Minecraft free for every secondary school in Northern Ireland

Minecraft free for every secondary school in Northern Ireland

Educational block-building game set to be distributed to schools in project devised by CultureTECH innovation festival

MinecraftEdu
Pupils at St Cecilia’s College in Derry-Londonderry play MinecraftEdu, which is being made available to schools throughout Northern Ireland

Minecraft will be given to secondary schools in Northern Ireland as part of a project organised by the annual CultureTECH festival and funded by the Department of Culture, Arts and Leisure.

The hugely popular building-block game will be supplied to 200 schools and 30 libraries and community organisations, which will all receive download codes for MinecraftEdu, the educational version of the game.

Launched in 2011 by Swedish studio Mojang, Minecraft has sold more than 60m copies on PCs, smartphones, tablets and consoles. It generates a vast blocky landscape, then allows players to freely explore, constructing buildings and mining for minerals that can be crafted into useful items.

The game was quickly recognised for its educational potential, offering children a compelling way of learning about architecture, agriculture and renewable resources. Copies soon started to appear on classroom computers around the world.

“The level of engagement is the first thing you notice ,” said Mark Nagurski, chief executive of CultureTECH. “This is work that the kids really want to do and if you’re able to harness that enthusiasm, energy and creativity you end up with a pretty significant learning opportunity.

“The other exciting thing for us is the scalability and ‘sharability’ that Minecraft offers. If someone creates an engaging way of teaching, say, ancient history, using Minecraft, that can immediately be shared with all the other teachers using the game. You can already see that [happening] with things like Computercraft and we hope this project will add significantly to that resource.”

Soon after the release of Minecraft, educational game developers in the US and Finland formed a company named TeacherGaming to create a classroom edition, complete with teaching tools and hosting software to allow seamless connected play between pupils on different machines.

TeacherGaming claims that MinecraftEdu is already used by more than 3,000 teachers in hundreds of schools around the world, in classes ranging from languages to the history of art.

In 2013, one Swedish school made the game a compulsory part of its curriculum. Later the same year, Google partnered with quantum mechanic Spyridon Michalakis to create qCraft, a version of Minecraft designed to teach children about quantum mechanics.

“Last week we worked with Artichoke and The Space to recreate, in Minecraft, a version of Burning Man artist David Best’s ‘Temple’ in Minecraft,” said Nagurski.

“The real world Temple was a 70ft structure in the city that was ceremonially burnt. When we took it into the schools we were able to give young people a chance to create their own versions of the Temple, working alongside the artist. We’ve seen Minecraft being used to teach everything from coding to physics but I think that there’s a real opportunity to develop more of these kind of creative projects too.”

This is the first time, however, that Minecraft has been distributed across an entire region.

CultureTECH has said that it will work with various education partners to provide training and support to teachers who want to use the programme.

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Minecon 2015 ticket details announced by Mojang for July event

Minecon 2015 ticket details announced by Mojang for July event

 

“Minecraft” fans recently received amazing news from Mojang. The game developer announced that the fan convention called Minecon will return this year after not existing since 2014. The annual event that was normally attended by over 10,000 avid “Minecraft” fans since it began in Las Vegas in 2010 will once again attract thousands of fans around the world. This time, it will be held at the ExCeL Convention Centre in London on July 4 and 5.

There is limited information shared about what the convention will offer this year, but Mojang recently announced that those who will attend the event will be able to participate in several panels that will discuss the future of the sandbox game. Also, several exhibits can be expected where innovative stuff will be displayed featuring the “Minecraft” principle.

 However, the most concrete announcement from Mojang about the event is the schedule of the ticket release as well as information on where and how to purchase it. According to Mojang‘s official website, the first 5,000 tickets will be sold on Friday, March 27, at exactly 6 p.m. GMT. The next set of 5,000 tickets will go on sale starting 12 p.m. on Saturday, March 28.

Each ticket will be sold for £129, and can only be purchased through Eventbrite. Each individual can only purchase up to six tickets at a time, and they have to provide the name of the ticket holder when making the purchase to make the order complete. The tickets cannot be resold, and only those individuals whose name appears on the ticket will be admitted to the convention.

Mojang also tied up with several hotels within the vicinity of the venue where attendees can book at discounted rates. They also allow children aged three and below to enter the premises for free, but those aged 14 or younger must purchase their tickets and have an accompanying adult before being allowed to attend the event.

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Paradise Never: Why We Don’t Have to Understand Games

Paradise Never: Why We Don’t Have to Understand Games

For me to sit down and attempt to explain what Paradise Never is, I would need to have access to thousands upon thousands of words. It’s not that the self-proclaimed action-RPG is complicated (okay maybe it is), but after playing it, I have absolutely no idea what the heck it is. I spent hours and hours procrastinating this preview, wondering how I would manage to write about one of the most confusing games I’ve ever played before ultimately giving up entirely. Of course, you’re currently reading this, so it’s clear that the way in which I gave up didn’t equate to complete abandonment of my work. Rather, it became clearer and clearer as time went on that part of Paradise Never‘s bizarre charm is its ability to spin your head in circles, despite its relatively simple appearance. Does it truly matter that this is the most perplexing game I’ve ever written about? Is it the end of the world that normal descriptions fail to capture exactly what we’re talking about here, or is that actually the point?

There’s a pretty decent chance that you’ll fall down some sort of deep, never-ending rabbit-hole if you take the time to research the nitty gritty details of Paradise Never. Even though I played through the entire demo build available to me, I still felt as though there were things I needed to learn. So often when we consume any sort of media, be it a video game, book, or movie, we always seem to have an underlying desire to understand what we’re taking in. There’s this need to comprehend every aspect because, for whatever reason, perplexity is often the enemy. The funny thing about Paradise Never is that it’s very possible to understand what’s going on, but there’s this almost mystical nature to wrapping yourself up in the confusion. This last statement, of course, brings up a much larger question that’s far too massive to unpack in a single article: is it really necessary to understand a given piece of content?

paradise never 2
Of course, there’s a fair bit of information necessary to explain the ins and outs of Paradise Never, as long rants about comprehension don’t necessarily paint you the best picture. Essentially, you’re a member of a rebel group living on a colonized French island in the year 2027. I’m going to hope you made the logical assumption that your overarching goal is to overthrow the French regime; also, there’s one tiny thing you have to think about throughout this entire affair: keeping yourself and your friends alive. Now’s where things start to get weird, so brace yourselves. The game begins after the revolution effort presumably fails, but a mystical goddess steps in and resets time back to three days prior (yes, you’re totally normal if you got a Majora’s Mask vibe). Not unlike the best Zelda game of all time, players will constantly go through a 72-hour loop, carrying over everything they learned in hopes of eventually overthrowing the French. On the surface, this mildly convoluted, but still understandable premise doesn’t seem too out of the ordinary; however, the combination of a vast open world, strange dialogue segments, and the aura of mystery makes Paradise Never the oddity it has become.

The best part of writing this preview is that I’m slowly starting to learn more and more about Paradise Never as I type. There’s something magical about translating your thoughts into some sort of physical form that aids understanding, at least for me anyways. Still, Paradise Never doesn’t feel like the type of game that you can simply describe in a sentence. It’s not as if this is a Super Mario Bros. game, where the premise of, “Run and jump to the right and save the Princess,” is easily translated, but I digress.

paradise never
Developer Kitty Lambda Games always makes a point of noting that this is an action-RPG. All of the combat is in real time, and when you take that into account, along the incredible level of resource management necessary at all times, it’s easy to see where that classification comes from. In the demo I played, I went through three seemingly standalone quests that required me to undertake a number of morally ambiguous tasks, the most exciting of which involved burning a man’s house down to cause chaos. Considering the bleak narrative, it’s exciting to simply sit back, explore this mysterious world, and simply see what happens when you mess with stuff. Paradise Never is a sandbox game through and through, and this large environment will lead to a wonderful sense of stress when the three-day time limit is taken into account.

Even with nearly 500 descriptive words out of the way, there’s still a great deal of Paradise Never that begs to be explained. Rather than simply listing out every aspect of the most perplexing game I’ve played in quite some time, however, I want to allow that veil of mystery to remain in place. The second I was able to peel back the need to understand everything in front of me, I was able to grasp what makes Paradise Never so gripping. After feeling the need to understand each and every aspect of every piece of media I consume, there’s something oddly magical about embracing confusion. Even more so than the actual game itself, this bizarre self-conflict is something that must be experienced to believe.

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Mother leaves full-time supermarket job to make thousands as a celebrity on MINECRAFT (now even her daughters’ friends want her autograph!)

Mother leaves full-time supermarket job to make thousands as a celebrity on MINECRAFT (now even her daughters’ friends want her autograph!)

Mother leaves full-time supermarket job to make thousands as a celebrity on MINECRAFT (now even her daughters’ friends want her autograph!)

  • Staci Northfield, 27, from Cambridge, left her job as a Sainsbury’s cashier
  • Mum-of-two is now a Minecraft celebrity, narrating videos on YouTube
  • Has 111,000 subscribers on YouTube and 34,000 followers on Twitter
  • Earns the same as her partner, who is a chef at a Cambridge University 

A mother has given up work to gain an international following for her making videos of the addictive block-building game Minecraft.

Staci Northfield, 27, from Cambridge, says she earns more from narrating her digital adventures on the hugely popular game than she did as a full-time supermarket cashier.

As her online alter ego, Salem’s Lady, she has amassed 111,000 subscribers on YouTube and even meets her eager fans at special conventions.

'It's like a double life' - Staci has found it strange to consolidate both her real life as a parent and also her life and work as a gamer in Minecraft

‘It’s like a double life’ – Staci has found it strange to consolidate both her real life as a parent and also her life and work as a gamer in Minecraft

The mother-of-two uses Twitter to keep in contact with her 34,000 followers and – while she won’t reveal her new earnings – says she makes almost as much as her partner Jonathan Brown, 33, who is a full-time chef at a university in Cambridge.

She said: ‘I got started when one of my friends told me it was a really great game to play. It looked really boring but she showed me a guy doing videos and he made it a bit more interesting.

‘I started off building a house, which turned into a castle, then a castle with a railway, and from then on it was; “I love this game, it’s endless”. You can build anything.

‘I never thought it would be possible playing games for a living, and now there are children who want me to sign things for them.’

Even Staci is surprised by her own success, saying: ‘I hate the sound of my own voice, and I thought they were going to hate it, but a lot of the audience are in America, and they seem to love the British accent.

Staci posts hugely popular minecraft videos as SalemsLady

'I love this game, it's endless' - Former supermarket cashier, Staci, has an online alter-ego called Salem's Lady, which she takes on adventures in the block-building video game

‘I love this game, it’s endless’ – Former supermarket cashier, Staci, has an online alter-ego called Salem’s Lady, which she takes on adventures in the block-building video game

‘There have been a few people around from the start and I always try to make a little more effort for them but sometimes it’s hard because you can’t speak to everybody.’

Staci gave up her Sainsbury’s job to look after her two daughters Holly, six, and Rachel, eight, but struggled for money two years ago and decided to go back to work.

But while she was looking for jobs online she became hooked on the addictive block-building game so much she began making the videos.

 It’s really, really strange, I have to switch off from the gaming world and be a parent again, but I can go to my children’s school and none of the parents know who I am

Despite YouTubing as a hobby she soon realised she could make some serious cash and gave up the job hunt altogether.

Staci spends two or three hours in the morning making the videos before she edits them in the afternoon and helps other players with any queries.

She spent last weekend at a gaming convention in London and has had to get used to meeting her excited fans in the flesh.

Staci added: ‘My youngest daughter just doesn’t understand it, she just likes being in the videos.

‘But my eldest loves it, her friends are fans and when she goes to school they all know who I am.

‘It’s been steadily growing over the past two years and then it’s really snowballed recently, I can’t believe it.

‘I earn enough to get by so I don’t have to go to work and can pay my bills, and if I am needing to go to school I can do that.

‘I am always available if someone needs me, it’s a real perk.

‘It’s really, really strange, I have to switch off from the gaming world and be a parent again, but I can go to my children’s school and none of the parents know who I am.

‘It’s like a double life.’

She says she earns the same as her husband Jonathan, who works full-time as a chef in a university in Cambridge

She says she earns the same as her husband Jonathan, who works full-time as a chef in a university in Cambridge

The Wizard of Minecraft

The Wizard of Minecraft

Markus Persson Notch
Markus Persson, a.k.a. Notch, gaming’s biggest rock star. Illustration by Quickhoney; Photograph by Fredrik Skogkvist

It’s a wet monday morning in Stockholm, and the door to Markus Persson’s office is closed. The wooden blinds to the windows that look out at the 35 employees of his company, Mojang, are drawn; his assistant tells me that he is in a meeting with his officemate, company co-founder Jakob Porser.

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Forty minutes later, I find out why I’ve been kept waiting: Persson – one of the biggest taxpayers in Sweden, the creator of an estimated $2 billion company – has been at a PC playing a first-person shooter, headphones around his neck, furiously clicking a mouse with his eyes fixed on the screen. Next to him sits Porser, doing the same.

Persson swivels around in his chair and stands. He is bald and bulky, with a brown, scraggly beard, wearing a navy polo shirt and jeans, with a small tobacco pouch shoved under his top lip. He greets me amiably – then returns to the game, Borderlands 2. It’s the kind of slick, big-budget game that’s radically different from anything his company makes, but Persson says he’s been obsessed with it for weeks: “I feel like it’s consuming me.”

Every Friday, Persson lets his staff play video games or work on personal projects, but you don’t get the sense that the rest of the week is terribly hard for them either. The décor is Silicon Valley-meets-ironic-fox-hunting-lodge. In addition to the pool table, pinball machine, cinema room and Wurlitzer jukebox, there’s a wall of oil portraits depicting the staff posing in the style of 19th-century aristocrats: In Persson’s portrait, he wears an evening suit and a fedora, sitting haughtily in a chair, next to a large globe.

Persson – who is publicly known by his gamer handle, Notch – is warm in person, but often seems like he’s holding something back; he smiles so frequently it’s almost like a nervous tic, and when he speaks, he radiates low-key bemusement, as if he’s endlessly entertained by how his life has turned out. He routinely throws parties featuring arena-level DJs such as Avicii. In 2011, he hired Deadmau5 to perform at a Vegas party that Prince Harry was reported creeping out of in the wee hours of the morning. In 2012, he turned a venue in Paris into an orgy of pyro and LED, with Skrillex and A-Trak playing. Last year, Persson took the whole staff and their plus-ones to Monaco. A photo album on the office’s meeting table shows employees arriving via a fleet of private jets, driving around in Ferraris, riding in helicopters and partying on a yacht. “We want Mojang to be the company we always wanted to work for,” says Porser.

All of this is possible because of Minecraft: a side project of Persson’s that has become the most unlikely video-game success of the decade, attracting an estimated 100 million players to build and explore blocky, Lego-style worlds. There are no directions in Minecraft, no levels to advance to and no obvious goal. Players can explore a nearly infinite world, collect resources, dig tunnels and build just about anything they can imagine (small houses, famous landmarks, entire cities, models of the Starship Enterprise), while avoiding various dangers (plunging off cliffs, drowning, zombie attacks). “There are game-design rules that are carved in stone – about teaching people to play, having objectives, a character, an adversary,” says Peter Molyneux, the developer behind Dungeon Keeper. “Minecraft threw all that away.” Minecraft can be customized almost endlessly – there is an active, rabid community of gamers who create “mods”: everything from playable musical instruments to falling meteors to tornadoes.

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At the heart of this world is Persson, an indie coder who is now a major tech figure – and who seems deeply unconcerned about following up his first success. In 2011, he handed over control of Minecraft to lead developer Jens Bergensten. None of Mojang’s current projects are exactly shooting for the stars: Its new game, Scrolls – a passion project for Porser – is profitable but makes “peanuts” next to Minecraft, according to Persson; the company’s other new initiative is Minecraft Realms, a monthly subscription service designed to make it easier for groups of players to play together.

Over the course of three days, Persson conducts interviews with me and holds one 10-minute meeting; almost all of the rest of his time is spent playing Borderlands 2. There are weeks when, Persson says, he does nothing but programming, but this isn’t one of them. He claims he’s starting to miss it. But at the end of the week, he and Porser are taking their families on a 10-day vacation to the Maldives. “So there’s no point in starting now.”

Persson spent his early childhood in a small, rural town, Edsbyn, three hours north of Stockholm; his father worked for the railroad, and his mother was a nurse. You can hear echoes of Minecraft’s simple wilderness in Persson’s description of his youth: “We lived in this area that was basically two circular roads next to each other,” he says. “There were forests and pastures and stuff. I remember walking around the forest quite a bit.” (He now says that the game’s landscapes “are based on a very Swedish perception of what these things are supposed to look like.”)

The family moved to Stockholm when Persson was seven. When he was about 12, his parents divorced, and his father moved to a cabin in the countryside. In the years that followed, his father suffered from depression. “My dad went to jail for bad stuff – robberies, break-ins – because he got stuck in substance abuse,” Persson says. “We had a really shaky period.”

Persson had taught himself to program on a Commodore 128 computer; he never finished high school, but at age 18 was hired as a programmer at a web-design company. He cycled through tech jobs during the late Nineties and early 2000s.

Stockholm was home to an indie gaming scene; Porser met Persson when they worked together at a game studio called King. “He’s a lot of fun and slightly weird, which I enjoyed,” Porser says. “He can be superhappy or superdown as well. There’s normally not a lot of in-between.”

Elin Zetterstrand, whom Persson would later marry, said he “seemed nice, very bright and somewhat sad.” It was during Persson’s off-hours at an online-photo-album company called jAlbum that he began working on Minecraft. He wrote the original version of the game alone in his Stockholm apartment in 2009; it took him about a week. The simple, blocky graphics were a result of Persson’s impatience getting the game finished. “I just wanted to make a game that could make enough money to make another game,” he says.

“Some people can’t see beyond the rather crude graphics,” says Molyneux. “But those are its strongest point. The fact that you quickly get the idea that you can put a block on top of another block means anybody can build anything.” Porser was one of those who didn’t get it at first. “I was like, ‘It’s good you’re keeping busy,'” he says now with a laugh. Persson’s other friends also preached caution (“typically Swedish,” he says).

In its first year, Minecraft sold roughly 20,000 downloads. By the end of 2010, it was often selling that many in a day. The community around the game kept growing: Players offered video tutorials suggesting features, pointing out bugs; YouTube channels were devoted to chronicling Minecraft exploits; forums sprang up discussing the game; players started podcasts, narrating their adventures. Minecraft was more than a game – it was a platform. Persson became gaming’s biggest celebrity. He currently has 1.6 million followers on Twitter, where his persona is jokey and brash (recently he called 2014 “the year I go full Sheen”; he’s also called the gaming giant EA a “bunch of cynical bastards” who are “destroying” gaming).

Unlike most of his friends, Persson’s father was a staunch supporter, encouraging him to strike out on his own during Minecraft’s early days. At the same time, his father’s demons were resurfacing. “He had medication for depression or bipolar stuff and started abusing it,” Persson says. “Then he started drinking again.”

On December 14th, 2011, his father committed suicide. “He got really drunk and apparently had a handgun,” Persson says quietly. “It was shocking. It took me a while to even realize it was real.

“I didn’t break down until I had to view his body at the funeral,” says Persson. “Everyone asked me, ‘Do you want some alone time?’ Probably because they realized I hadn’t been reacting much. They left and I just crumbled.

“It doesn’t hurt as much anymore,” he continues, but occasionally he worries that the dark clouds that engulfed his father also follow him around. “The depression, I’m worried about. With the creative stuff, I have highs of being very productive and lows of being not productive. I have that in my moods as well.”

In the aftermath of his father’s death, Persson started on a new project with an unpronounceable name, 0x10c. It was an ambitious game, set in space, that many saw as the natural follow-up to Minecraft. But as he worked, Persson felt hounded by expectations. His every Tumblr or Twitter update became fodder for gaming news sites. The stress wore on him.

In 2011, he married Zetterstrand, but the marriage soon foundered. Persson admits that his success had something to do with the relationship’s failure. “I never really had the fun teens of exploring the world, because I was sitting at home, learning programming,” he says. “Then everything started changing. I got the opportunity to do all the things I wanted to do. I could go to New York, hang out there and explore things.” He pauses. “It got more complicated.” He and Zetterstrand eventually divorced.

In 2013, he announced he was abandoning work on 0x10c. He’d hit a “creative block.” In August, he posted on his blog that he no longer felt like attempting “anything big.”

Now Persson says he wants to only work on things for fun. He lives alone in a multi­level penthouse in Östermalm, an area of Stockholm “where the rich people live,” Persson tells me with a grin. The apartment is stark, with white, craggy stone walls that slope at odd angles, giving the impression that the place is a medieval fortress carved into a mountain. Nearly everything in it – walls, fixtures, furniture – is either white or black. The open kitchen, which looks mostly unused, abuts a walk-in wine cellar. A staircase leads to a second-story gaming loft, then continues to a small third-level perch that features only a chair, an ottoman and a magnificent view of Stockholm out its windows. I ask him if he’s got a girlfriend now, and he laughs: “I wouldn’t call it a girlfriend, but to paraphrase a comedian, ‘There’s a woman who would be upset if I said I didn’t have a girlfriend.'”

Persson says the apartment isn’t practical. The flatscreen TV in the gaming loft is built right over the elevator shaft, so those riding the elevator can hear the blast of guns and explosions. Nobody has complained, but once Persson discovered this, he stopped using it – “because I’m very Swedish, and I didn’t want to upset my neighbors.” (“There’s a classic Swedish social fixture called Jantelagen,” says developer Martin Jonasson, “which means you’re not supposed to flaunt your success. It’s a little bit rude to be making that much money.”) Persson is moving to another penthouse, one still being built. When it’s finished, he says, it will be the most expensive, per square meter, in Stockholm.

In March, Persson put on a huge San Francisco DJ blowout to raise awareness and cash for the Electronic Frontier Foundation. “It’s a very stupid way to spend money,” says Persson of all his party-throwing. “But why not? People say, ‘You should invest it.’ So I can get more money to put in a pile? At least if you spend it, it goes back and does something, maybe.”

In the meantime, if Persson doesn’t come up with a successor to Minecraft, he has a 10-year plan for his staff. “Hopefully, we are going to keep making money at Mojang, but if we don’t, that’s fine,” he says. “We just have 10 fun years, and then, the last year, we’d say to our employees, ‘If we don’t make any money this year, Mojang is going to be dead.  So you might want to look for new jobs.'”

It all sounds too easy. But when I ask Persson if all this casual talk is a front, to take the pressure off himself, he confesses. “You’re absolutely correct,” he says. “I think the only way I could make something fun and big is if I don’t expect it to be.”

A few weeks later, he e-mails with some news: “I’m finally programming again,” he writes, almost sheepishly. “Probably won’t lead anywhere, but I feel productive.”

The Amazingly Unlikely Story of How Minecraft Was Born

The Amazingly Unlikely Story of How Minecraft Was Born

minecraft_landscape1-660x358For most people, the colorful numbers and letters that filled the computer screen would be completely baffling, but Markus felt right at home. The game was called Dwarf Fortress and it had become a cult favorite in indie circles. Markus had downloaded it to try it out himself and watched, entranced by the simple text world drawn up in front of him.

A couple of weeks had passed since Markus started working at Jalbum and his thoughts were circling full speed around the game he’d promised himself he’d work on. Like when he was a child and would run home from school to his LEGOs, he now spent almost all his free time in front of his home computer. He combed the Internet in search of inspiration for his project; the heavy labor—the coding—could begin only after he figured out what kind of game he wanted to create. The idea for Minecraft began to take shape in his encounter with Dwarf Fortress.

In Dwarf Fortress the player is tasked with helping a group of dwarf warriors build a fortress in bedrock. The player controls a group of dwarves that can each be put to various tasks (chopping down trees, mining ore from the mountain, cooking, making furniture, fishing, for example) or made to protect the fortress from monsters such as evil vampires, giant spiders, trolls, and wolves. The basic game mechanics are similar to many other strategy games—The Sims, for example, where the player manages a household, or the Facebook game FarmVille, where the objective is to get a farm to flourish. But Dwarf Fortress is different from most other games of the genre in a couple of ways.

First of all, the graphics are highly stylized. The Dwarf Fortress game world is completely made up of letters, numbers, and other symbols that can be typed on a regular keyboard. In this game, a terrifying giant spider is not a detailed 3-D model but a simple gray letter S. Minerals to be mined from the rock are represented by the British pound sign, beds are pale-yellow crosses, grassy meadows and trees are green dots and triangles, and so on. Small, smiling faces of different colors represent the dwarves. Many Dwarf Fortress players maintain that the simple graphics make the game more immersive—for what giant spider could possibly be scarier than the one you imagine?—but for beginners it is, to say the least, a deterrent. Just interpreting the information that’s presented on the screen demands a lot of study, and it’s not a wild guess that most people who download Dwarf Fortress give up after only a couple of minutes.

But the simple graphics are not there just to scare off all but the most devoted players. They also give the game’s developer time to focus on other things. Great game play and interesting mechanics are always more important that good-looking graphics, maintains Dwarf Fortress‘s creator, Tarn Adams. It’s also the reason he has spent several years adjusting and tweaking the balance in Dwarf Fortress and the nearly infinite number of situations that can arise from the combinations of thousands of different objects, creatures, and occurrences. For the person who takes the time to understand the game’s mysteries, it becomes a world that’s almost got a life of its own. In an interview with the New York Times, Adams tells of his surprise when he discovered that the carp he programmed into the game also turned out to be dangerous monsters with an appetite for dwarf warriors:

“We’d written them as carnivorous and roughly the same size as dwarves, so that just happened, and it was great.”

Judging by the popularity of the game—Dwarf Fortress has been downloaded more than a million times—many agree.

Secondly, Dwarf Fortress is a game that is almost completely open ended. Or rather, the game ends when the player dies, which happens often in the cruel, underground world of dwarves. Other than that, the player decides what to build and how. The game puts a bunch of happy dwarves, tools, and opportunities on the table and waves good-bye with one simple request: have fun. The rest is up to the player.

***

Markus had quit his secure job at Midasplayer to do just that. Have fun. He loved the indie scene that had sprung up in the gaming world. While it was hard for him to put his finger on exactly what it was that attracted him, he felt at home there, much more so than as a developer with one of the industry’s large, established studios, that much he knew.
Markus had hated working at two of Sweden’s most successful game companies.

His favorite online hangout was the game forum TIGSource, a meeting place for indie developers, where Markus (known as Notch in that context) quickly found a group of friends and acquaintances to talk games with. He loved the burning creativity of the indie scene, its focus on new, interesting gaming concepts rather than on elaborate graphics and expensive manuscripts. He liked that each programmer controlled his own projects entirely.

An outside observer who saw his career at this time would probably shake their head. Markus, who had dreamt of being a game developer since childhood, had had the privilege of working at two of Sweden’s most successful game companies. Avalanche developed Hollywood-like productions, with nearly unlimited budgets. Midasplayer was in the forefront of development and experimented vigorously with the new potential of the web. Still, Markus had hated them both so much that he quit. What was it that rubbed him the wrong way?

Maybe it was more than just getting free of the boss who told him what to do day in and day out. “Indie” literally means independent, that an individual can develop a game without a large company doling out commissions. Markus’s own interpretation of the concept is slightly different. He feels that indie is a matter of self-image. It’s about creating games for their own sake, where the goal isn’t to make money but to make the best game possible.

In many ways, that is a more telling definition. Except for some incredible exceptions, the gaming industry differs from other creative businesses in that the foremost game designers are seldom recognized for their work in the way famous musicians or film directors are. In the gaming world, it’s the publishers or studios that are recognized after a well-received game release, seldom the individuals. That’s because game development is, in most cases, a collective achievement. In a project with several hundred programmers, it’s almost impossible to point out just one person as the brain or the visionary behind the whole thing. In the indie scene, on the other hand, a single programmer can put together a game of his or her own and stand behind everything from the basic vision to the implementation. You could say that the indie scene, being closer to artistry than it is to systems development, has, for the first time, given the individual game developer an identity to embrace. Markus has never thought of himself as a Java programmer, graphic artist, or musician. He sees himself as a game maker, plain and simple. The indie scene was the only place where he could be just that.

While working in web development at Jalbum, Markus resigned himself to the fact that his monthly paycheck wouldn’t be coming from developing games, but it was still better to work on something else during the day in order to be able to invest his evenings and weekends in his own projects. Initially, he had seen Jalbum mostly as his ticket out of Midasplayer. Now, a couple of weeks later, he was actually enjoying it. He had developed a friendly acquaintance with Carl Manneh, the CEO. Markus recalls that his first impression of Manneh was that of a typical businessman, and though Markus wasn’t the least bit interested in business, Carl Manneh’s enthusiasm was impressive. He was young, quick thinking, and had already, at barely thirty years old, run three companies. The first one sold shoelaces, the second was a recording studio in central Stockholm. The third was Jalbum.

And he ran the company really well, in Markus’s opinion. Carl was an entrepreneurial soul with a good head for the business logic of the Internet. Besides that, he understood Markus’s ambition to develop games. He was even interested, asking questions about projects and offering some of his own thoughts. Carl stood for something completely different from what the old bosses at Midasplayer had. He encouraged Markus and made sure that he had the time and the opportunity to balance his job with what he really wanted to do.

Besides Dwarf Fortress, there were two other games that fascinated Markus at that time: RollerCoaster Tycoon and Dungeon Keeper. RollerCoaster Tycoon is an amusement-park simulator, where the player builds roller coasters; Dungeon Keeper is a strategy game, where the player digs cave passages and populates them with monsters and ingenious traps as protection against attacking plunderers and adventurers.

In RollerCoaster Tycoon, Markus liked the ability to build, quickly and easily, original, impressive constructions. He could spend hours dreaming up complicated roller coasters, and he wanted to engender that same creativity in his own project. Dungeon Keeper‘s contribution had mainly to do with atmosphere. Fantasy-type, torch-lit catacombs are just as much a cliché in the game world as are space battles and dwarf warriors, but it was still an environment that Markus loved. Few games had captured the nerve-tingling sensation of exploring dark, spooky caves and dungeons as well as Bullfrog’s classic strategy game from 1997, in his opinion. From Dwarf Fortress, he wanted to bring the exciting feeling of depth and life that Tarn Adams’s cult game was so good at conveying. His own game would feel more like a world to explore and to try to survive in than a narrative, segmented into ready-made challenges.

Then there was Wurm Online of course. The similarities between Minecraft and the game Markus designed with Rolf Jansson a couple of years earlier are unmistakable. In both, the player has almost complete freedom to alter the world according to his or her own whim. Like Minecraft, there are few built-in tasks or challenges to undertake in Wurm Online. The player is expected to create his or her own goals for the game alone or, if so desired, in collaboration with others.

In the spring of 2007, Markus dropped out of Wurm Online. Rolf had moved from Stockholm to Motala a few years earlier, the two were seeing less of each other, and Markus knew that the big decisions about the game’s development were increasingly in Rolf’s hands. Besides, his Midasplayer job kept him busy.

Rolf was disappointed. Wurm Online had just begun to pull in enough money to give him a decent full-time salary. The sudden resignation of one of the game’s founders, the friend with whom he’d worked for more than three years, was a huge blow. Initially, Markus had a bad conscience about it—it was hard not to feel like he had left his old friend in the lurch. He retained a small part of his ownership in the shared company, but turned over the rest to Rolf. A Band-Aid on the sore if nothing else, he thought.
After Markus became familiar with Infiniminer, he immediately sat down and began recoding his own game.

But now, in front of the computer with Dwarf Fortress on the screen, Markus’s thoughts were fully focused on the next project—on amusement parks, medieval catacombs, and dwarf warriors, that is to say. All that remained was to put together something new and entertaining.

At first, Markus sketched a game world that was, like many other strategy games, viewed from above. In Markus’s game, the building and exploring would occur in a three-dimensional world a good deal more inviting and easy to understand than that of Dwarf Fortress. But the player would still control the action like an omnipotent god with a mouse, rather than seeing the world from the perspective of one’s avatar.

That changed a couple of days later. Like most evenings after work, Markus was on the computer when he stumbled upon an indie game he hadn’t tried before. It was called Infiniminer. Markus downloaded the game, installed and clicked it into motion, and then almost fell off his chair. “Oh my God,” he thought. “This is genius.”

Like Minecraft, Infiniminer involves digging and building. The game is enacted in square, blocky worlds automatically generated before each play. Every individual block can be picked loose from the environment and assembled into something new. Certain blocks, often the ones deep in the ground, contain rare minerals. Others are just dirt and rock to be dug through in the search for treasure.

Recognize it? No surprise there. For anyone who has played Minecraft, the first encounter with Infiniminer is eerily familiar. The game was developed by American programmer Zachary Barth, and was released in late April 2009, just weeks before Minecraft saw the light of day. The two games’ graphics are nearly identical. There are brown dirt blocks, gray stone, and orange, bubbling lava that runs slowly over the ground.

Infiniminer was originally intended as a multiplayer game, with different teams competing to collect the most precious minerals in the shortest time. Buildings were used as a way of sabotaging the competitors’ progress. But eventually players discovered that building was more fun than competing for points and they began to spend their time creating houses, castles, and other structures instead. Infiniminer quickly developed a devoted following, which included Markus, and in the spring of 2009, most signs pointed to Zachary Barth’s game being on its way to a breakthrough. But it didn’t get there, because of a particularly unhappy turn of events.

Barely a month after Infiniminer was released, the game’s source code was leaked onto the Internet. This meant that anyone with enough programming skills could make changes to the game, and soon, innumerable downloadable copies and variations of Infiniminer began cropping up. For Zachary Barth, the problem was not economic—he had never hoped to make a ton of money from Infiniminer—it was that he lost control of how his game developed. Each of the variations of Infiniminer circulating on the Internet had small, incompatible differences. Two players with different versions installed could never be sure that they would be able to play with each other. Zachary Barth’s plans of building a large and living multiplayer community around Infiniminer became impossible. The American programmer made the best of the situation and released Infiniminer as open source code, and gave his blessing to the game’s fans to continue developing it as they wished.

After Markus became familiar with Infiniminer, he immediately sat down and began recoding his own game. He changed the third-person perspective to a first-person point of view and redid the graphics to make them even more blockish. It was a step away from the traditional strategy game he’d picked from his models and toward a more adventure-oriented setup. After a couple of days of frantic coding, Markus leaned back in his chair, satisfied as he saw the puzzle pieces beginning to fall into place. Building, digging, and exploring took on a totally new dimension when players saw the world through the eyes of their avatars.

In early May 2009, Markus uploaded a video recording (above) of a very early version of Minecraft on YouTube. It didn’t look like much more than a half-finished system for generating worlds and Markus gleefully jumping around inside it, but still, the essence of it hinted at how the game might look when it was done.

“This is a very early test of an Infiniminer clone I’m working on. It will have more resource management and materials, if I ever get around to finishing it,” is Markus’s description of the clip.

Someone on the fringes might regard what Markus did as intellectual-property theft. Without beating around the bush, he revealed where he found his inspiration and even went as far as to call Minecraft a clone of an existing game. But game developers, more than other kinds of artists, often find their starting point in an existing idea that they then work on, change, and polish. All studios, large and small, keep tabs on what their competitors are doing and frequently borrow from their games. Still, game developers seldom accuse others of plagiarizing. Almost all platform games originate from the mechanics that Nintendo put in place in the first Super Mario Bros., released in 1985. And more or less all role-playing games build on the structure that was developed in games such as The Bard’s Tale. That’s why Zachary Barth refuses to single out Markus as a thief. He even speaks about how he himself used Team Fortress 2 and the indie game Motherload as inspiration for Infiniminer. Actually, he’s tired of the constant questions about if he feels ripped off considering the millions of players and dollars that Minecraft has pulled in.

“The act of borrowing ideas is integral to the creative process. There are games that came before Infiniminer and there are games that will come after Minecraft. That’s how it works,” says Barth.

About this time Markus, after discussing the matter with some friends at the TIGSource forum, decided to call his game Minecraft. The name was a combination of the words mine, for mining ore in shafts, and craft, as in building or creating something. The name is also a wink at Blizzard’s strategy games Warcraft and StarCraft, and the enormously successful online role-playing game World of Warcraft. Initially, the game had the subtitle Order of the Stone, a reference to the online series Order of the Stick, of which Markus was a fan, but that idea was scrapped before the game was released to the public.

Markus was convinced that he was onto something big, but convincing the world around him of the excellence of his game was not so easy. A bunch of different ideas merged into Minecraft, and explaining them without any kind of demonstration was complicated. Over coffee with his mom, Markus attempted to describe in sweeping gestures the new project he was working on. He told her about the building, the exploration, and the atmosphere, and then explained how the game would be both easily accessible and complicated at the same time. Maybe it could develop into something great, he thought aloud. Maybe he should give notice at work and focus entirely on Minecraft. Ritva smiled slightly. It sounded like a really good idea, she’d said to her son. But maybe he should start by working only part-time? It wasn’t entirely easy to support oneself on game development alone. He’d said that himself before.

In truth, Markus’s idea was all Greek to her. Plus she remembered the year after high school, when he didn’t look for work, didn’t study, and barely went outdoors for days at a time. What would happen if he became just as obsessed with another project, something that could be just as important to him as building with LEGOs had been when he was in elementary school but that earned him next to nothing? She was worried, and yet, she saw how his eyes lit up when he talked about the game. He became confident, self-assured.

Elin better understood what Markus was thinking. She was among the first in the world to try out a working version of Minecraft. As soon as it was ready, Markus sent it to Elin and asked her to play. When she logged in and started up the world, what she got was basically a tech demo—a world of blocks beneath a blue sky. But Markus’s intentions were immediately evident to her. A couple of minutes of digging and building and she was entrenched in the game.

“This is SO much fun!” she said to her boyfriend.

From that moment on, Elin was Markus’s game tester. Every time he added a new feature to Minecraft, he sent her the latest version. Markus often stood watching over Elin’s shoulder while she played, listening intently to her comments. If Elin liked something he’d done, he seemed to reason, the rest of the world would probably like it, too.
Click to Open Overlay GalleryMinecraft. Image courtesy Mojang

Even before Minecraft was shown to the public, Markus had made a couple of important decisions that would have a huge influence on the game’s continued development. First, he wanted to document the development openly and in continuous dialogue with players, both his semiprofessional colleagues at TIGSource and any others who might be interested. Markus updated his blog often with information about changes in Minecraft and his thoughts about the game’s future. He invited everyone who played the game to give him comments and suggestions for improvements. In addition to that, he released updates often, in accordance with the Swedish saying “hellre än bra” (meaning someone who prefers spontaneity over perfection). As soon as a new function or bug-fix was in place, he made it available via his site, asking players for help in testing and improving it.

Second, Markus knew from the beginning that he eventually wanted people to pay for Minecraft. In the back of his mind were his talks with Jakob at Midasplayer and their dream of starting their own game studio, so it seemed only natural to put a price on his game. And it was better to do it as soon as possible.
When the game was completed, the price would double.

It doesn’t sound very controversial, but the fact is that Markus’s decision went against most of the current trends in the gaming and Internet world. Many technology prophets talk about the road to riches on the web being through charging as little as possible for your products, preferably nothing at all. At most of the well-known Internet companies, for example Google and Facebook, the cash comes mainly from ads. In the gaming industry, the trend points to micropayments. Rovio-developed Angry Birds, which costs one dollar at App Store, is maybe the best-known example. Another is the Swedish-developed online game Battlefield Heroes. It’s a variation on the popular game that’s free to play, but players can buy new equipment and better weapons for a few dollars each.

Markus disregarded all such things. Minecraft was to cost around thirteen dollars during the alpha phase, the first period of development, mainly because it was a sum that he felt comfortable with. When the game was completed, the price would double.

“The reason that I released the game so early was that I would never have been able to finish it otherwise. Charging money was the same thing. I knew that I would never feel that it was good enough to put a price tag on. So I charged from the start,” says Markus today.

Anyone looking for more refined business logic behind what would become the most profitable gaming phenomenon of the last decade is on a fool’s errand. Markus is notoriously disinterested in business and economics. When someone asks him to reveal the secret behind Minecraft‘s unbelievable financial success, he just smiles and shrugs his shoulders. He just followed his gut, he says, did what felt right and what worked for him. To the question of what was the most important thing he learned from Minecraft‘s early sales, Markus answers:

“I understood that an orange splash where it says ‘half price’ works really well. That’s what I had on the site during the alpha phase.”

***

On May 17, 2009, Markus uploaded the first playable version of Minecraft onto the indie forum TIGSource. “It’s an alpha version, so it might crash sometimes,” he warned. Other forum writers immediately began exploring the blocky world that Markus presented to them. There was a lot of digging, building, and discussing. The game crashed at times, but even at that early stage, it’s clear that Minecraft was exerting an unusual magnetism on players.

It took just a couple of minutes for the first reactions to come. “Oh hell, that’s pretty cool,” someone wrote. “I hope you make something really good out of this, dude, I think it has a lot of potential,” another encouraged. Barely an hour after Markus uploaded the game, the first image of a Minecraft construction was posted in the forum thread. “This is way too much fun. I built a bridge,” wrote the person who uploaded the image. Others filled in, adding their own constructions. A castle, a fortress, a secret treasure chest. Someone wrote that he’d tried to make a boat, but the result was too ugly to make public. Someone else built a giant phallus, but never uploaded an image, just relied on a vivid description of the work: “It was such a thing of awe that Firefox decided to pack it in before I could snap a shot of that mofo.”

Markus followed the postings with great interest, listening to bug reports and discussing Minecraft‘s future with others on the forum. Friends and family remember how he told them enthusiastically about the warm welcome Minecraft had received. Many games are uploaded on TIGSource every day, but few struck a chord with the audience the way Markus’s game had. In his head, a ray of hope began to shine. Maybe he was on the right track this time.

In early June, Markus described his intended pricing model on his blog. Those who paid for the game were promised access to all future updates at no extra cost. A free edition of Minecraft would still be available, but only the current half-finished version of the game. For those who bought a copy of Minecraft immediately, there was a discount. When the game entered beta-development, the price would be raised to $20, and the finished version would cost $26. On June 12, Markus opened for orders. Twenty-four hours later, he clicked on the sales statistics and could hardly believe his eyes. Fifteen people had paid for the game. In just twenty-four hours, more than $150 had landed in his PayPal account.

Elin and Jakob were two people who really noticed the effect the early sales successes had on Markus. Elin remembers how he obsessively followed the growing numbers of games sold. She hesitates to describe him as nervous, but clearly Markus was very focused on the early reactions to the game. Seven games purchased per day felt unbelievable.

Initially, Markus dismissed these sales as a passing fad. But every day the number of discussion threads about Minecraft on the game developer forum grew larger, and increasing numbers of people visited them. All the while, the sales counter continued ticking upward, slowly at first, then faster. At home in Sollentuna, Markus did a quick calculation: If I can sell more than twenty games a day, that’s enough for something approaching a decent salary, he thought, and made up his mind. Then I’ll quit my day job. Then I’m really doing this.

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