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."
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?
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.
... 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.
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.
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.
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.
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.
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!
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!
The open-source minecraft clone, minetest, is surprisingly complete, playable, and fun.
http://c55.me/minetest/download.php