have shown, so too would paint by your requirements. So I don't know if that would be the way to describe gameplay. I just think minecraft does indeed have rules, mechanisms, and by the existence of the two previous qualities and human action to prefer one state to another through pleasure of achievement and end result, it has goals.

    59. Re:Minecraft is proof... by Bucky24 · · Score: 1

      It's a sandbox. However there are rules. Sand and gravel obey gravity, other blocks do not. Some blocks explode. Certain tools mine certain blocks quicker, ect ect. It's almost like a meta-game, you can invent your own games (such as spleefing) or just go around doing your own thing.

      Bear in mind I'm talking about server play here. Single player is more "do your own thing constantly".

      --
      All the world's a CPU, and all the men and women merely AI agents
    60. Re:Minecraft is proof... by Bucky24 · · Score: 1

      As of 1.0.0, there is a victory condition: slaying the enderdragon. If you manage to beat it then the game credits scroll. It doesn't really end the game-you can return to the overworld and continue on your creations, but it is considered the "end game boss"

      --
      All the world's a CPU, and all the men and women merely AI agents
    61. Re:Minecraft is proof... by bipbop · · Score: 1

      By January-March 2011 it was in a state most companies would release as gold master.

      Yikes! I think Minecraft is fun, but it's buggier than Daggerfall, and the "official" release is buggier yet. I know most companies push to release software before it's ready, but as a lifelong gamer I've never run into another game as buggy as Minecraft.

      (My super-late response is courtesy of a week of Minecraft.)

  6. Did Netcraft confirm it? by Anonymous Coward · · Score: 0

    That's the only way to know for sure.

  7. The modding community it awesome by Anonymous Coward · · Score: 1

    There are some REALLY awesome mods for this game. I do a lot of videos for some of the modders, and the things you can do are basically limitless.

    I believe that Notch is releasing unobfuscated source code with this release, to make things easier on the modding community (YAY!).

    If you're interested in checking it out, visit my youtube channel (Shameless self plug): http://www.youtube.com/user/direwolf20

    1. Re:The modding community it awesome by Direwolf20 · · Score: 1

      Odd, thought I was logged in when I posted this. Woops!! :)

    2. Re:The modding community it awesome by FredFredrickson · · Score: 1

      I used to run a site that integrated multiple different theme servers and a central ebay-like store where you could buy/sell materials gained in each server. Gold was the standard of currency. It was a lot of fun. I ran out of money, so the site remains but the servers are offline. Check it out, maybe I'll revive it: http://www.mineverse.com/

      --
      Belief? Hope? Preference?The Existential Vortex
    3. Re:The modding community it awesome by Anonymous Coward · · Score: 0

      I don't think source is coming until the project is no longer profitable.

  8. Become a Muzzie by Anonymous Coward · · Score: 0

    play minecraft for real

    1. Re:Become a Muzzie by Chrisq · · Score: 1

      Become a Muzzie

      play minecraft for real

      I think you mean mine craft for real.

  9. Netcraft confirms: Minecraft is Finished by Anonymous Coward · · Score: 2, Funny

    Netcraft confirms: Minecraft is Finished

    1. Re:Netcraft confirms: Minecraft is Finished by Megane · · Score: 2, Informative

      (sigh)

      It is official; Netcraft confirms: Minecraft is finished

      One more crippling bombshell hit the already beleaguered Minecraft community when IDC confirmed that Minecraft market share has dropped yet again, now down to less than a fraction of 1 percent of all games. Coming on the heels of a recent Netcraft survey which plainly states that Minecraft has lost more market share, this news serves to reinforce what we've known all along. Minecraft is collapsing in complete disarray, as fittingly exemplified by failing dead last in the recent Sys Admin comprehensive networking test.

      You don't need to be a Kreskin to predict Minecraft's future. The hand writing is on the wall: Minecraft faces a bleak future. In fact there won't be any future at all for Minecraft because Minecraft is finished. Things are looking very bad for Minecraft. As many of us are already aware, Minecraft continues to lose market share. Red lava flows like a river of blood.

      Minecraft is the most endangered of them all, having lost 93% of its core developers. The sudden and unpleasant announcements from long time Minecraft developer Notch only serve to underscore the point more clearly. There can no longer be any doubt: Minecraft is finished.

      All major surveys show that Minecraft has steadily declined in market share. Minecraft is very sick and its long term survival prospects are very dim. If Minecraft is to survive at all it will be among indy game dilettante dabblers. Minecraft continues to decay. Nothing short of a miracle could save it at this point in time. For all practical purposes, Minecraft is done.

      Fact: Minecraft is finished

      --
      #naabhaprzrag, #sverubfr-000, #agi-fcbafberq, negvpyr[pynff*=' negvpyr-ary-'] { qvfcynl: abar !vzcbegnag; }
    2. Re:Netcraft confirms: Minecraft is Finished by hedwards · · Score: 1

      Yeah, because Netcraft is renowned for its accuracy of confirmation...

  10. Re:Voxel based? No by poity · · Score: 1

    I just looked up wikipedia and it lists Minecraft as a voxel based game, so now I'm confused.

    --
    your thin skin doesn't make me a troll
  11. Finished? by guybrush3pwood · · Score: 4, Funny

    What do you mean by "finished"? I payed 14,96 euros for unlimited, endless updates. SO GET BACK TO WORK, MOJANG MINIONS!!

    --
    Perhaps I'm trolling, perhaps I'm not.
    1. Re:Finished? by muddyh2o · · Score: 1

      Minecraft is released Minecraft is complete Minecraft ships Minecraft goes gold Minecraft is final But finished? never!

    2. Re:Finished? by CodeReign · · Score: 0

      If you paid 14,96 you didn't pay for endless updates. That was at the 10 euro price point. I have 6 of those copies.

  12. Misleading Title by Greystripe · · Score: 1

    Did anyone else read the headline and think "oh and here I thought they were doing well"? Perhaps saying it was no longer in beta would have been better.

  13. Just have to say.. by HerculesMO · · Score: 2

    Good for him (Notch).

    I tire of so many crappy games that it's nice that what seems to be a pretty nice, funny, and smart guy got this far with an idea he started for fun. I haven't bought it because I don't think it's really my genre, but I'm looking forward to Scrolls.

    --
    The price is always right if someone else is paying.
    1. Re:Just have to say.. by Anonymous Coward · · Score: 0

      I just wish he'd share more credit and some financial thanks with the Infiniminer devs.

    2. Re:Just have to say.. by FredFredrickson · · Score: 1

      He did use infinimer as a muse, but the code he wrote is all 100% from scratch.

      --
      Belief? Hope? Preference?The Existential Vortex
    3. Re:Just have to say.. by Megane · · Score: 1

      In particular, IIRC, the first release of Minecraft happened just a few days before the Infiminer source was released. Not only that, but Infiminer = C++, Minecraft = Java.

      --
      #naabhaprzrag, #sverubfr-000, #agi-fcbafberq, negvpyr[pynff*=' negvpyr-ary-'] { qvfcynl: abar !vzcbegnag; }
  14. Actually reaching an audience by tepples · · Score: 1

    Ever since around 2001 ish game developers have just created clones and sequels ad nauseum

    I'd go back slightly further. Since the introduction of Parappa in 1997, there really haven't been any genre-making games that I remember. Even Katamari Damacy is just the old arcade game Bubbles redone as a 3D platformer.

    because they allowed publishers and marketers to too heavily influence game development

    Publishers and marketers hold the keys to actually reaching an audience with your game. There are entire genres where self-publication on PC is not practical, and you need a publisher in order to get your game onto a console.

    1. Re:Actually reaching an audience by Moridineas · · Score: 5, Interesting

      I'd go back slightly further. Since the introduction of Parappa in 1997, there really haven't been any genre-making games that I remember. Even Katamari Damacy is just the old arcade game Bubbles redone as a 3D platformer.

      And by that standard there has NEVER been a movie with an original plot and all of the works of fiction of our lifetimes are just hackish copies of the same stories that existed thousands of years ago.

      We're a culture that loves the new and sometimes the innovative. When it really comes down to it, there's not that much that's truly new (at least by your standards for video games!). I don't really like the argument, and it's kind of reductio ad absurdum, but posting on slashdot is basically just a form of email, email is basically the same as a telegraph, a telegraph is basically the same as writing a letter, and writing a letter is basically the same as memorizing a message and telling it to someone else. So were any of these things truly innovative? People have been relaying messages for tens of thousands of years!

      Beyond that, I would say video games don't really HAVE to be innovative. Again, by your standards, World of Warcraft was not at all innovative. Very little in Warcraft was new, innovative, or unique (see EQ, UO, MUDS, etc). But it was all done really damn well! Sometimes excellent execution of a well-liked idea/game/plan is good enough!

    2. Re:Actually reaching an audience by Anonymous Coward · · Score: 0

      There really aren't that many plots when you boil it down.

      Innovation is in the eye of the beholder. Some people see "innovation" merely because they aren't exposed to the predecessors. For instance, Ass-Ass-in's Creed is called "innovative" by people who have no fucking clue what a REAL stealth game - the likes of Deus Ex, or Thief, or even Tenchu - is like.

      Likewise, the FPS genre in general has "innovations" from time to time. The latest slew, however, have gone backwards in terms of real gameplay. In the olden days, speed and maneuverability WAS your defense. You had to play agile. Now? It's all about fucking bullshit "grab cover systems" and constantly regenerating shields.

      Oh, and to the pokemon kids? Yeah. I have pokemon older than you. No seriously. Get off my lawn, you're stepping on my Bellsprouts.

    3. Re:Actually reaching an audience by Anonymous Coward · · Score: 0

      Likewise, the FPS genre in general has "innovations" from time to time. The latest slew, however, have gone backwards in terms of real gameplay. In the olden days, speed and maneuverability WAS your defense. You had to play agile. Now? It's all about fucking bullshit "grab cover systems" and constantly regenerating shields.

      Those cover systems and regenerating shields ARE innovations. That you don't like them doesn't change that fact.

    4. Re:Actually reaching an audience by Anonymous Coward · · Score: 0

      Guitar Hero
      AAO (war simulator, not just a war themed arcade shooter)

    5. Re:Actually reaching an audience by YouDieAtTheEnd · · Score: 1

      Using cover and shields are as old as the effin' hills, just look at Time Crisis. Kids born after the 80s don't know shit about gaming.

    6. Re:Actually reaching an audience by Anonymous Coward · · Score: 0

      Actually, I was born in the 70's. But it's cute that you think a rail shooter from 1995 counts as "old as the hills", or that having a cover concept in a completely different genre of game somehow undercuts my argument.

    7. Re:Actually reaching an audience by tepples · · Score: 1

      I'm not too familiar with America's Army, but at least Guitar Hero is Parappa with a plastic guitar.

    8. Re:Actually reaching an audience by YouDieAtTheEnd · · Score: 1

      I wouldn't call this excellent execution. Unless, y'know, you're into that sort of thing.

      But, I digress. What is more important is that it seems you are misreading genre as medium. Tepples comparison of Katamari Damacy to Bubbles is really spot on if you actually bother to look up what he's referring to. On the other hand, comparing the an internet forum to courier messaging (an odd reduction since a physical forum would seem to have been more fitting) is so obtuse I'm not really sure where to begin. To illustrate, let's take what you're implying Tepples was doing and apply it. The end result would be saying Call of Duty is basically the same as the historical battle of Thermopylae whereas Tepples' assertion was more along the lines of saying 'we haven't come up with many more innovative ways of killing each other since the atom bomb' if we want to stick with a morbid theme.

      In other words, he was comparing genres as in Horror, SciFi, Mystery, Fantasy or Classical, Rock, Alternative, Jazz. (Notice that they all stay within their mode of expression.) Whereas you started comparing speaking to writing to printing to broadcasting or the individual stories within a genre but across different media.

    9. Re:Actually reaching an audience by YouDieAtTheEnd · · Score: 1

      I retract my earlier statement and submit for your approval: Kids born before and after the 80s don't know shit about gaming.

    10. Re:Actually reaching an audience by Reapy · · Score: 1

      Agree with AC here 100%. If anything it makes more sense to use a wall as cover instead of running around like a mad man. Regenerating health adds a nicer pace to the gameplay. The moment they added that to games is the moment I stopped having to quick save every 3 steps. Seems like a good tradeoff honestly.

      Not to say I don't like arena run crazily games like painkiller / serious sam... each method has its place. I mean overall its basically a gaming landscape where you go AAA for a smooth sort of 'look at my cool artwork' gameplay, and go indie for new/different gameplay.

    11. Re:Actually reaching an audience by Anonymous Coward · · Score: 0

      My adopted cousin who was born in the 70s died last week, you insensitive clod.

    12. Re:Actually reaching an audience by Anonymous Coward · · Score: 0

      Your statement is not correct, but it does constitute an unconditional surrender as it acknowledges your failure to argue the facts. So it is accepted.

    13. Re:Actually reaching an audience by Anonymous Coward · · Score: 0

      For instance, Ass-Ass-in's Creed is called "innovative" by people who have no fucking clue what a REAL stealth game - the likes of Deus Ex, or Thief, or even Tenchu - is like

      I love Assassin's Creed, consider it pretty innovative, and have in fact played lots of "real" stealth games like Thief, Metal Gear, Syphon Filter, Splinter Cell, and Hitman.

      The "people only like X because they don't know about Y" argument is never true, and people who make it are always uncomfortably aware of that.

    14. Re:Actually reaching an audience by Anonymous Coward · · Score: 0

      you make solid points, but what you overlook is the difference between action and sequence of action. Yes relaying messages has been done for a crazy long time...what IS innovative is the process that people come up with. Imagine the guy who first thought up having his slave go tell someone something for him...he was probably like "Oh snap, now I have time to take care of more important things and I won't get caught up talking to that guy and he'll still get the message I need to tell him!" and it just escalates, creating the mail delivery system, and with internet at our fingertips it is hardly "old news" when someone came up with email and discussion boards. So don't forget that some things stay the same but it wouldn't be very accurate to equate emails to telegraphs unless you want to equate toilet paper to pine cones....and well....I'm not prepared to do that. GO INNOVATION!

    15. Re:Actually reaching an audience by Moridineas · · Score: 1

      I wouldn't call this [battle.net] excellent execution. Unless, y'know, you're into that sort of thing.

      WoW is by far the most successful and most played MMORPG that has ever existed. Almost universally, since day 1 of its release, it has been praised for its execution. You may not like it, you may not care for the new expansions (I certainly don't), but that doesn't change the facts.

      But, I digress. What is more important is that it seems you are misreading genre as medium. Tepples comparison of Katamari Damacy to Bubbles [wikipedia.org] is really spot on if you actually bother to look up what he's referring to.

      No, the point is -- it doesn't really matter!

      On the other hand, comparing the an internet forum to courier messaging (an odd reduction since a physical forum would seem to have been more fitting) is so obtuse I'm not really sure where to begin.

      Obtuse? It seems quite simple and straightforward to me. I'm not the first one to come up with this argument, incidentally...

      To illustrate, let's take what you're implying Tepples was doing and apply it. The end result would be saying Call of Duty is basically the same as the historical battle of Thermopylae whereas Tepples' assertion was more along the lines of saying 'we haven't come up with many more innovative ways of killing each other since the atom bomb' if we want to stick with a morbid theme.

      No, I disagree completely with you. If you wanted to make a similarly silly reductionist argument to the one I made, Call of Duty is a war video game that was basically the same as ... (go back one or two prior video games). Then the question is, what was the FIRST computer game that was a "war game" -- did it have a physical analog? Cowboys and Indians? Hide and go seek? etc.

    16. Re:Actually reaching an audience by YouDieAtTheEnd · · Score: 1

      posting on slashdot is basically just a form of email, email is basically the same as a telegraph, a telegraph is basically the same as writing a letter, and writing a letter is basically the same as memorizing a message and telling it to someone else

      Call of Duty is basically just a form of a first person shooter, first person shooters are basically just virtual paintball, paintball is basically just a war re-enactment, a war re-enactment is basically just a war, all wars are basically the same so we might as well say the battle of Thermopylae; would be the equivalent application of that type of reduction. It's this ridiculous comparison of things so vastly different that you accused Tepples of when he was talking about the creation of new genres of video game, i.e. First Person Shooter vs. RPG vs. Platformer vs. Adventure. He was not saying that video game plots are just rehashes of older themes from movies and literature.

      No, the point is -- it doesn't really matter!

      Defining your terms properly matters in any dialogue, otherwise you might as well just grunt at each other.

      Obtuse?

      Yes, as in unrelated to the matter at hand. No one was attempting to say that video games are not relavent because they make use of old plot devices, but we wouldn't be arguing if you got that point.

      The Pandaria reference was a jab at furries btw.

  15. Re:Voxel based? No by Anonymous Coward · · Score: 0

    A voxel is about the data more than anything else. A pixel in three dimensional space.

    Think about what a "pixel" is. It's the same thing except with a 3D position. Rending voxels is the same as drawing pixels and has the same relationship.

  16. Re:Voxel based? No by JoeMerchant · · Score: 2

    My simplistic understanding of "voxel" is that it is a 3D version of the 2D "pixel".

    You can render them, represent them, store them, compress them, do whatever you want with them, but at the end of the day a voxel is just a conceptual volume of a discrete cube of space in a Cartesian coordinate system.

  17. Fcraft by Anonymous Coward · · Score: 0

    And they are forgetting all the 'free'-version (classic) mod builders :(
    Like http://www.fcraft.net/

  18. Re:Voxel based? No by Sockatume · · Score: 2

    It depends on what you mean by "voxel" and that's pretty shaky. While voxel means "volumetric pixel" which implies that it's a rendering element, it's not really analogous to a pixel (there's a layer of transformations between voxel and screen) and even in technical papers it's often used to refer to the component parts of a volumetric representation of a some property that varies through space, rather than the technique used to visualise that property.

    --
    No kidding!!! What do you say at this point?
  19. How not to develop by Anonymous Coward · · Score: 5, Insightful

    Notch is a man bursting with ideas, but from what I've seen, he is an atrocious project manager. The number of half-baked ideas and functions still left in the game even at 1.0 (Although as a previous commenter mentioned, this is a very arbitrary number for the game) speaks volumes about the company's attention span when implementing new features. They always seem to get halfway there, and then abandon it for the next lightbulb that lit up.

    Of course, the title is praised by both computer game enthusiasts and casual passers-by across the world, and the simple but powerful idea of creativity, survival, and effort/reward are fully realized. But when bedroom coders do impressive mods in their spare time over a weekend, and the devs take months refining trivial bugs, it says to me that there is a world of possibilities missed out due to a very amateur approach to development.

    Just my two cents.

    1. Re:How not to develop by gorzek · · Score: 2

      I'm inclined to agree. The limitations of his style of software development are quite apparent. I think Minecraft is a great game with a concept behind it that hasn't been fully exploited yet, and I would agree that there are mods doing things the core game should be doing. Minecraft itself is a catalog of half-baked ideas. The core of the game--exploring, mining, crafting, and building--is very strong. Many of the other elements, however, feel half-finished. Take wolves as an example. You can tame wolves, take them with you, and they protect you, but they're also monumentally stupid, have some pathfinding bugs, and there's no real point to them. You can't train them or enhance them in any way. I'd love the ability to issue more complex orders to your wolves--say, establishing a patrol route to protect your house, or siccing a pack of wolves on another player or group of enemies, or even ordering one to draw off a pack of creepers and sacrifice itself to save your structures. Instead, you can't really order wolves to do anything but "stay" or "follow me." Wasted potential.

      The Nether was also a pretty half-assed concept, getting better with the addition of more mobs and Nether strongholds. But come on, it took almost a year to get the Nether enhanced.

      I have a hard time seeing why it takes so long to add new features and enhance existing ones, and then the released product is riddled with bugs. I could understand if the long release cycle for each update was due to extensive regression testing and QA, but it obviously isn't. Remember when new features were coming out every week? What the hell happened to that?

    2. Re:How not to develop by eharvill · · Score: 1

      I'm inclined to agree. The limitations of his style of software development are quite apparent. I think Minecraft is a great game with a concept behind it that hasn't been fully exploited yet, and I would agree that there are mods doing things the core game should be doing. Minecraft itself is a catalog of half-baked ideas. The core of the game--exploring, mining, crafting, and building--is very strong. Many of the other elements, however, feel half-finished.

      I think Notch agrees with you - http://notch.tumblr.com/post/12551870085/inspiration-motivation-stress-and-abandonment

      --
      At night I drink myself to sleep and pretend I don't care that you're not here with me
    3. Re:How not to develop by Anonymous Coward · · Score: 0

      Why don't you chip in some of your masterful code and stop bitching like a little girl?

    4. Re:How not to develop by gorzek · · Score: 1

      Poor show, AC.

      I'll write code for Mojang the day they start paying me to do so.

  20. Suck it, corporate mouthwhores by Rogerborg · · Score: 5, Interesting

    The part that I like best about the Minecraft story is that the shambling masses of "me too" handout junkies have no answer to it.

    "My concept is the next Minecraft, so give me money" doesn't and can't work as a pitch. If your project is the next Minecraft, funders will be chasing you because you already have a game and players, and you'll be laughing at them because you're already making money, directly, without their intervention.

    Die, parasitic middle-men, die.

    --
    If you were blocking sigs, you wouldn't have to read this.
    1. Re:Suck it, corporate mouthwhores by FBeans · · Score: 1

      My latest idea is the next "My idea is the next minecraft" Just like in MC i'm taking this s**t to another level! Cue a post about recursion...

    2. Re:Suck it, corporate mouthwhores by KDEnut · · Score: 1

      God I wish I had mod points!

  21. Re:Voxel based? No by Megane · · Score: 1

    It represents most of the world data as voxels, however each "voxel" represents a cube 50cm high, with typical 3-D graphics textures applied.

    --
    #naabhaprzrag, #sverubfr-000, #agi-fcbafberq, negvpyr[pynff*=' negvpyr-ary-'] { qvfcynl: abar !vzcbegnag; }
  22. Volumetric texel by tepples · · Score: 1

    While voxel means "volumetric pixel" which implies that it's a rendering element, it's not really analogous to a pixel

    I'd consider voxels more analogous to texels in a texture map. The earliest commercial applications of voxel rendering used heightmaps, which can be thought of as voxel maps that are run-length encoded along the height axis. Those are almost exactly the same in practice as modern displacement maps.

  23. Gone gold! by arkham6 · · Score: 5, Funny

    Notch: Look what we have built team! Look at this beautiful creation we have made! Hours of sweat and labor finally complet*SSSSSSSSSSSSSSSSSSSSSBOOOM*

    Notch: DAMMIT!

    1. Re:Gone gold! by ckaminski · · Score: 1

      I haven't twitched so much since first playing Doom 3 years ago.

      Creepers are both awesomely cute and adorable and give me chills.

    2. Re:Gone gold! by gknoy · · Score: 3, Informative

      I hate them. I don't think I've hated an NPC so much in ANY game. It'd be one thing if they only killed me, but the fact that they destroy the things that I built, often irrevocably (because the blocks are destroyed, not merely disassembled) makes them SUCH a threat. Brilliant, and yet I hate them so. It's almost crippling sometimes, to the point where I don't even want to log in and play.

    3. Re:Gone gold! by gangien · · Score: 1

      you can turn them off.

    4. Re:Gone gold! by mattcsn · · Score: 1

      I've started to hate Endermen more. There's ways to defend against Creepers, but aside from building every wall double-width with half-height slabs or putting moats everywhere, Endermen are gonna screw your structures up. Mob towers quickly become swiss cheese unless every floor is only two spaces high.

    5. Re:Gone gold! by gknoy · · Score: 1

      Can you turn them off in SMP, or only in single player? Is it a setting you can toggle? Either way, doesn't quite matter: my friend the server admin likes them. ;)

    6. Re:Gone gold! by zippthorne · · Score: 1

      Do you watch your favorite action movies with the villains removed? You're supposed to hate creepers. Hating creepers is one of the things that people love about the game!

      --
      Can you be Even More Awesome?!
    7. Re:Gone gold! by toddestan · · Score: 1

      Agreed. Creepers can be annoying but at least you know when and where they damage your stuff.

    8. Re:Gone gold! by gangien · · Score: 1

      i dunno, it's available in single player.

    9. Re:Gone gold! by gangien · · Score: 1

      if there was something else to the movie and i found the villains annoying and not essential to enjoying the movie(and there was a villian setting) I would.

  24. Doing it wrong : volume by Hal_Porter · · Score: 1

    the best way to do it is for the video to start real quiet and for sites like slashdot to tell people they need to turn their volume way up to hear it. then without warning THE VIDEO GETS REALLY LOUD.

    --
    echo -e 'global _start\n _start:\n mov eax, 2\n int 80h\n jmp _start' > a.asm; nasm a.asm -f elf; ld a.o -o a;
  25. Re:Voxel based? No by _0xd0ad · · Score: 1

    Voxels are analogous to sprites, not pixels.

  26. Pleas make an easier way by geekoid · · Score: 1

    to add mods.
    Adding mods is a nightmare.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    1. Re:Pleas make an easier way by Anonymous Coward · · Score: 0

      Well, that's closed-source for you.

      I recommend supporting a open-source variant of it with nice APIs instead. (Like Minetest.)

    2. Re:Pleas make an easier way by Anonymous Coward · · Score: 0

      You do know that you are able to read all the code for Minecraft right in the jar-file right?
      I have never before seen a wiki like the ones for Minecraft where people actually quote the sourcecode to prove how things work.
      It might not have a nice api but calling it closed-source is not realy right.

    3. Re:Pleas make an easier way by Anonymous Coward · · Score: 0

      Uuum, in that JAR file are compiled classes of byte code. Yes you can extract method and class names from that, and reverse-engineer it to interfaces. But you can't look at the implementation, and it's all a big hack anyway.

  27. Not finished by fortapocalypse · · Score: 1

    Someone griefed the hell out of it. Now they have to redo the whole f-ng thing.

  28. Steam by Bengie · · Score: 1

    When is it coming to Steam? I want to buy it, but I'm holding out.

    1. Re:Steam by surgen · · Score: 2

      As good as steam is, like any other distribution platform it asks for a lot from the developer. In this case, too much for notch.

      http://notch.tumblr.com/post/9550850116/why-no-steam-notch

    2. Re:Steam by Bengie · · Score: 1

      Ahh, tyvm

  29. Congratz Mojang! by Zpin · · Score: 1, Informative

    For anyone interested in hosting their own Minecraft server(s): http://www.multicraft.org/

    1. Re:Congratz Mojang! by Ash-Fox · · Score: 1

      Woha, this Minecraft shit looks like I'm running some complicated webserver thing. No thanks.

      --
      Change is certain; progress is not obligatory.
    2. Re:Congratz Mojang! by Zpin · · Score: 1

      Minecraft is the game, the control panel is called Multicraft. It's a PHP application with a backend written in Python so yes, you need a webserver. It's up to you what kind of webserver you run. It works fine with Apache, Apache2, Lighthttpd, Nginx, IIS and most likely any other webserver with PHP support. For Windows users there is a package that comes bundled with a standalone version of Nginx so they get a much requested one-click solution. It's used by a lot of hosting providers because it allows easy mass deployment of Minecraft servers, but it works just fine for individual use (and it's free for that purpose).

  30. Skyrim by Anonymous Coward · · Score: 0

    The amount of things you can do in skyrim is amazing. You can easily put in hundreds of hours without even touching main quest. And can replay it if you want as a totally different character with different skills.

    1. Re:Skyrim by nschubach · · Score: 1

      Replaying the same missions with a different character with different skills is really still the same game. I don't understand why people think that this is a "replay angle." The only "replay" Diablo 1/2 had was the fact that you had to find specific attributes on weapons and those were fairly hard to find. It was still the same quest, same levels (even though they were randomized) in the same order. Replay in that game was farming. Does Skyrim have different quest lines that branch from the very beginning and take you to places in the world that the other quest lines do not? If not, you're still playing the same missions, killing the same people (or doing the same FedEx quests) to get to the same ending(s). I don't understand how that's "replay value."

      Fallout 3 touched a bit on the multiple branching quests based on your choices, but you still eventually ended up going to the same place in the end.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    2. Re:Skyrim by Whorhay · · Score: 1

      You could look at the diablo replayability thing being more varied forms of different difficulty levels. The different classes played differently and so fit different play styles. Playing a class that doesn't fit your play style can easily make the game more challenging and that's not even touching the skill choices within each class.

      From my understanding Skyrim does have branching quest lines that alter either the end outcome or open/close availability of other quests and other gameplay avenues. The simplest example that comes to mind is in the first town you will likely encounter, where you meet two men who will give you conflicting quests. Whichever npc you finish the quest for will offer to be your follower, while the other will give you the cold shoulder, dialog options are different and whenever you come near him he'll have something unpleasant to say to you.

      I don't know how deeply implemented that kind of thing is in the game over all but it's fun never the less. I've barely done any of the main quest line and I probably already have 30 hours spent in the game. I didn't play the other Elder Scrolls games but Skyrim seems like it's Fallout 3 in a fantasy setting with much improved graphics. I've actually kind of wished for a system like VATS since my computer can barely handle Skyrim on lowest settings, even with some ini tweaks.

    3. Re:Skyrim by shutdown+-p+now · · Score: 1

      I didn't play the other Elder Scrolls games but Skyrim seems like it's Fallout 3 in a fantasy setting with much improved graphics.

      You've got the cause and effect wrong - Fallout 3 was Oblivion in Fallout setting, and Skyrim is a sequel to Oblivion.

      That said, Skyrim is a fair bit better than Oblivion, and close to Morrowind, in time-to-play, replayability and sheer fun.

  31. minetest by dgp · · Score: 5, Informative

    The open-source minecraft clone, minetest, is surprisingly complete, playable, and fun.

    http://c55.me/minetest/download.php

    1. Re:minetest by Joe+Jay+Bee · · Score: 4, Interesting

      It's faintly amusing to me that despite the supposed innovation and originality benefits of F/OSS, all it ever seems to be able to turn out in the game world is different versions of existing, proprietary games - only this time free of charge. Civilization became FreeCiv, Lemmings became Pingus and now Minecraft becomes Minetest. Hell, even most F/OSS desktop applications and environments are heavily derivative clones of existing ones.

      I'm not asking this in a trolling way - where exactly is the innovation here? Are there any F/OSS games (bar Tux Racer...) that aren't merely copies of some proprietary equivalent?

    2. Re:minetest by Joe+Jay+Bee · · Score: 3, Insightful

      I actually just read the Minetest developer's note to "Minecraft fanatics". He actually has the balls to say:

      I know a lot of people here are thinking that I am cloning a game, meanly and effortlessly copying what others have done, possibly making some fancy cheap technical improvements or something. [...] You could say all the first person shooters today are clones of Quake. They all look the same and mostly you can do the same things in them. Still everybody thinks they are different games and not clones. Why is it so?

      Well the difference is that while Half-Life 2 didn't take Quake's gameplay, plot and look and feel wholesale (while of course sharing similarities in gameplay, what with them both being FPSes), Minetest is a clone of Minecraft, built with the sole aim and intention of being like Minecraft. That's a pretty big difference. There's a marked gap between building on what your predecessors did before and adding stuff, and just taking an existing game and trying to make that.

      Hell, even the HUD on the screenshot is identical...

    3. Re:minetest by Anonymous Coward · · Score: 1

      Open source in a nutshell. No creativity, only the ability to copy commercial success.

    4. Re:minetest by Anonymous Coward · · Score: 0

      The open-source minecraft clone, minetest, is surprisingly complete, playable, and fun.

      http://c55.me/minetest/download.php

      Yeah sure it is.

    5. Re:minetest by Anonymous Coward · · Score: 0

      Don't restrict yourself to just games. Linux (the kernel), gcc, OpenOffice, Mozilla, Apache, emacs, etc. are all excellent projects, but they are all essentially "clones" of an existing proprietary equivalent.

    6. Re:minetest by Anonymous Coward · · Score: 0

      Nethack and its clones. Interactive fiction (text adventures) with as many games as you'd desire. And then there's the more esoteric stuff: Core Wars, robot programming games, etc... If it's text-mode, the OSS community has no problem making it.

    7. Re:minetest by Anonymous Coward · · Score: 0

      make one

    8. Re:minetest by Anonymous Coward · · Score: 0

      Of course, minecraft is really just 3d dwarf fortress with only 1% of the mechanics.

    9. Re:minetest by Anonymous Coward · · Score: 0

      Hahaha! You should look up Infiniminer, an open source sandbox building and digging game via procedurally generated voxel terrain. Then you'll see the innovation and originality began.

    10. Re:minetest by Anonymous Coward · · Score: 0

      http://www.themanaworld.org

    11. Re:minetest by grumbel · · Score: 1

      I'm not asking this in a trolling way - where exactly is the innovation here? Are there any F/OSS games (bar Tux Racer...) that aren't merely copies of some proprietary equivalent?

      While Free Software isn't exactly innovative, even TuxRacer was inspired by the N64 game 1080, lets not forget that Minecraft didn't exactly spring out of thin air either, it's heavily based on ideas from Infiniminer. True innovation is rather rare and while there do exist some original games, like Liquid War, there aren't many of them.

      The reason for that are two fold: First of the "Ideas are cheap" mantra really isn't true, original ideas are rare, original ideas that are actually implementable are really rare and then even having that idea, doesn't give you the ability to communicate it properly. Which brings the second main issue: communication. It's much easier to say "Lets do a Civ clone" and find contributors, then to get contributors on something completely original, especially when it is nowhere near completion, nobody has a clear idea of what it should be like and there isn't something tangible to point at. Establishing a shared vision is hard if all you have is IRC and mailing lists.

    12. Re:minetest by kimvette · · Score: 1

      Why? Minecraft is great, reasonably priced,cross-platform, and will eventually be open sourced. Check this out:

      http://www.minecraft.net/game

      The future

      I plan on developing Minecraft until it's a finished complete game, with a downloadable client (with fullscreen mode), custom key re mappings and possibly modding support.

      For as long as people enjoy and purchase the game, I will develop extensions after the game is done.

      Once sales start dying and a minimum time has passed, I will release the game source code as some kind of open source. I'm not very happy with the draconian nature of (L)GPL, nor do I believe the other licenses have much merit other than to boost the egos of the original authors, so I might just possibly release it all as public domain.

      Whether or not Notch follows through with releasing it under an open source license remains to be seen, but even if he doesn't the game is a good buy. :)

      --
      The Christian Right is Neither (Christian nor right). See: Matthew 23, Matthew 25, Ezekiel 16:48-50
    13. Re:minetest by Anonymous Coward · · Score: 0

      For desktop applications/etc, it is important to stay similar to existing and possibly heavily-used applications to allow companies switching to your product to maintain their investment in usage experience and possibly stored data. The same reason does not apply quite so much to games... *especially* not pixel for pixel, and where there is a thriving modding community. It's a shame.

    14. Re:minetest by neminem · · Score: 1

      Yeah, cause Nethack, being a roguelike, definitely wasn't influenced by, say... rogue.

    15. Re:minetest by Anonymous Coward · · Score: 0

      Why? Minecraft is great, reasonably priced,cross-platform, and will eventually be open sourced. Check this out:

      http://www.minecraft.net/game

      The future

      I plan on developing Minecraft until it's a finished complete game, with a downloadable client (with fullscreen mode), custom key re mappings and possibly modding support.

      For as long as people enjoy and purchase the game, I will develop extensions after the game is done.

      Once sales start dying and a minimum time has passed, I will release the game source code as some kind of open source. I'm not very happy with the draconian nature of (L)GPL, nor do I believe the other licenses have much merit other than to boost the egos of the original authors, so I might just possibly release it all as public domain.

      Whether or not Notch follows through with releasing it under an open source license remains to be seen, but even if he doesn't the game is a good buy. :)

      Of the Infiniminer clones, Minetest fills a niches Minecraft currently does not:
      1) A learning project for the developer (not much Minecraft can do about this).
      2) Open Source (Minetest is open source now. Even though Minecraft will supposedly be open sourced it is likely several years down the line)
      3) Substantially better System Requirements compared to Minecraft (Minecraft has to use fog to prevent rendering too many cubes whereas Minetest can render all cubes in line of site above 30fps when taking a birds eye view of the map http://irrlicht.sourceforge.net/forum/viewtopic.php?f=6&t=40468. Also it can run on ancient P4 era hardware whereas Minecraft is completely unplayable).

    16. Re:minetest by kimvette · · Score: 1

      3) Substantially better System Requirements compared to Minecraft (Minecraft has to use fog to prevent rendering too many cubes whereas Minetest can render all cubes in line of site above 30fps when taking a birds eye view of the map http://irrlicht.sourceforge.net/forum/viewtopic.php?f=6&t=40468. Also it can run on ancient P4 era hardware whereas Minecraft is completely unplayable).

      Good point there; I have a Quadro card (FX-2700M) and it struggles to display Minecraft with the Dell-supplied drivers. If I use current or beta NVIDIA-supplied drivers the game displays fine, but then I lose DisplayPort/HDMI audio in the process. So, if I use DisplayPort, I need to juggle drivers. :-(

      --
      The Christian Right is Neither (Christian nor right). See: Matthew 23, Matthew 25, Ezekiel 16:48-50
    17. Re:minetest by Anonymous Coward · · Score: 0

      Good artists copy, great artists steal, I suppose.

      I'll rehash the argument we always see on /. for you. Every game is a copy of another game. World of Warcraft is a Warcraft-themed copy of Everquest. Everquest is a 3D copy of DIKU MUD. DIKU MUD is a computerized version of Tolkien fantasy and D&D.

      What's the essential difference between a $50 clone of Quake/ and a F/OSS alternative? $50.

  32. Both Steam and Minecraft have an "offline" button by tepples · · Score: 1

    And how the hell is Steam relevant to Minecraft?

    Because both Steam and Minecraft have a "play offline" button. Does Minecraft's "play offline" button work noticeably differently to how cos(0) described Steam's?

  33. Re:Both Steam and Minecraft have an "offline" butt by Barefoot+Monkey · · Score: 2

    Because both Steam and Minecraft have a "play offline" button. Does Minecraft's "play offline" button work noticeably differently to how cos(0) described Steam's?

    Well, there is the fact that Minecraft's button actually works every time. Steam's offline mode button sometimes works for me but I find that more often than not it just results in the "Error - cannot connect to Steam" message.

  34. Re:Voxel based? No by gorzek · · Score: 2

    Strictly speaking, you are right, Minecraft is not in any way a voxel-based game. It uses conventional 3D graphics techniques to do what it does, which means polygons, texture mapping, vertex shaders, etc.

    Making it a true voxel-based game would mean writing a graphics engine from scratch, most likely, and I can see why Notch wouldn't have wanted to do that. :)

  35. Re:Both Steam and Minecraft have an "offline" butt by tepples · · Score: 1

    Well, there is the fact that Minecraft's button actually works every time.

    Thank you for answering the question that I was heading for.

  36. WOW and meh by Anonymous Coward · · Score: 1

    It's pretty amazing a game that is completely mindless and boring netted an indy developer 50+ million dollars...

    I got some friends that are minecraft evangelists, have their own server etc etc. I don't get it. I bought it, played it for 30 mins and just found it pointless and tedious.

    1. Re:WOW and meh by HeckRuler · · Score: 1

      How you play a sandbox game of creation says a lot about a person.

  37. On naming versions... by Gavin+Scott · · Score: 2

    So Minecraft is transitioning from "Minecraft Beta 1.9" to "Minecraft 1.0".

    If it were me, I would have called the milestone release version "Minecraft 2.0 (because our 1.0 is twice as good as your 1.0)".

    I believe it's just a bad idea to have multiple overlapping version numbering sequences. It's fine if you want to do it (as Mojang have) with a developer philosophy justification, but the *practical* implication is that you're going to spend the rest of your life explaining to confused customers why Minecraft 1.0 > Minecraft Beta 1.9, and eventually why Minecraft 1.1 Beta > Minecraft Beta 1.9, etc.

    People are going to google for your product, and they're going to find links to "Minecraft 1.0" and "Minecraft Beta 1.9", and which do you think they're going to follow? Chances are a substantial portion of your customer base will install version 1.0, and then find Beta 1.9 out there along with instructions for how to download and install it (which will work over the 1.0 version returning it back to a pre-1.0 beta).

    There's a reason why large airports have a LOT of signs telling you exactly where to go. Remove even one and all the tourists are going to get just a little bit more confused and some will end up in the wrong place and clog up traffic and have to go around the airport loop again increasing traffic volume etc. When you have the sort of traffic a major airport does, then every little bit that you can reduce confusion will pay back appreciably.

    Doing everything you can to avoid confusing customers for any product (especially one with millions of customers) is also worthwhile, even when it requires you to do things like spell out the blindingly obvious, because otherwise they're going to phone you, and email you, and tweet at you, and gripe about you on forums, and generally consume bandwidth that you would much rather put to other purposes.

    Hence, while philosophically I understand "Minecraft 1.0" prefectly, from practical experience I think it's a bad idea.

    G.

    1. Re:On naming versions... by triazotan · · Score: 1

      I understand the argument of confusion, but thats not the case here. Game is distributed as a "launcher" executable, which downloads some .jars at first login. A few seconds later (game files arent very large, as one can easily imagine in this case) you play the fresh, newest version right from the Mojang servers. And, AFAIR, EULA prohibits distribution of older versions of files.

  38. Still looks like shit though by Snaller · · Score: 1

    Oh well, guess I'm not going to see high res virtuality in my lifetime.

    --
    If Google really cared they would fix Android Chrome to reflow text, instead of discriminating
  39. Re:Voxel based? No by Spiridios · · Score: 1

    Voxels are analogous to sprites, not pixels.

    A VOlumetric piXEL is more like a sprite than a pixel? You learn something new every day.

  40. Blocky graphics fixed? by watermark · · Score: 1

    Does this mean all of the blocky graphics have been fixed? I don't play any games that don't at least use shader model 3. Gameplay is secondary to graphics in my book.

    1. Re:Blocky graphics fixed? by azgard · · Score: 1

      I think you are confused. The Minecraft world actually *is* blocky, so it's rendered exactly as it should look like.

  41. Still waiting by AdamJS · · Score: 1

    For Notch's response to the "you said, clearly, that we will get any new version of minecraft for free, which thus includes the portable editions" messages.

    I mean, an actual response, not just "silly reddit trolls".

  42. I’m a game designer and... by Anonymous Coward · · Score: 1

    Actually, it can. Take Photoshop. When you spend time in that game, it's because you have a goal. If you know yourself, you know to add additional requirements/challenges when you're bored, and divide and conquer when it becomes too hard. Now usually, you will experience a few surprises while working on your goal. And since you do the easy stuff first, it will become harder towards the end.

    Voila! You’ve got a game. And pretty good one actually.

    Now if the goal has some personal meaning to you, and results in learning or seeing the world in a different way in the end, the activity even becomes art.

    Add in competition with others, and you definitely get a sport.

    Finally, if you focus on the learning aspect, you can call it education too. (Yes, education is supposed to be fun. That's our indicator for it being worth something. Otherwise it's shit. Like school.)

    Why this all fits so well? Because that's what games, art, education and sport are, and that's what their point is. :)

  43. cyber bully mecca by Anonymous Coward · · Score: 0

    'lot of cyber bullying going on in Minecraft. People build then get bored, then pick on others. 'need better oversight or they will have trouble (since I paid for it).

    Help eiiminate stupid speeding tickets.

  44. Re:Voxel based? No by _0xd0ad · · Score: 1

    In actual use, yes, they're usually more like a sprite than a pixel. If you're storing anything more than a single color per voxel, it's not at all like a pixel.

  45. Re:Voxel based? No by Teancum · · Score: 1

    Voxels are analogous to sprites, not pixels.

    I think you a confusing sprites with objects. A sprite is a group of pixels that are put together and act as a unit. 3-D objects are a group of voxels that also put together and act as a single unit.

    That Minecraft happens to be using 3-D objects (aka "blocks") as descriptions of each "volume element" is perhaps where you are getting confused. The same can also happen in 2-D graphical games where an image can be comprised of multiple "sprites" or "blocks" that are stamped over and over again to draw maps, buildings, or even creatures. It isn't anything new.

  46. Indicity.... by SimmyD · · Score: 1

    "The upcoming Steam-like IndieCity-platform will also employ similar feature where, in addition to normal indie game store, players can look at unfinished projects and choose to support their development." you mean what Desura (www.desura.com) is already doing on windows and Linux?

  47. Re:Free software in a nutshell by genjix · · Score: 1

    The Internet, Wikipedia, Linux, Bittorrent, Firefox, Wikileaks, Bitcoin, Creative Commons, Netbooks, LAMP, ...

  48. Re:Voxel based? No by _0xd0ad · · Score: 1

    You're trying to say that since an object must have integer boundaries, voxels are like pixels.

    I'm trying to say that since a voxel can contain a 3D object, the object is more like a sprite than a pixel. A pixel is a rectangle of solid, uniform color.

    Minecraft happens to be using 3-D objects (aka "blocks") as descriptions of each "volume element" ... The same can also happen in 2-D graphical games where an image can be comprised of multiple "sprites" or "blocks" that are stamped over and over again to draw maps, buildings, or even creatures.

    Yes, those sprite-based 2D graphical games are analogous to voxel-based 3D graphics. That's what I've been saying all along. They're basically the same. You even said so.

  49. Re:Voxel based? No by shutdown+-p+now · · Score: 1

    Traditional voxels are also uniform color (and then you apply interpolation - but that works for pixels, too).

    A textured cube is not a voxel.

  50. Re:Voxel based? No by _0xd0ad · · Score: 1

    Traditional voxels are also uniform color (and then you apply interpolation - but that works for pixels, too).

    A textured cube is not a voxel.

    Name a voxel-based game that doesn't violate those requirements.

  51. Re:Voxel based? No by shutdown+-p+now · · Score: 1

    There are very few voxel games today, because it's too computationally expensive to obtain the same image quality using them on our current hardware. Historically, though, most of voxel games have been like that - to give a few examples: all NovaLogic games that used VoxelSpace (the whole Comanche series, the first few games in Delta Force series); Blade Runner; Vangers and Perimeter; C&C: Tiberian Sun; several Build engine games that used voxels for some things (e.g. Blood, Shadow Warrior); Outcast; Alpha Centauri; Hexplore.

    Note that most of those (especially those that used voxels for terrain) did both color and height interpolation. However, individual stored voxels still had a single color.

  52. Re:Voxel based? No by _0xd0ad · · Score: 1

    Exactly, now rather than storing a color they store a texture and blend it with neighboring squares (e.g. for terrain), which is a logical extension of the original voxel which makes it look better.

    It also makes it more like a sprite than a pixel, but I think you're nit-picking to say that it's not a voxel anymore.

  53. Re:Voxel based? No by shutdown+-p+now · · Score: 1

    Well, I guess if you have a cubical voxel with, say, a 10x10x10 texture, it could just as well be interpreted as 10^3 single-color voxels stacked together in a cube, with some optimization for more efficient store. So you have a point.

  54. wesnoth by Anonymous Coward · · Score: 0

    > Are there any F/OSS games (bar Tux Racer...) that aren't merely copies of some proprietary equivalent?

    Have you tried Battle for Wesnoth (wesnoth.org) ?

  55. Re:Voxel based? No by grumbel · · Score: 2

    it's not really analogous to a pixel (there's a layer of transformations between voxel and screen)

    Actually it is. The thing that is often forgot is that pixels also get quite a bit of transformation when going to the screen, they might get scaled, blurred, blended, gamma-corrected and otherwise changed before they appear on the screen. Furthermore, image formats like JPEG don't store real pixels either, they store something that can be unpacked to pixels, but not perfectly some pixels will get changes along the way. A pixel isn't even necessarily a square on the screen, as most scaling algorithm will handle it as a singular sampling point, not an area. One can even apply a texture to a pixel and blend it with neighboring pixels, that's essentially how tilemaps work.

    With voxels the situation is of course a little bit complicated, as there is no native way to display 3D data right now, so you can't just "blit" a voxel set into the video memory and have something show up, like you can do with pixels. There are also plenty of different ways of storing and compressing voxels. The underlying principle is however pretty much the same, just now in 3D instead of 2D. Thus if you want to store a 256x256x256 voxel image, you can just take 256 256x256 images and be done.

  56. Time is money - your evaluation is incorrect. by PMBjornerud · · Score: 1

    I judge my Steam purchases by hours of gameplay per pound (about $1.50). Anything over 10 hours per pound is usually pretty good. Some games are in the hundreds of hours per pound. Most half-decent games manage at least 1 hour per pound. Anything below that I consider a loss. So the game has to be either amazing and long (rare - HL2 managed it), or it has to be cheap, or it has to be very replayable.

    I strongly disagree. Your argument assumes infinite time. Games are cheap, time is limited.

    As time available for games approach zero, price can be ignored. The only metric that matters is "amusement per hour".

    I would pay a lot more for a 5-hour great game that I would for a 20-hour decent game.

    --
    I lost my sig.
    1. Re:Time is money - your evaluation is incorrect. by Bucky24 · · Score: 1

      Especially since some games make you walk across a near-endless world simply to lengthen gameplay. Repetition does increase the length of time you play the game, but not the entertainment.

      --
      All the world's a CPU, and all the men and women merely AI agents
  57. Voxatron... by master_p · · Score: 1

    ...is cool! it's like C64 games got an extra dimension!

    Remakes of classics like the Mario games, Space Invaders, Galaxians, Galaga, Pacman, Jet Set Willy etc would be extremely nice looking with such a graphics representation as Voxatron.