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	<time pubdate datetime="2010-10-02T22:49:00+01:00">
		<sup>10:49<abbr>pm</abbr> • 2010</sup>
		<abbr title="October">Oct</abbr> 2
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<h1>Where Can Minecraft Go?</h1>
	<strong>Minecraft is a thing of beauty.</strong> I won’t link to it directly though because it will probably
	destroy your marriage, lose you your job and turn you into a recluse. Google ahead if thou darest. I respect that
	its author—Markus “Notch” Persson—has managed to create something so good thus far, and therefore is exactly
	capable of proceeding without fears and worries the game won’t include everybody’s opinion on what’s right for
	<a href="/blog/minecraft/bridge.png" type="image/png">
		<img src="/blog/minecraft/bridge.jpg" alt="A long stone bridge crosses a gorge with stone gate houses either side" width="640" height="361" />
	<figcaption>I made this. <a href="/blog/minecraft/bridge_night.png" type="image/png">Night shot</a></figcaption>
	Listening to too much direct “change this to this” feedback is exactly what ruined the Tomb Raider series. The
	first game I consider to be the most all-round perfect game ever made. People complained it lacked action and it
	lacked other humans to kill. So instead of finding a mellow middle ground, Core swung the whole ship upside down and
	made Tomb Raider II incorporate almost all action (and not enough puzzles) and almost entirely a human cast to gun
	down. It ruined everything that was good about the first game—the sense of loneliness and the sprawling and
	nonlinear level design.
	Mainly, when people give feedback they are just moving ornaments around the room. They want one thing changed to
	something else. Few question why the room is decorated in the first place, or why the room has to be the size it is.
	A lot of feedback lacks scope and perspective to rise above petty colour choices and look at the emotional aspects
	that tie us to the games.
	Therefore, I’m not aiming to provide feedback, but rather to <em>ask big questions</em> that Markus may be able to
	answer in terms of the emotional response I get out of Minecraft when I play it.

<h2>Of Rooms and Spaces</h2>
	The first thing you have to do when you start in Minecraft is to find shelter. When the night rolls in, the monsters
	come out and you won’t last long. This desire to seek safety and comfort pervades Minecraft. Once you have built
	yourself a small bunker, you seek to reinforce it to protect it against creepers blowing holes in your walls. Once
	you have a strong hidey-hole, you then go about making your shelter look nicer, function better and overall allow
	yourself to be more productive during the night, rather than sitting around waiting for the sun to come up and it to
	be safe to go outside again. If you’re like me you spend your time building elaborate structures so that you can
	move around with as little risk as possible from the nasties (I need to work on fencing off a forest so I can log at
	night in peace).
	After initial fumblings I managed to work out a set of tactics for starting off in a world to avoid being blown to
	smithereens from the offset. Beyond building for safety the game provides much in the way of customising one’s
	space according to one’s taste. I’ve noticed that everybody usually likes to build nice rooms to be in, like a
	bedroom, or library or just generally furnishing the place.
	<a href="/blog/minecraft/fireplace.png" type="image/png">
		<img src="/blog/minecraft/fireplace.jpg" alt="A small room with a fireplace and bookcases either side" width="640" height="351" />
	<figcaption>A cozy fireplace away from the winter cold. I made this on a server, so had access to unlimited resources</figcaption>
	This is where I feel a strange disconnect in the game. Whereas I’m happy building fortifications to keep out the
	zombies and the like <ins>this kind of building serves a direct purpose</ins>, building nice rooms and crafting to
	suit a personal aesthetic is not so meaningful in the game beyond the personal gratification and also being able to
	show off your creation to others. We build rooms to serve personal ideas of purpose that the game has no purpose
	for. Why do I have books, and bookcases, if I can’t write or store information in them? Why make a bedroom, if I
	can’t sleep in it?
	It feels that in the rush to go build something new, that which I’m building isn’t serving much of a purpose
	beyond running through it to get from <var>A</var> to <var>B</var>. Perhaps it’s just me wanting more from the
	virtual spaces I craft. You can make a reasonably productive room with workbenches, furnaces and chests, but I’m
	the kind of person who wants somewhere nice to sit in the evening and chat with friends.
	Generally speaking, once you have a few cobblestone walls up you’re pretty safe from the outside (most of the
	danger comes from the dark places underground; turning around and coming tête-à-tête with a creeper is not good).
	Beyond the night and day cycles, the world outside doesn’t communicate with you much. If you are outside it’s
	usually for one of three reasons: logging, finding new resources, or finding new vistas.
	I think it’s asked of often, and even on the books, that Minecraft should have seasons (worlds can be either
	summer or winter at the moment, but don’t change over time). This I’m fully in accord with. Beyond just
	aestehtics I feel there’s a lot that this can add to the how the player feels for their world, how they plan and
	execute their projects and also with rooms and purpose that I talked about earlier.
	I would imagine that over over autumn, trees would loose their foliage (and have none in winter) thus reducing the
	availability of seedlings to plant new trees and forcing you to either stock up on wood, be more reserved over
	winter or farm trees in light and heat-controlled areas instead. The player would enact different kinds of
	priorities and tasks depending on season, helping to extend gameplay. I believe an in-game year should be very
	gradual, giving you time to prepare for seasons and enjoying the best of them whilst they stay; maybe a week of real
	time, or even a literal 365 day-cycles in-game (though that may prove too long on the scale).
	<a href="/blog/minecraft/nE1pB.jpg" type="image/jpeg">
		<img src="/blog/minecraft/nE1pB_thumb.jpg" alt="A panorama of an autumn colour scene" width="640" height="160" />
	<figcaption><a href="http://reddit.com/r/Minecraft/comments/dilqu/have_a_great_autumn_rminecraft/">source</a></figcaption>
	There are some good fan-made texture packs already available that replicate seasons,
	<a href="http://www.retributiongames.com/quandary/">this one</a> covering the whole year. I especially like the
	blossom in February.
	I would go further and add that <em>weather</em> would also add additional gameplay mechanics but in tighter time
	cycles. Rain would water crops and trees, raise water levels after prolonged periods and reduce visibility. Fog
	could also occur, slowly thickening to reduce visibility to a few feet. This would throw in an extra challenge to
	keep the player on their toes and help shape the difficulty curve (as I was saying, it’s too easy to completely
	master the outdoors). If a bad fog settles in and you’re out logging, either you need to have lit the path back
	with torches, or dig in and make a temporary bunker until the fog passes. Strong winds could restrict your speed of
	movement in a particular direction. Snow of course buries things, but fog / wind + snow could cause a white-out
	blizzard. I want to feel that my world is not always predictable and always ready to throw me a challenge that I can
	deal with with the right preparation, experience and tools to hand.
	As your resilience and crafting skills increase so should the threats (and opportunities). Dragons have been cited
	as a possibility in the game and I would welcome this. When I found my first
	<a href="http://minecraftwiki.net/wiki/Dungeon">dungeon</a> it was spawning skeletons, which are extremely deadly
	on their own let alone several that respawn. I had to go smelt some armour and a good sword to tackle those which
	gave me a good purpose to invest in armour and weapons since otherwise I could get by without in my usual rounds.
	A dragon would represent a high-level boss that would require you to work towards several crafting goals, not least
	armour and weaponry. Dragons themselves, I would assume, would live in caves located in high mountains and would
	guard a large hoard of gold (a worthy prize). At night, the dragon could come out and represent an ariel threat
	(currently lacking in Minecraft) as well as the ability to breath fire and potentially burn down your trees and nice
	buildings. This would be a nuisance, of course, but would help motivate the player to focus on terminating the
	dragon (and all the prep work required in crafts the player may not normally be interested in) and let them know
	that they’re not invulnerable from mobs just because they’re three blocks off the ground. We all need a good
	reason to crave a diamond sword <samp>:)</samp>

<hr />

	<strong>Travel is discordant in Minecraft.</strong> Whenever you die you always return to the original spawn point,
	so an infinite map is not much use if it takes you a long, long time to get anywhere. Often, the only reason to
	travel far over ground is to find vistas, and it’s always a chore to set up base a long distance from the spawn
	point (especially when getting murdered a mile underground, six miles from the spawn).
	Home is where the heart is and that shouldn’t necessarily always be the spawn point. The difficulty is that there
	is simply many <em>easy</em> ways to solve this problem; arbitrarily allow the creation of spawn points, even using
	beds as spawn points has been suggested. The difficulty is in finding something that <em>feels</em> right (and
	encourages me to build mile-long transit systems to move around). If you could jump from one place to another
	instantly there would be little reason to build elaborate walkways and bridges.
	<a href="/blog/minecraft/map.png" type="image/png">
		<img src="/blog/minecraft/map.jpg" alt="An isometric map showing two very long perpendicular bridges" width="640" height="508" />
	<figcaption>Had no idea that sea was there</figcaption>
	A spawn point is only ever used when you die. It could be argued <ins>story-wise</ins> that each time you spawn
	it’s a different person (or a different iteration of them) and that when you entered the world for the first time
	you (the player) are just jumping into a person who is there because the previous person had just died, for whatever
	reason. Therefore I would theorise that if spawn points could be travelled between, that <ins>like Terminator</ins>
	no possessions could travel with you, and (incoming geeky fact) like the teleporters in Star Trek, a new body is
	created and your old one thrown away in the transport operation in much the way returning to the spawn point by
	death has the same effect. By this reasoning the creation and moving of spawn points should not be a light or easy
	matter in the game (perhaps requiring a rare, particular natural resource to be located at the spawn point).
	You can create minecart tracks, and these allow quick travel, but only under the force of gravity. Whilst changes to
	minecarts could see them being used more for high-speed travel across the land, they seem to fall short of the usual
	purpose of a minecart. When I am very deep in a cave system, and mining away, it is time consuming to keep heading
	up and down the mine to drop off resources or achieve other tasks. Should a minecart not allow me to fill it up with
	ore, then send it on its way back up the mine to dump its contents and automatically come back again? Building track
	systems are time-consuming and complex and thus should have some big pay off for actual <em>mining</em>. Not just
	rollercoasters <samp>:P</samp>
	I love exploring newly uncovered cave systems (and hate bumping into zombies and creepers). Once these mazes have
	been completely stripped of anything not-rock and fully lit they can be cripplingly samey, making it very easy to
	get lost. I should perhaps just put up signs to direct myself but once a mine is nothing but outcrops of rock they
	get boring and there’s little reason to go through them again. I suppose that’s unavoidable.
	As one’s capabilities expand and the need to travel further to hunt out new resources and new building projects so
	should one’s world-view expand much like the explosion in cartography and exploration in the sixteenth century.
	Once I’m travelling between several main sites and looking to expand my empire I want to be able to get a better
	grasp of my surroundings for larger scale projects. You can do a lot of running around but it’s easy to get
	disorientated and lost. If we could create maps (compass + paper) then I could begin to have a bigger impact on my
	world and really begin to expand into the infinite. A sign + map could create a “you are here” sign-board.
	It is <a href="http://minecraftwiki.net/wiki/Obsidian#Trivia">quoted here</a> Notch saying that perhaps something
	should be involved in floating islands generated in the game (like the presence of obsidian). My suggestion for this
	is that perhaps what Minecraft needs is another block type:
	<a href="http://en.wikipedia.org/wiki/Lodestone">lodestone</a>—inspired by
	<a href="http://books.google.co.uk/books?id=ta1uaL7RF5gC&amp;pg=RA1-PA24&amp;lpg=RA1-PA24&amp;dq=gulliver%27s+travels,+lodestone&amp;source=bl&amp;ots=fQWbVKK-pi&amp;sig=tq5F36LFYj8wY4ggz3g3ZF_qc0g&amp;hl=en&amp;ei=14-nTLbvOsyNjAez47i7DA&amp;sa=X&amp;oi=book_result&amp;ct=result&amp;resnum=6&amp;ved=0CCUQ6AEwBQ#v=onepage&amp;q&amp;f=false">the
	lodestone in Gulliver’s Travels</a> <samp>:)</samp>
	Having a magnetic resource would also make more sense for constructing compasses. Also, mining it would require
	using a non-metal pickaxe as the loadstone would pull the pickaxe out of your hands if you struck it. It would also
	be pretty rare, being found reliably only in floating islands.

<h2>Facilitate Possibility</h2>
	More than anything a sandbox game needs the vision of one person to decide where the die is cast. I like Minecraft
	because like a few games that came before it allows you to do the thing you’re interested in most. Like
	<a href="http://en.wikipedia.org/wiki/Elite_%28video_game%29">Elite</a>, you were dumped into a vast world and
	left to decide what to do. Not all aspects of Minecraft’s features I’m interested in. For example, I’ve not
	done any farming yet, and have seen very little reason to do so.
	Players who enter Minecraft are going to fall on a circular range of preferences (building, crafting, mining,
	farming, combat) and a scale of casualness to anal-retentiveness. It is too easy, given the early-adopter userbase
	and the “change this to this” nature of feedback, to go down a path where only geeks are catered for.
	Notch <a href="http://twitter.com/#!/notch/status/25861140080">has suggested</a> that adding achievements to the
	game would be a good idea and I’m all for anything that gives me a good solid reason to make an awesome farm, but
	the last thing I want is never being able to get the magic 100% number because some achievements can only be
	attained through <dfn title="obsessive compulsive disorder">OCD</dfn>. I think Notch is in agreement with this and I
	would add the suggestion that a couple of games of note have used hidden ‘skill points’ to mask the
	anal-retentive achievements from the main score.
	I think Minecraft can succeed in forging a path catering to both the casual and the anal retentive. It’s awesome
	that someone has built a
	<a href="http://www.osnews.com/story/23845/Working_16bit_ALU_Implemented_in_Minecraft">working 16-bit math
	processor inside Minecraft</a> but it’s obvious that shouldn’t be expected of everybody. Instead of catering
	directly to these things Minecraft can facilitate the possibility of all kinds of content that Minecraft itself is
	not internally aware of. That is, Minecraft is not aware that it’s running a 16-bit ALU, it just facilitates the
	possibility by providing rudimentary circuits. This, I believe, can be taken much further. Here are some examples:
	<dt id="">Minefrag</dt>
			The following is known:
			<li>Minecraft has a multiplayer mode</li>
			<li>You can craft weapons</li>
			Therefore Minecraft could facilitate the creation of a rudimentary FPS mode without having to
			specifically cater to it. Since weapons fired at you hurt you and what you fire at mobs hurts
			them, the code already exists to have this work between players. I suspect it’s already a
			regularly requested feature that server admins can set a default set of resources that the player
			enters the world with (and this feature would of course see practical merit outside of
			facilitating an FPS anyway), thus an admin could set players to enter the world with a default set
			of weaponry.
			Multiple spawn points would be required of course, but again, this will likely have to be solved
			as part of the main game anyway—facilitating the possibility of an FPS for free.
			Creating an FPS would give a world owner a real purpose and design for crafting their world. This
			would help greatly with the question of room purpose and decoration / advanced crafting features
			like redstone.
			Minecraft Server would need to add the feature of respawning objects, but this functionality
			already technically exists in one of the third party servers: unless granted permission by admins,
			the server can replace any block you remove—preventing you from crafting. This same feature
			could be used to place an item on a square, and cause it to remain (or spawn again after 30
			seconds) once picked up. This would be a reasonably minor feature to add to Minecraft Server,
			whilst opening many possibilities.
	<dt id="">Mineslayer</dt>
		In thinking about multiplayer + room purpose I had the idea that if Minecraft Server included the option to
		disable crafting upon entry to the world (an oft-requested feature already for existing survival purposes)
		then the world-owner could construct a rudimentary dungeon-explorer computer game in the vein of The Legend
		of Zelda. A player would enter the world into a series of carefully crafted rooms or locations and have to
		collect weapons and items and solve puzzles the owner has crafted. The owner would need the ability to
		place mobs and mobspawners, but that could just be a simple extension of the ‘creative mode’ already
		planned for the game. One major change would be that each player that enters the server would have to have
		a copy of the map, rather then everybody co-habiting the same space (though this could be used for the very
		purpose of multi-player teamplay). This feature could simply be a flag on the server that asks the client
		to download the map locally and play it rather than playing it over the wire in a co-habited space. Not
		hard to implement <abbr title="in my opinion">IMO</abbr>.
	I’m sure there’s plenty more genres that could be bent to fit Minecraft but my express purpose is that these
	shouldn’t require Notch to put in such a mode himself, rather that with just the right selection of options and
	capabilities in the regular survival mode, world-crafters could build these games themselves—or whatever fanciful
	contraptions they can conjure up. You never know what someone might build in Minecraft, the variance in individual
	taste and design is as infinite as the maps.
	<a href="/blog/minecraft/lake.png" type="image/png">
		<img src="/blog/minecraft/lake.jpg" alt="An enclosed lake with steep sides and a rocky overhang" width="640" height="351" />
	<figcaption>A particularly nice spot</figcaption>
	What I feel when I play Minecraft <em>Alpha</em> is that there needs to be more here, passively, <em>egging me
	on</em>. Not in my face, “you must do this now”, but just there—should I be interested, should I need to
	complete <var>A</var> + <var>B</var> first to earn <var>C</var>, should I want a new career option in the
	game. I want to be able to connect with my world emotionally rather than just on a technical building level. What is
	the <em>lore</em> of the world that I inhabit? How did such and such a feature in the landscape come to be? Why do
	the monsters come out at night and why are they here? There should be much to ask, and many answers to be found
	through the long labour of exploration, ingenuity and perseverance.
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