I've been playing a game called Minecraft for a while, and I decided I'd like to share a few thoughts about it.
What is Minecraft?
Minecraft is an amazing indie game, developed by Markus Persson, an amazing Swede who goes by the name “Notch” on the interwebs and communicates to the world through his blog, The Word of Notch. I'd say that pretty much anyone could have a good time in the game, even if you don't buy it (which gives you access to the most up to date version of the game). For free, you can play single and multi-player creative mode (build whatever you want), and a very outdated, but still fun version of single player survival. If you buy the game (right now it's just under 10 euro), you get access to the most up to date single player survival, which I'll explain a bit more about below, and very soon, access to multi-player survival (which is in development right now), as well as free access to every single future update to the game.
The up to date survival mode is really fantastic: you spawn in a blocky and practically infinite world (not actually infinite, but your computer would run out of memory before you could explore the entire map) with no resources, and you have to survive the hordes of evil monsters that prowl the world at night by building secure bases and crafting weapons. There are many items and tools you can craft, including swords, pickaxes, boats, armor, minecarts, and lots more. If you are so inclined, you could build yourself a fortress with traps to automatically kill any monsters unfortunate enough to wander into your territory. As an added bonus for those who are technically inclined, a recent update added the ability to create your own 'electric' circuits to perform tasks such as opening doors remotely, or triggering TNT explosions as monsters walk over them. I've spent a bit of time building a combination lock that traps anyone who enters the wrong combination, using some basic circuitry and a little bit of the almost non-existent in-game physics.
If you enjoy running around slaughtering helpless pigs and sheep, fighting through hordes of arrow-shooting skeletons as you search for resources late at night, riding minecarts down steep mountains, or if you just like to build vast epic structures, you should check out Minecraft.
Why the success?
Ok, enough of the free advertising! (But the game is just that good) Minecraft has been a huge success for Notch, with the game recently being bought 1000 times within 24 hours. It has been recognized as the amazing game that it is by people ranging from the TF2 dev team to random nobodies like me, and has been mentioned in publications like the PC Gamer. So, how did Minecraft attain this position? As an aspiring indie game dev, I have asked myself this question many times. Here is my attempt to answer that question.
1) Creativity. One of the primary premises of Minecraft is being able to build your own structures, to become a developer and exercise your imagination and creativity. When it was first released, the only game mode was single player creative, and it was a huge hit to those who knew of it. There are not many limits to what you can build, given enough time (except for things with perfect round edges). I have seen many amazing creations, from a model of the Earth to giant roller coasters. As an extra for those who have the know-how, you can create circuits (and if you have the time and patience, build a fully functioning computer).
2) Developer communication. Notch has done a fantastic job of keeping in touch with the Minecraft community. He has a regularly updated blog where he posts about how Minecraft development is coming along. He is open to suggestions from the community, and has in fact added features that were suggested by players. Unfortunately, Notch has such a huge fanbase that he can’t answer every single email or tweet addressed to him, but he does his best to be open and to keep updating the community on what’s new.
3) Frequent updates. Because Minecraft is still in Alpha, is has a long way to go before it is polished off and finished. Notch is taking an incremental development approach to this, and keeps steadily adding features and fixing bugs. He also has a recently begun the tradition of the “Seecret Friday Update”, where he updates the game with some feature(s) and leaves them for the community to discover. This practice shows the community that development on Minecraft is very much active and will continue to be such indefinitely.
4) Notch has fun. The reason Notch has brought Minecraft to where it is now is because he enjoys developing it. I can imagine that having to create software like Minecraft, but not having fun doing so, would be a dreary and painful chore for anyone, and most would probably quit before finishing. Notch has said plenty of times that he has fun writing code for Minecraft. Probably the best examples of this are the Friday updates, where Notch takes a break from whatever task he has been focusing on during the week, and takes a little time to have some fun with a new monster type or sweet little feature. He has made great progress recently on the multi-player survival mode, because, as he mentioned in a blog post, he is starting to have fun developing that massive feature.
Applying the facts
So, what lessons can an aspiring indie game dev learn from the example of Notch and Minecraft? In short: Keep in touch with the community, make sure your community can see the game in active development, and make sure that what you are doing is fun. Allowing player creativity is not always a feasible option in all game genres, but it definitely is one of the big perks of Minecraft. Looking at my own experience in game dev, all of these could and should be applied to that awesome and rather unsuccessful game which I help develop: HackWars. Frequent updates and keeping in touch with our community should definitely be worked on -- we are trying, but perhaps not hard enough. As to allowing for player creativity, HackWars definitely has this, but in a much more narrow fashion aimed towards players with technical knowledge, through the medium of player scripts and websites. One thing I’m sure of, and that is that I am having a lot of fun working on HackWars. Seeing player reactions to updates has always been very rewarding, and gives me incentive to keep on coding away at the mess of spaghetti code mixed with strange hacks and duplicate code and sprinkled with interesting comments that is HackWars. Oh, and it helps me to maintain the vision I have of HackWars becoming an amazing (more so than it already is) and popular game, which I will hopefully live to see become a reality.
What is Minecraft?
Minecraft is an amazing indie game, developed by Markus Persson, an amazing Swede who goes by the name “Notch” on the interwebs and communicates to the world through his blog, The Word of Notch. I'd say that pretty much anyone could have a good time in the game, even if you don't buy it (which gives you access to the most up to date version of the game). For free, you can play single and multi-player creative mode (build whatever you want), and a very outdated, but still fun version of single player survival. If you buy the game (right now it's just under 10 euro), you get access to the most up to date single player survival, which I'll explain a bit more about below, and very soon, access to multi-player survival (which is in development right now), as well as free access to every single future update to the game.
The up to date survival mode is really fantastic: you spawn in a blocky and practically infinite world (not actually infinite, but your computer would run out of memory before you could explore the entire map) with no resources, and you have to survive the hordes of evil monsters that prowl the world at night by building secure bases and crafting weapons. There are many items and tools you can craft, including swords, pickaxes, boats, armor, minecarts, and lots more. If you are so inclined, you could build yourself a fortress with traps to automatically kill any monsters unfortunate enough to wander into your territory. As an added bonus for those who are technically inclined, a recent update added the ability to create your own 'electric' circuits to perform tasks such as opening doors remotely, or triggering TNT explosions as monsters walk over them. I've spent a bit of time building a combination lock that traps anyone who enters the wrong combination, using some basic circuitry and a little bit of the almost non-existent in-game physics.
If you enjoy running around slaughtering helpless pigs and sheep, fighting through hordes of arrow-shooting skeletons as you search for resources late at night, riding minecarts down steep mountains, or if you just like to build vast epic structures, you should check out Minecraft.
Why the success?
Ok, enough of the free advertising! (But the game is just that good) Minecraft has been a huge success for Notch, with the game recently being bought 1000 times within 24 hours. It has been recognized as the amazing game that it is by people ranging from the TF2 dev team to random nobodies like me, and has been mentioned in publications like the PC Gamer. So, how did Minecraft attain this position? As an aspiring indie game dev, I have asked myself this question many times. Here is my attempt to answer that question.
1) Creativity. One of the primary premises of Minecraft is being able to build your own structures, to become a developer and exercise your imagination and creativity. When it was first released, the only game mode was single player creative, and it was a huge hit to those who knew of it. There are not many limits to what you can build, given enough time (except for things with perfect round edges). I have seen many amazing creations, from a model of the Earth to giant roller coasters. As an extra for those who have the know-how, you can create circuits (and if you have the time and patience, build a fully functioning computer).
2) Developer communication. Notch has done a fantastic job of keeping in touch with the Minecraft community. He has a regularly updated blog where he posts about how Minecraft development is coming along. He is open to suggestions from the community, and has in fact added features that were suggested by players. Unfortunately, Notch has such a huge fanbase that he can’t answer every single email or tweet addressed to him, but he does his best to be open and to keep updating the community on what’s new.
3) Frequent updates. Because Minecraft is still in Alpha, is has a long way to go before it is polished off and finished. Notch is taking an incremental development approach to this, and keeps steadily adding features and fixing bugs. He also has a recently begun the tradition of the “Seecret Friday Update”, where he updates the game with some feature(s) and leaves them for the community to discover. This practice shows the community that development on Minecraft is very much active and will continue to be such indefinitely.
4) Notch has fun. The reason Notch has brought Minecraft to where it is now is because he enjoys developing it. I can imagine that having to create software like Minecraft, but not having fun doing so, would be a dreary and painful chore for anyone, and most would probably quit before finishing. Notch has said plenty of times that he has fun writing code for Minecraft. Probably the best examples of this are the Friday updates, where Notch takes a break from whatever task he has been focusing on during the week, and takes a little time to have some fun with a new monster type or sweet little feature. He has made great progress recently on the multi-player survival mode, because, as he mentioned in a blog post, he is starting to have fun developing that massive feature.
Applying the facts
So, what lessons can an aspiring indie game dev learn from the example of Notch and Minecraft? In short: Keep in touch with the community, make sure your community can see the game in active development, and make sure that what you are doing is fun. Allowing player creativity is not always a feasible option in all game genres, but it definitely is one of the big perks of Minecraft. Looking at my own experience in game dev, all of these could and should be applied to that awesome and rather unsuccessful game which I help develop: HackWars. Frequent updates and keeping in touch with our community should definitely be worked on -- we are trying, but perhaps not hard enough. As to allowing for player creativity, HackWars definitely has this, but in a much more narrow fashion aimed towards players with technical knowledge, through the medium of player scripts and websites. One thing I’m sure of, and that is that I am having a lot of fun working on HackWars. Seeing player reactions to updates has always been very rewarding, and gives me incentive to keep on coding away at the mess of spaghetti code mixed with strange hacks and duplicate code and sprinkled with interesting comments that is HackWars. Oh, and it helps me to maintain the vision I have of HackWars becoming an amazing (more so than it already is) and popular game, which I will hopefully live to see become a reality.
