Showing posts with label minecraft. Show all posts
Showing posts with label minecraft. Show all posts
Friday, February 10, 2012
Four Things To End the Week.
One.
I have a big article about the indie games biz up on Gamasutra. I'm quite happy with how it turned out. Enjoy!
Two.
Everyone all justifiably atwitter about how Tim Schafer raised upwards of one million dollars on Kickstarter to make a new adventure game. It's a great proof-of-concept for the whole publicly funded game thing. If Tim Schafer couldn't pull in some coin to make an adventure game, nothing else has a chance.
I think it's brilliant, and it ties well into what I said in my Gamasutra article. The secret power of indie devs is to exploit underserved niches. Expect other Kickstarter-funded games in future. I only hope the results match the expectations.
Three.
Heaven forbid that I should be thought to criticize Notch or Minecraft. (I won't even point out that the whole end boss/enchantment/potion/combat system is taking the game in entirely the wrong direction to please exactly the wrong group of people.)
But, about this.
Hey, I wouldn't presume to give them advice. But, after I make my 30 million dollars, I'm not going to rely on Anonymous to finish my games for me. Just sayin'.
Four.
Every once in a while, I read someone's critique of OK Go as a band, focusing on the fact that they basically fine and only have one decent single. (Don't click that link. You've seen it already.) But that misses the point. They aren't a band. They're much more interesting than that. They're a meme-generation factory, and really good at it.
So here is my legally mandated one link a year to an OK Go video. Yeah, like you have something better to do with three minutes and fifty-four seconds.
Look for my next link to them in roughly fifteen months, when they play some pleasant and non-threatening power pop by shooting kittens out of a cannon into steel drums, or whatever.
Wednesday, September 21, 2011
The Hardest Game. For Adults.
I have come to realize that, for adults, Minecraft is among the most difficult of all video games.
Bear with me.
Minecraft is amazing for kids. All of the children in our social circle have been completely absorbed into the Minecraft collective. They make huge towns. They discuss the relative merits of the Adventure Update. They install mods. They set up LANs and explore each others' worlds. Whatever its merits as an educational game, it's certainly made our kids learn what an IP address is.
When we took our nine-year old daughter to PAX, she insisted on waiting in line to have her picture taken with Notch, Minecraft's creator. I spoke with him and mentioned that I run Spiderweb Software. He said that he'd played Avernum. This one fact did more to elevate me in her view than any single event since her creation.
The kids are mad about the game, making spiraling towers, roller-coasters, water slides, and mad dreamscapes.
But what about the adults?
What Adults Frequently Say About Minecraft
Many of the guardians of these children tried Minecraft themselves. Few of them played more than an hour or two. Now note, these are nerd grown-ups, gamers, people who actually finish games. Grown-ups rarely have time to play games. These are people who make time. But I played for more than any of them, logging a mere ten hours.
But that's not what got my attention. What I found so fascinating was that, when I asked my fellow olds what they thought of it, I always got a similar response:
"I didn't know what to do."
"I didn't see the point of it."
"I didn't have a purpose."
And then they looked at me as if all this made perfect, self-evident sense. And the thing is, it did. I always nodded with genuine sympathy.
And then I realized how depressing that is.
A Thought Experiment
Suppose you asked an adult, "What do you think of Legos?" and got the response, "I don't like them. I just look at them, and don't know what to do. What is the purpose? What is their point?"
What would you think of this response? Would you find that person to be Awesome? And not, maybe, I don't know, just a wee bit depressing?
Tell me, what do you think of paper? "It's blank. That stresses me out." What about clay? "I don't know what to make, so it's pointless." Look. You can make things with this. "But creativity makes me tired."
I'm not pretending I'm not the same way. I don't think I'm any better than my peers. I'm just the same.
Look What I Did With It, Because I'm So Great
I had a blast playing Minecraft! I built a little house, so that I could be safe from monsters. I made a mine. And then you know what I created?
I built a two story house for a family of four. Bedroom for the parents. Bedroom for two children. Kitchen. Workshop. Field of crops so we could eat. A big wall to keep us safe. I even baby-safed the damn thing, to keep my non-existant Minecraft four-year old from falling down the stairs and into a lava pool.
And then I was done. I recreated the world I see around me every day, to the maximum fidelity cube-world would allow. And then I stopped playing. Success.
Isn't that extra-depressing? Even in my fantasy world, I had to have a mortgage.
Why Minecraft Is the Hardest Of Games. For Adults.
I have not made any big, unique discovery here. It's been common knowledge for a long time that a kid can have just as much fun with a toy as with the box it came in. We take this loss of creativity as we age for granted. It's only when it happens with a video game, the sort of thing adults can play, with weapons and monsters and gold, that it comes into much sharper relief. Of course adults don't color with crayons. That activity is in a box in our brains labeled "Kid Stuff," and we can ignore it safely.
But Minecraft is new, so we have to evaluate it with fresh eyes.
To play Minecraft (before the release of promised updates with boss fight and goals and other dreadful things), you have to play. Not in the linear way, walking down a hall and shoot guys in the face on the one course the designer created for you.
To play Minecraft, you have to Play. Playground-style, without fear or hesitation or second-guessing. You have to, without self-consciousness, be creative. My old, withered, linear, fight-or-flight, calculate-reward-for-effort brains just can't do that anymore, not without great strain. To play Minecraft for more than a few minutes, you have to act like a kid again, in the good way. And that is HARD.
I don't know if I can do it. One of these days, some rare, free afternoon, I really need to sit down for an hour, just an hour, and try.
Tuesday, March 29, 2011
Review: Minecraft
Since I like to write about Indie game design, it is inevitable that, at some point, I must discuss Minecraft. Written by this Swedish guy commonly known as Notch, it emerged overnight to take over the world and sell meeelions of copies. It has had a level of success my games can never ever hope to match, and it's kind of earned it.
Of course, I could go on, as many others have, about the soul-crushing lack of anything in the game to help anyone actually understand it. Of course, officially, it's still a beta, but it's still super harsh in the early going. Don't try to play it without reading this Newbie FAQ and bookmarking the recipe list, unless you enjoy suffering.
For the few people who haven't played it yet, Minecraft is usually described as a Lego video game. You start out a guy on a deserted island. You can gather cubes of dirt and wood and stone and use them to build, well, whatever you want. Houses. Castles. Roller coasters. There's no plot, per se. It's a creativity tool and an incredibly addictive one. The game system is very simple, allowing for hilarious mishaps, outlandish creations, and manifestations of mental illness.
I made a nice two bedroom house for a family of four. There's a wall around it. It's nice.
But for a no-budget Indie game to sell north of 1.5 million copies? In beta? There is something crazy insane going on here, some sort of true genius. This guy captured lightning in a bottle, with a fairly crude-looking game with no tutorial and a punishingly difficult first ten minutes. I honestly wouldn't have thought it possible. Anyone who cares about game design should look closer and see what this guy did right...
You Have To Earn What You Get
If you want to make a house out of 500 blocks of stone, you first have to dig them up. But then you just have an empty house. If you want something nice, like a clock or a golden pillar or a roller coaster, you have to search more and dig deeper. One of the key elements of Minecraft is the personal satisfaction you get from looking at what you built, which comes in part from knowing that you had to spend your time to earn it. And people do spend the time, because ...
You Get Stuff Fairly Quickly
The guiding principle behind Minecraft seems to be that you have to earn everything you get (by spending time), but practically everything comes cheaply. The stone to make a fortress can be dug up fairly quickly. The key insight here is that, to give a player self-satisfaction, you do need to charge a price (again, paid in your time), but that price can be very small. As long as there is any price at all, even a low one, the player can feel pride in his or her creation.
There Is Danger
On normal difficulty or higher, monsters can spawn anywhere where it is dark. And these aren't candyass, meaningless trash monsters, either. They are skeleton archers that can kill you dead before you even figure out where they are and exploding ambulatory suicide cacti that spend one second hissing in warning before they pop, killing you and destroying everything nearby.
Minecraft was never meant to be a shooter. You can make weapons and armor, but they're tough to make and wear out quickly. The vast majority of foes should simply be avoided. The point of the game is not kicking ass but achieving safety.
Now, to be clear, the danger element is not necessary. Plenty of players switch the game to Peaceful difficulty and never face a worse threat than falling into lava. But for players like me, who need some sort of story element or immediate goal to get into a game, the pressing need to make a Safe Place is a perfect way to feel involved. And, once the game gets you actually playing, it becomes much easier to answer the most difficulty question any creativity toy poses: "I can make anything I want, but what do I want to make?"
But Not Too Much
Minecraft is dangerous, but not too dangerous. Torches are easy to make, they never go out (for now, see below), and monsters never spawn in lit areas. It is easy to make an enclosed place where monsters will never jump you. And yet, if you ever walk outside or if you accidentally leave a dark spot in your house, the danger comes pouring back in.
And, much in the same way that only a tiny amount of effort gives a player pride of ownership, the mere awareness of danger is enough to keep things interesting. Once, when I was modifying my house, I forgot to place a torch in one of the rooms. It gets dark, I go to bed, a zombie spawns in that room, and, when I wake up, it's eating my face.
No matter how safe you make things, a moment of complacency can always kill you. The constant presence of danger can make anything more interesting, even stacking little cubes.
The Game Model Is Incredibly Forgiving
Game designers frequently want to make things too hard for players. There is a constant fear that someone, somewhere, is getting away with something. For example, it must have been very tempting to have Minecraft have a real physics model. Make your wood building too big or unbalanced, and watch as it crumbles before your eyes. Hah! Take that, you dumb gamer!
Minecraft isn't like that. It's a creativity tool. It strongly resists the desire to be hardass about what you can build and gets out of the way as much as possible. Want your giant stone castle to hang in midair? Sure! The game's job is simply to let you create.
With one limitation. Fire is merciless. Try to burn up the patches of brush in front of hour house and I promise, within five minutes, your happy green island will look like Mordor.
And the Developer Is Very Generous
For the amount of entertainment the game can provide, it's amazingly cheap. Around twenty bucks for the beta, and that comes with all future patches. No DRM. No recurring fees. One account serves as many machines as you want to use it on. And once, when their ordering servers were down, Notch simply made the game free.
This is just one example of someone becoming very successful by making something really cheap. See also: Humble Indie Bundle.
But We're Just At the Beginning
One of my favorite things about Minecraft is that it's a work in progress. We can watch the developer's tightrope act in real time, and they might still screw everything up!
For example, they have been flirting for a while with making torches go out. You would have to spend time running around with flint and steel relighting torches, or areas will go dark and "Oh God! Zombies! My face! Aaaahhhh!" This would be a huge change in the nature of the game, introducing a new activity that would pull lots of time away from the core activity: gathering materials and doing stuff with them. This change has been put off for a while, though, so they may have had the wisdom to rethink it.
(In fact, watch for any change that will heavily alter the proportion of time the player spends on various activities - digging, building, etc. These are the changes that will muck up the game.)
They are also considering adding Hardcore mode, where if you die your world is gone for good. I suppose this is a good change, since it is optional and some people love pain.
But I suspect that their design instincts are pretty good. Instead of making torches go out, they are adding cute wolf pets. Genius. My daughters will die of happiness.
So Try It
If you love Indie games, try this one. It takes some work to get into it, but it is a worthwhile exercise just too see how much innovation small developers are capable of. I am on the record as saying that small Indies aren't as innovative as people give them credit for. This is one case when I've been very happy to be proved wrong.
Tuesday, March 22, 2011
Minecraft Makes Little Girls Cry.
I've been playing Minecraft a lot lately (when I'm not porting our newest game to Windows and iPad), and I will have several things to write about this truly fascinating game. For example, my nine year old daughter is addicted to it, and I thought her first experience with it was telling.
Here is a brief summary of my daughter's initial Minecraft session:
Starts game at spawn point.
Walks a long way from spawn point.
Builds most of a house.
Tries to make the roof of the house by placing a block of sand directly above her.
The block of sand falls onto her.
She suffocates.
She respawns at the start point.
She can't figure out where her house is.
She cries.
Walks a long way from spawn point.
Builds most of a house.
Tries to make the roof of the house by placing a block of sand directly above her.
The block of sand falls onto her.
She suffocates.
She respawns at the start point.
She can't figure out where her house is.
She cries.
So what have we learned? First, that Minecraft is truly an educational game, punishing lack of foresight with an almost Eve-like intensity. It has much to teach about planning and forethought, and it delivers its lessons in the most painful way possible. Nothing educational can have value without the possibility of crushing failure.
Second, this would be a great bit of ad copy:
Minecraft - It makes little girls cry.
Third, after she went to bed, I logged in and spent a minute finding her house again. This made me a hero with a ludicrously small amount of effort. That justifies the twenty bucks spent on the game right there.
More to follow, once I figure out how to make a cake.
Subscribe to:
Posts (Atom)

