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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."

55 of 272 comments (clear)

  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 Oswald+McWeany · · Score: 2, Insightful

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

      --
      "That's the way to do it" - Punch
    6. 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).

    7. 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
    8. Re:Not finished by rwa2 · · Score: 2

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

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

      Only to people who bought during beta! Suckers!

      * Bought Minecraft during Alpha.

    10. 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.

    11. Re:Not finished by BinarySolo · · Score: 3, Funny

      I say solely, you say soley.

    12. 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. ~

  2. 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.

  3. 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 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.

    2. 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?

    3. 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.

    4. 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

    5. 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.

    6. 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.

    7. 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.
    8. Re:Minecraft is proof... by Goaway · · Score: 3, Insightful

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

    9. 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.
    10. 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.

    11. 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.

    12. 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.

    13. 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.

    14. 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.

  4. 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.

  5. 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
  6. 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; }
  7. 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.
  8. 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.
  9. 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.

  10. 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?
  11. 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?

  12. 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.

  13. 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.
  14. 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 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.

  15. 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!

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

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

    --
    RETURN without GOSUB in line 1050
  17. 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...

  18. 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.

  19. 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.

  20. 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

  21. 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. :)

  22. 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.

  23. 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.

  24. 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.