Minecraft: Pocket Edition 0.11 Beta 6 Released

Mojang have just released a brand new beta build of Minecraft: Pocket Edition, version 0.11.0 beta 6.
The news was announced Johan Bernhardsson, a game developer at Mojang, who has been working on Minecraft: Pocket Edition. Speaking on the social networking website Twitter, Bernhardsson simply revealed that “Beta 6 released” followed by “still no skin packs but we are working on them.”
Despite skin packs not being included the team is one step closer, as a new feature that has been added is the “skin selection player model rotation”. The only other new feature is that players are now able to swap the items then have equipped on the selection bar.
According to Tommaso Checchi Mojang hasn’t managed to fix as many this as they had hoped; commenting “MCPE build 6 is out! We’ve all been part of those ‘large team’ talks so it doesn’t fix too many things, though”. The meetings Checchi is speaking of are synchronization talks between the Mojang team and those based in Redmond who are also working on Minecraft: Pocket Edition.
Here’s a complete list of bug fixes that are included in Build 0.11.0 beta 6:
- Fixed items in chest not saving when quitting
- Creative/survival mode change works again
- Always Day switch works again
- Edited world names are now saved
- Corrected entity duplication in multiplayer
- Spawned players will now have the correct rotation without interpolation
- Creative list was incorrect sometimes after connecting to a server
- Fixed a cause of lag on the world list under slow networks
- Fixed possible attacks by servers on server list
- Fixed crash after death and respawning multiple times
- Fixed crash when disconnecting from server
- Riding non-existent entities on multiplayer could crash the game
- Bubble meter no longer gets reset on death screen
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Xbox Sales Fall in Latest Quarter, But Minecraft and Xbox Live are Bright Spots
Minecraft to the rescue.
Microsoft on Thursday reported earnings for the quarter ended March 31, announcing that the company shipped (i.e. sold to retailers) 1.6 million Xbox consoles, which includes Xbox 360 and Xbox One, during the period. This compares to a combined shipment tally of 2 million consoles during the same period last year.

Total Xbox shipments have now fallen for a second straight quarter, as Microsoft moved 6.6 million combined Xbox consoles during the all-important holiday season this year, compared to 7.4 million during the same quarter the year prior.
Microsoft’s Computer and Gaming Hardware division, which houses the Xbox business, saw its revenue fall $72 million, or 4 percent.
The company attributed the downturn primarily to “lower revenue from Xbox Platform,” but offset by higher revenue from Microsoft’s Surface line.
Xbox Platform revenue itself decreased $306 million or 24 percent; as mentioned above, total console volume fell by 20 percent. Microsoft also noted that the lower price of the Xbox One in the quarter compared to the same period a year prior further led to the decline.
Cost of revenue for Microsoft’s Computer and Gaming decision decreased, led by a $265 million (27 percent) decline in Xbox Platform cost of revenue. This was driven by a lower volume of units shipped and a lower cost per console sold, Microsoft said.
It wasn’t all bad news for Microsoft this quarter, however. Microsoft reports that Xbox Live and other store revenue increased by $144 million, or 32 percent, compared to last year. This was driven by an increase in Xbox Live users and revenue per user, the company said.
Meanwhile, Microsoft first-party game sales were up 49 percent during the quarter, led by Minecraft. This is the second straight quarter since Microsoft acquired Minecraft last year that the sandbox game has been a major contributor to Microsoft’s first-party bottom line.
For Microsoft overall, the company posted $21.7 billion in revenue, up from $20.4 billion during the same quarter last year. Meanwhile, profit for the quarter was $4.9 billion, down from $5.6 billion last year.
Microsoft will hold an earnings call later today to discuss these results and answer analyst questions. Check back later for more.

Minecraft Adventures: Big competition, big screen
Mason Cohen, 14, left, and Miller Croke, 14, at the Bay Street Theater in Sag Harbor, April 1, 2015. The pair are holding a Minecraft tournament at the theater in May. (Credit: Gordon M. Grant)
When the Bay Street Theater in Sag Harbor wanted to plan a Minecraft computer game competition for tweens and teens, theater staff went straight to the source for help — two 14-year-old gamers from the East End will run Sunday’s faceoff, which Bay Street hopes will also draw spectators.
Eighth-graders Mason Cohen of Sag Harbor and Miller Croke of Southampton have constructed a Minecraft battle…
April Fools! Minecraft’s 1.10 ‘Love and Hugs Update’ removes combat and survival in favor of cuddles
Everyone has known for a long time that Minecraft is much, much too violent. It would be best for everyone if all the action and survival elements within the game were just removed in favor of a more welcoming and happy enviroment. Luckily Mojang agrees, as they’ve just released the patch notes for 1.10. It’s named “The Love and Hugs Update” and it does just the things I’ve mentioned above. Also, “Rabbits are fluffy.” Indeed, Mojang. Indeed.
Mojang’s Dinnerbone took to the Mojang blog to announce the studio’s plans for this now available snapshot. It’s surprising that he was able to post it at all, considering how it gave him a privilege over the other members of the Mojang team and thus did not support their efforts to create equality. Well, I guess we have to acknowledge that Mojang still has a long ways to go:
“We are in a very unique position to make a difference to the world and we have decided to accept this new role in society. We’ve thought long and hard about this, but we finally feel happy to announce that we are now changing the general direction of the game Minecraft. Starting from the next update we will be focusing on the things that make life worth living, promoting healthy relationships with the environment and its inhabitants.”
Here are just a few highlights from Mojang’s 1.10 update patch notes. You can read the full notes for the patch over on Mojang’s official blog:
- We have removed the ability to directly harm other creatures. You should be rewarded for helping, not hurting.
- Added a new “Love” meter. This fills up the more you help others, and others help you.
- “Survival” mode has been renamed to “Existence”.
- “Monsters” are no longer named as such. The preferred term is “Inhabitants”, as they live in this world just like you or me.
- Steve and Alex have realized that the inhabitants are not evil, and just want to hug and get along.
- Lava has been replaced with liquid cheese. It’s delicious and much safer!
- Horses can no longer be ridden as this was deemed unfair to the horses.
- In compensation to the horses, they can now ride on your shoulders.
It’s good to see that everyone is now on the same page in the Minecraft universe, with all animals and Steves equal in the eyes of their creators.
Anyone who hasn’t already realized that this is Mojang’s April Fools’ Joke should probably go back over those patch notes again. Besides, everyone knows that the next major patch will be Microsoft turning the game free-to-play and enabling microtransactions for most in-game actions. Oof, that joke’s probably a little too on-the-nose, isn’t it? Love and hugs, everybody. Remember love and hugs.
Minecraft book’a’zine on sale tomorrow

Whether your new to this empire of dirt or your a seasoned digger with a diamond pickaxe, The builders guide to Minecraft has tips, tricks and tutorials on how to get the most out of this open-world sandbox.
Articles that detail the 15 most interesting Mojang updates since launch (including all the comical side effects of certain patches) and guides for working your way out of the Nether region, will give you a grasp on the underpinnings and intricacies of Minecraft.
“The versatility of Minecraft is fundamental to what makes the game so great”, said the mag’s Editor-in-Chief Paul Taylor, “and keeping on top of the modified maps and best online servers gives all players the best chance they have of getting the most out of the game. The Builders Guide to Minecraft is intended to cover all the latest developments and must-know features for any level of player, from total beginner to veteran crafter.”
Following Future Publishing’s release of The Ultimate Guide to Minecraft late last year, the new Builders Guide to Minecraft will be available in selected Big W, Target, Caltex and Coles Express stores and over 2,000 Newsagents Australia wide.
Austin & Ally and Minecraft among Kids’ Choice Awards winners

With a record-breaking 500 million votes cast from kids around the world, Saturday’s 28th Annual Nickelodeon Kids’ Choice Awards in L.A. was a slime-filled spectacle honoring fan favorites including winners Jennifer Lawrence, SpongeBob SquarePants, One Direction and Nick Jonas.
Hosted by recording artist/actor and newly crowned KCA winner for favorite male singer Nick Jonas, the awards ceremony dished out orange blimps across 21 categories in film, TV, music, video games and books.
Winners were also announced in four new categories— favorite talent competition show, favorite family TV show, most addicting game and favorite new artist—plus a special live vote was held and won by the cast of Nick’s live-action comedy The Thundermans.
With seven million live votes, The Thundermans beat the casts of Bella and the Bulldogs and Nicky, Ricky, Dicky & Dawn and received the honor of taking part in the KCA’s first-ever human slime car wash.
Nickelodeon once again leveraged its multiplatform reach by letting fans vote across Nick.com, the The Nick App on iOS, Kindle and Android mobile devices, and via Nick’s Twitter feed and Facebook page.
Nick Digital platforms also provided exclusive real-time updates and photos from the orange carpet and backstage.
Jennifer Lawrence’s star continues to shine as the A-lister won the favorite female action star award for the second year in a row and her latest Hunger Games film, The Hunger Games: Mockingjay – Part 1 snapped up the KCA for favorite movie.
However, Lawrence didn’t repeat as favorite movie actress. That title was taken this year by The Amazing Spider-Man 2‘s Emma Stone.
Disney snapped up the favorite animated movie award for its Oscar-winning Big Hero 6, the highest-grossing animated film of 2014.
In the television category, long-running Nickelodeon animated series SpongeBob SquarePants won favorite cartoon just as it did last year, and Disney Channel’s Austin & Ally had a big night with three wins—favorite kids TV show, favorite TV actor (Ross Lynch) and favorite TV actress (Laura Marano).
New TV awards went to The Voice for favorite talent competition show and Modern Family for favorite family TV show.
Despite the recent dramatic exit of member Zayn Malik, fans continued to show their love for boy band One Direction, voting them favorite music group for the third year in a row.
Girl group Fifth Harmony won for favorite new artist while the always popular Selena Gomez grabbed the favorite female singer KCA after winning it last year, too.
Rounding out the awards, the phenomenally successful interactive property Minecraft was voted most addicting game, and favorite book went to the Diary of a Wimpy Kid series.
A full list of this year’s winners can be found http://www.nick.com/kids-choice-awards/winners/.
‘Minecraft’ News & Updates: Microsoft Promises to Give Mojang Freedom for Upcoming Convention

Microsoft said it will not interfere with Mojang’s plans for its upcoming “Minecraft” convention dubbed as Minecon 2015.
The tech giant noted that the event will serve as a great opportunity to learn more about the “Minecraft” community, according to Venture Beat.
After Mojang was acquired by Microsoft in September of last year, followers of the studio and its game worried that the parent company might make significant changes to the firm’s operations.
They also feared that the annual Minecon events might no longer happen since Microsoft stages its own conventions for its properties and games. But according to the company, it has no plans of restricting Mojang activities especially when it comes to connecting with its supporters.
“We’re extremely thankful for our passionate community of players, builders, and content creators whi have made ‘Minecraft’ the global phenomenon it is today,” a Microsoft representative said in a statement.
“It was important to us to help where needed but let Mojang carry on the tradition of Minecon as a meaningful celebration of the ‘Minecraft’ community,” the spokesperson added.
For Microsoft, letting Mojang continue its annual events is a helpful way for the company to connect with “Minecraft” fans. This has been the company’s goal ever since it became the owner of the Swedish video game development studio.
As to what attendees could expect for the upcoming event, Microsoft didn’t reveal the details of Mojang’s plans but said the upcoming Minecon will still feel like the previous conventions.
“Mojang is planning some new surprises, but attendees can expect the same great experience and authentic Minecon experience as past events,” the company spokesperson said.
The two-day Minecon 2015 event will take place on July 4 and 5 and will be held at the Excel London Exhibition and Conference Center in the London Borough of Newham, IGN reported. Tickets for the event will be sold this Friday and Saturday and can be purchased through the Minecon page.
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

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.
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.
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.
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?
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.
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.
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
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.


‘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.
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
The Wizard of Minecraft

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
For 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.
A Journey to the End of the World (of Minecraft)
On March 28, 2011, a man who calls himself Kurt J. Mac loaded a new game of Minecraft. As the landscape filled in around his character, Mac surveyed the blocky, pixellated trees, the cloud-draped mountains, and the waddling sheep. Then he started walking. His goal for the day was simple: to reach the end of the universe.
Nearly three years later, Mac, who is now thirty-one, is still walking. He has trekked more than seven hundred virtual kilometres in a hundred and eighty hours. At his current pace, Mac will not reach the edge of the world, which is now nearly twelve thousand kilometres away, for another twenty-two years.
In the four years since its initial release, Minecraft has become a phenomenon that is played by more than forty million people around the world, on computers, smartphones, and video-game consoles. It is primarily a game about human expression: a giant, Lego-style construction set in which every object can be broken down into its constituent elements and rebuilt in the shape of a house, an airship, a skyscraper, or whatever else a player can create.
Minecraft’s universe is procedurally generated, meaning that an algorithm places each asset—every hill, mountain, cave, river, sheep, and so on—in a unique arrangement every time a new game is loaded, so that no two players’ worlds are exactly alike. Markus Persson, the game’s creator, planned for these worlds to be infinitely large: if a player kept walking in a single direction, the game would create more of the world in front of him, like an engineer forever laying track for an advancing train.
But, at extreme distances from a player’s starting point, a glitch in the underlying mathematics causes the landscape to fracture into illogical shapes and patterns. “Pretty early on, when implementing the ‘infinite’ worlds, I knew the game would start to bug out at long distances,” Persson told me. “But I did the math on how likely it was people would ever reach it, and I decided it was far away enough that the bugs didn’t matter.”
In March, 2011, Persson wrote a blog post about the problem in the game’s source code and the mysterious area where Minecraft’s world begins to warp and disintegrate, which he calls the Far Lands. Around that time, inspired by the legions of Minecraft players who record and broadcast their adventures, Mac started a YouTube channel to document his virtual exploits. As he cast about for a fresh angle to distinguish his episodes from those of other YouTube Minecraft-casters, he came upon Persson’s post. It was exactly what Mac had been searching for: he changed the name of his YouTube channel to Far Lands or Bust!, and he set off to see them for himself. “In my ignorance, I thought the journey might take a year or so,” Mac told me. “Had I known that the Far Lands were so many thousands of kilometres away, I might have been more hesitant.”
Mac’s preparations for the hike were basic. He gathered the materials to craft a sword, for protection, and a pickax, for digging rudimentary shelters to hide from the game’s lethal nocturnal terrors. “Most important, I brought a compass,” he said. “The compass always points toward the original spawn point. That way, I would know that, as long as I walk in the direction opposite the needle’s point, I am headed in the right direction.”
Mac has filmed his entire odyssey, breaking it up into separate YouTube episodes, which now make up four seasons. “The YouTube format serves the journey well, allowing the viewer to experience the entire adventure along with me,” he said. “Also, if anyone had doubts as to whether or not I was making this trek to the Far Lands without cheating, they could go back and watch all of the footage.” But Mac soon realized that he would have to fill each episode with commentary, both to engage his audience and to stave off loneliness. “The series transformed into a sort of podcast, where the topics I talk about might have little to do with the journey itself,” he said. “Of course, it is always exciting when Minecraft re-grabs my attention with a perilous cliff, a zombie attack, or a memorable landscape, and I remember the journey I’m on.”
By one measure, Mac’s endeavor is motivated by the same spirit that propels any explorer toward the far reaches of the unknown. Today, we live in a world meticulously mapped by satellites and Google cars, making uncharted virtual lands some of the last places that can satisfy a yearning for the beyond, as well as locations where you are simply, as Mac puts it, “first.” “My viewers and I are the only people to ever see these places exactly as they are,” he said. “Once we walk past, we will never see them again.”
While the premise of walking in a single direction through a video game for hundreds of hours may seem banal, Minecraft has a special ability to create unscripted character drama. In almost every one of Far Lands or Bust’s three hundred or so episodes, each of which lasts for around thirty-five minutes, Mac encounters something of note. “On June 6, 2011, in episode thirty-two, I tamed a wolf,” he recalled. “He quickly became a fan favorite and my only companion on the trip. Unfortunately, on the final day of the season, Wolfie, as I’d named him, mysteriously disappeared during a break.” Mac presumed that Wolfie had been glitched out of the game, and his disappearance lent a sour note to the season finale. But, in an unlikely plot twist, Mac was reunited with the Wolfie during the first episode of season four, and the pair continued the journey together.
When Mac began his quest, he was employed as a Web designer, but, as his channel attracted more viewers, he started generating enough advertising revenue to quit his job and make virtual exploration his sole career. In a way, his viewers have become his patrons, funding his trip in exchange for reports and updates, which are interesting enough to elicit their continued support. The channel’s success—today, it has more than three hundred thousand subscribers—has been such that Kurt adopted the pseudonym Mac to conceal his identity from fans who might try to locate his house, in the Chicago suburbs.
Persson is an avid supporter of the Far Lands journey. “It was one of those things that kind of slowly crept into my awareness,” he said. “I heard about it from various places and eventually got around to watching an episode.” Mac met Persson in Paris, in 2012, at the game’s annual conference. “I think, despite no longer being involved in Minecraft’s development, Notch is very amused at the various ways people have chosen to play his game,” Mac said. Persson watches Mac’s videos while working. “I find it strangely calming and Zen-like,” he said. “It makes for an excellent background to programming. It’s not something I would ever attempt myself, though. I don’t think I have that kind of personality.”
In June, 2011, Mac partnered with the charity Child’s Play, which aims to improve the lives of hospitalized children by providing toys and games to more than seventy hospitals worldwide. “The viewers have always motivated me with their generosity,” he said. “It has allowed the series to become more than just about reaching the Far Lands in a video game, but actually making a difference in the real world.”
The charitable cause also gave Mac a reason to withhold how far he has travelled, in order to maintain a sense of mystery. “I now only ever press F3 to display my coördinates when certain fund-raising goals have been met.” When the first fund-raising goal, eighty-two hundred dollars, was met, on November 14, 2011, Mac discovered he had travelled more than two hundred and ninety-two thousand metres. “After the next goal, twenty-nine thousand two hundred and twenty dollars, was met, on August 12, 2012, I pressed F3, to find I had travelled six hundred and ninety-nine thousand four hundred and ninety-two metres,” he said. To date, Mac’s journey has raised more than two hundred and fifty thousand dollars for charity.
The date and time of Mac’s arrival time into the Far Lands is much debated. It’s agreed that in a completely flat Minecraft world it would take a player eight hundred and twenty hours of continuous walking to reach the edge of the universe. But Mac is playing in a world that’s interrupted by mountains, oceans, and other obstacles, all of which affect the pace of his travel. And he often stops to admire his surroundings. “Some say it will take more than three thousand episodes to reach my destination at my current rate,” he said. “But I never really take the time to think about it myself. My mantra has always been that this is about the journey and not the destination.”
Nevertheless, Mac is already beginning to see clues that he is on course. “I’ve started to experience some of the effects of travelling so far from spawn,” he said. “Items and entities are somewhat disjointed from the terrain around them, causing a jitter as I walk.” Some people expect these problems to increase as Mac walks farther from his starting point, and some think that the game will be unplayable long before he reaches the Far Lands. Mac is more philosophical about it. “We will see when we get there,” he says.
Google Wants You to Play Minecraft on Your Kitchen Table

Eric Johnson
Google’s Johnny Chung Lee uses a Project Tango tablet.
Before giving a speech on Tuesday, Johnny Chung Lee’s pre-talk prep included a quick round of basketball and building a house in Minecraft.
He wasn’t goofing around. As the project lead at Google’s Advanced Technology and Projects group, also known as ATAP, Lee was testing a live demo of Project Tango, an initiative that aims to give mobile devices a better, more human-like visual sense of the world.
“Sitting in this room, you understand its size and scale,” Lee told the audience at Nvidia’s GPU Technology Conference. “That sense of spatial perception is something we take for granted, but a large portion of our brain is dedicated to the visual cortex.”
Tango’s current hardware, a prototype Android tablet made for developers, features three rear-facing cameras. Together, they let the tablet scan its environment and track its own motion through 3-D space. By overlaying virtual experiences on top of that data, one could — for example — shoot non-tangible balls into a digital reconstruction of a real basket.
Or, build a house in Minecraft, and then move the tablet to explore the house:
Officially, Project Tango’s building demo is a “Minecraft homage,” Lee told Re/code, and it currently doesn’t display a full model of one’s surroundings, meaning you have to point the Tango tablet at the floor to build. But the idea is that the positional tracking features would let consumers make something in virtual space, move away in the real world, but then come back to find it where they left it.
“You’ll be laying out castles on your kitchen table,” he said. “With the re-localization engine turned on, it will recognize, ‘Oh, I’m in this part of the kitchen again’ and position the content correctly.”
He also proposed that multiplayer games would be a good fit for the technology. For example, a game could span multiple rooms, and players could see each others’ exact locations, in the style of a first-person shooter radar, on their screens.
“Just like you and I are sharing the same room, looking at each other, the devices would as well,” Lee said.
To get Tango into peoples’ hands, Google plans to partner with OEMs from the Android world. Last year at the company’s I/O conference, Lee announced a consumer-oriented tablet with the necessary cameras to be made with LG. He declined to provide an update on those plans.
Also in testing: A virtual reality-ish wearable version of the Tango tablet that splits its screen into two images, one for each eye. The tablet’s built-in cameras would remove the need for an external camera — the solution favored by Oculus, Sony and HTC/Valve — to track the user’s movement.
“You’d still have to worry about bumping into stuff,” Lee said.
Add Dungeons, Ruins, and Treasure Hunts to Your Minecraft World with MCDungeon
If you’ve grown tired of exploring the vanilla Minecraft world and the thrill of stumbling upon the tiny dungeons or sprawling mineshafts is gone, we’ve got just the thing for you: enormous procedurally generated dungeons courtesy of MCDungeon. Read on as we show you how to pack your Minecraft world with exciting and elaborate dungeons to explore, treasure hunts to engage in, and ruins to give the place a lived-in look.
What Is MCDungeon?
McDungeon is a map modification tool that offers a highly customizable method of inserting procedurally generated dungeons into Minecraft. The short of it is this: you take a preexisting map, you run the MCDungeon application, and it works your map data over inserting large and elaborate dungeons into your map. The dungeons are packed with puzzles, traps, mob spawners and, of course, treasure in the form of randomly generated loot chests.
If you simply run MCDungeon with the default settings, you’re in for an adventure-filled treat—no tweaking or configuring necessary. If you pore over the configuration settings, however, you’ll find options for configuring dozens of dungeon features. If you’re having trouble even finding the dungeons, for example, you can increase the height of their above ground entrances and architecture to make them more visible at a distance. Find the dungeons too easy without enough mobs? You can set the number of torches to decrease the deeper you go in the dungeon to increase the number of monster spawns. Need an even bigger challenge? You can remove all the torches and increase the number of random mob spawners for a survival-of-the-fittest challenge.
There are even advanced features like the ability to regenerate a dungeon you’ve already explored to be a completely new and random experience as well as to remove all the dungeons (if you find you dislike MCDungeon) and reseed the spaces with naturally generated terrain.
Overall MCDungeon is a fantastic way to keep the general feel of Minecraft the same while adding in generously sized dungeons that nicely compliment the existing subterranean structures (mine shafts, caverns, and the tiny vanilla Minecraft dungeons) while adding in large and interesting spaces to explore. While Minecraft might be devoid of a back story, we do see the evidence of some sort of past civilization in the abandoned mine shafts, strongholds, and vanilla dungeons and the more sophisticated dungeons created by MCDungeons fit right into the general feel. After all we have elaborate structures from past civilizations in our own world, why wouldn’t such things exist in the Minecraft world?
If you’ve read this far and you’re not convinced that big ol’ dungeons would be a great addition to your world, there might just be one last thing we can share to convince you to use MCDungeon. Even if you don’t want elaborate dungeons to explore MCDungeon does include a very cool treasure hunt feature which doesn’t require dungeons to function and adds in a very fun over-land treasure hunt feature that really encourages you to get out there and explore.
One final note on MCDungeon before we proceed. The modification process happens completely outside of the actual Minecraft game and uses vanilla blocks and resources. This means neither you nor other players who join your LAN game or server are required to install any mods or make any changes to their game. The map is completely vanilla-Minecraft friendly and all modifications occur during the map modification process.
Sounds pretty great, yeah? Let’s take a look at what you need and how to inject some awesome dungeons into your map.
What Do I Need?
To follow along with this tutorial you’ll need a Minecraft map, a copy of the MCDungeon files packaged for your OS, and a little time to familiarize yourself with MCDungeon and run it.
For the purposes of this tutorial we’re modifying a Minecraft version 1.8.1 map with MCDungeon but you can use it with earlier versions of the game if you wish. We will also be using the Windows version of the package. The ultimate functionality of the application is not changed based on your operating system (the whole thing is coded in Python), but you will need to make minor adjustments to how you launch the application based on your OS.
Selecting the Map
First, a word on selecting your map. Although MCDungeon does its best to not interfere with player built objects and existing structures such intersections are always possible. Always, always, always, backup your world data before performing any edits on it regardless of the tool you’re using.
Before you actually unleash MCDungeon on a map you’ve invested time in, however, we’d encourage you to start with a fresh map to get the hang of even using MCDungeon. Once you’ve played around with it, possibly tinkered with the configuration files, and you like the results, then move on to running it on one of your established maps.
Installing MCDungeon
You don’t as much install MCDungeon as you unpack the requisite files and wrangle with them to a greater or lesser degree based on your operating system. Head over to the GitHub page for MCDungeon and grab the appropriate file bundle for your operating system.
Windows users should grab the mcdungeon-v*win32.zip or mcdungeon-v*win64.zip bundle depending on the whether or not they’re running a 32 or 64-bit operating system (when in doubt, just grab the 32-bit package). Mac OS X users should grab the mcdungeon-v*macosx64.zip bundle. Finally users on any other operating system (including Linux) should grab the mcdungeon-v*.zip file.
The difference between the Windows and Mac OS X versions versus the more generic file is simply the inclusion of a wrapper and launcher for the required Python files that also automatically launches MCDungeon in “interactive” mode with handy prompts. If you’re using Linux or another *nix system you’ll need to have Python 2.7 and NumPy installed. You’ll also need to manually put MCDungeon into interactive mode, if you so desire, by using the the command “python mcdungeon.py interactive”. For further instruction on using MCDungeon with the command prompt and command switches (for both *nix users as well as curious Windows/OS X users) check out the detailed run down of the command switches in the README.txt.
Regardless of the version you’re using, extract the files to a safe place and get ready to have some fun.
Modifying Your Map with MCDungeon
With your map selected (and backed up/copied) it’s time to unleash MCDungeon on it. Run the launcher file (or manually launch it if you’re on a *nix system). The launcher will launch MCDungeon in the interactive mode which automatically reads your /saves/ directory and lists off the available worlds like so.
Enter the name of the world you wish to modify. Before you enter the name and hit enter, double check that the world is both backed up and not currently loaded in Minecraft.
Your options are to add dungeons or treasure hunts to the map, list existing dungeons and treasure hunts, delete dungeons or treasure hunts, regenerate either of the two, or generate and Overviewer map. Overviewer is another great open-source Minecraft project that creates high-resolution maps you can load in a web browser to view.
First, let’s add some dungeons to our map.
Once you select “a” to generate the dungeons you’ll be prompted to select which configuration file you want to use. There will be plenty of time for experimenting with the different configuration files later, for now we’ll stick with the default configuration to show you how the default looks.
The above is one of those prompts that you recognize if it applies to you and if it doesn’t, you can ignore it. Most readers won’t be running a multi-world Bukkit server. Those that are will know what to do here.
The value you enter in the next configuration prompt, the Max Distance, is the maximum number of chunks the generator will place dungeons from the spawn point of the map. A chunk is 16×16 blocks, for reference. If you want the dungeons to center around castle you’ve built or the like (and that castle isn’t at the map’s original spawnpoint) you’ll need to use the /setworldspawn command in the game to reset the spawnpoint to center the map on the location you wish to be the center for MCDungeon’s generation algorithm.
Also keep in mind that if you set a very large value and a low number of total dungeons it will be very difficult to find the dungeons. If that’s your goal and you want the challenge that’s fine. If you’re looking to test out MCDungeon, however, it makes sense to stick with a smaller chunk radius as it’ll be easier to find them.
The next three settings are concerned with the size of the dungeons along the West-East axis, the size along the North-South axis, and the depth (in levels not blocks). You can enter in fixed greater-than-1 values or variable amounts (e.g. 5-10). We prefer using variable amounts just because it keeps things interesting. If you know every dungeon will always be three floors deep, for example, it makes even a randomly generated dungeon a bit less exciting.
Finally, it prompts you to select the number of dungeons you want to include in your map. Remember even though all Minecraft maps are, practically speaking, just about infinite this number isn’t X number of dungeons over the entire potential Minecraft map it’s X number of dungeons over the chunk radius you specified several steps ago.
One little trick here we’ve found useful for populating our maps, once we’ve found a dungeon density, if you will, that we really like is to keep the ratio the same for future maps. For example if you find that you were liked the spacing of the dungeons when you specified a 20 chunk radius and 5 dungeons, then keep that ratio when generating other maps (40:10, 80:20, etc.) If you want to go crazy and pack as many dungeons in as the game will allow (preventing dungeons from bleeding into other dungeons or in-game structures, of course) you can always specify -1 dungeons. Be aware that using the -1 maximum-dungeon function will spawn a lot of dungeons. You’ll practically be falling over them.
It’s no small feat to generate lots of dungeons, so sit back and relax. If you specified something like a 500 chunk radius and -1 dungeons then you might be waiting until tomorrow morning to see the results. One thing worth noting here is every dungeon, as seen in the screenshot above, is listed by size, location, along with its name and other characteristics.
If you’re running a test map and you want to know the locations of at least a few of the dungeons so you can find them immediately, by all means take note. If you’re running MCDungeon to create a map specifically for the thrill of the hunt, however, you’ll want to ignore the log window to preserve the element of surprise.
When it’s done it will announce “Placed X Dungeons!” and any key press will shut down the application.
Exploring the Dungeons
The next stop is, of course, loading up the map you just modified and exploring. You’ll quickly find that the dungeons you stumble across range from grandiose to very subtle in appearance.
It is, for example, almost impossible to miss the entrances of the pyramid-like dungeons that appear in the forest, desert, and ice biomes. They’re enormous and the entrance alone, regardless of the side of the dungeon beneath, is several many chunks wide.
Other dungeons are very subtle in appearance and you could easily overlook them while exploring if you didn’t have a keen eye. The only evidence of the following dungeon is a chest, a hole in the ground, and some stone ruins around the hole.
Regardless of how modest or majestic the entrance to the dungeon appears from the surface, however, you should always pack well for the journey and bring plenty of food, tools and, of course, torches; even the best lit dungeons created by the generator are still pretty dim.
While you’re down in the dungeons don’t forget to collect items from the numerous chests and secrete rooms like maps.
When you’re exploring a winding 8 level dungeon the maps really help you find your way back out. Why is the map so important? The levels of the dungeons are separated by layers of bedrock to ensure that once you’re in the dungeon you can’t cheat the system by just digging straight up or straight down to escape. Once you’re in the dungeon you’re in it until you find your way out or die trying.
One of the great things about the dungeons is that once you completely clear one out, light it up, and collect all the loot, you now have a pretty awesome multi-level base ready to be filled with storage chests and largely immune to explosion damage thanks to the layers of bedrock throughout the dungeon.
Advanced Tricks
The default dungeon generator is pretty cool but there is so much more it is capable of. You can custom edit your own configuration files or just use the supplementary files included with the app to completely change the feel of the dungeons.
Not only is the default.cfg very heavily annotated and easy to understand, you can read through the configuration flag list on the MCDungeon website to get a better feel for both the dungeon and the treasure hunt configuration files. Even a simple change, like turning on the cave-fill function (which fills in natural caverns adjacent to dungeons in order to increase the mob spawn rate inside the dungeons) can completely change the feel of the game.
Speaking of treasure hunts, while the focus of this tutorial was generating enormous dungeons for your Minecraft world, we did promise treasure hunts in the introduction. The treasure hunt generator works pretty much like the dungeon generator, so we’re not going to walk you through it step-by-step, but we will show you what to expect from it.
The treasure hunt generator creates patterns of landmarks and objects on the map that encourage exploration. You’ll come across ruins, old cabins, and the like, like this ruined dwelling here.
Inside you’ll find a notebook with clues in it that guide you toward landmarks and other clues.
Follow the clues, and eventually you’ll find a chest with enchanted armor, gold, and/or other rare items in it.
The best advice we’d give in regard to using the treasure generator is to set fairly large distances (you can specify how many chunks the hunt will cover and how many steps there are between each clue). If you use low values the clues are practically on top of each other and the treasure hunt isn’t much fun. If you use larger values it gives it a more realistic feel (who would hide their precious treasure ten feet from their cryptic clues, after all).
Even if you skip using the dungeon generator, we highly recommend the treasure hunt generator simply because it does so much to get rid of that feeling of emptiness that pervades the Minecraft world. Just setting up a few dozen treasure hunts with a fairly low density will sprinkle all sorts of small structures like abandoned homes, ruins, and wells across the land which goes a long way toward making the world feel less barren.
Finally, the other very nifty trick included in the MCDungeon package is the Overviewer map generator. Rather than give you a static screenshot of it, which just doesn’t do justice to how cool it is and how great the graphics look, we’d encourage you to check out this interactive sample on the Overviewer website. If you’re generating an MCDungeon map to use on a server, with your kids, or anywhere that you, as the administrator and not the adventurer, want to have a bird’s eye view of where all the dungeons and special features are located then the Overviewer view of your new world is a great way to keep track of everything.
Armed with MCDungeon you have the power to create maps with far flung and elaborate dungeons and treasure hunts perfect for hours of exploration and fun. Need some more ideas for Minecraft? Check out our collection of Minecraft articles here.
Author Spotlight-Stone Marshall | jessicawrenfiction
Author Spotlight-Stone Marshall
Posted on March 22, 2015 by jessicawrennovels
Ah, the nostalgia. There is nothing like playing the old-school video games. My personal favorites were Super Mario Bros. and Sonic the Hedgehog. Mario, Luigi, Sonic, Knuckles, etc, had to journey through various worlds, battle different creatures, overcome various obstacles, and along the way, collect various helpful items such as coins, mushrooms, stars, and flowers that helped them shoot fireballs. If they touched a monster once, they shrank. Twice, they died in a very dramatic manner (jumping straight up in the air with a look of shock on their face before falling off the edge of the edge of the screen. Goofy synthesizer music plays both during the game and upon the death of a character.
I haven’t played Minecraft (and I’m afraid to start; it might become addictive and cause me to waste a lot of time), but from Marshall’s description of it in his children’s novel Rescue Island: Flynn’s Log 1, it sounds like it operates under the same principles. The characters battle monsters, eat food provided by the digital world to restore their lives, and collect items necessary for survival or extra protection. The novel revolves around a hacker known as Flynn. Flynn has no memory of his previous life as he finds that he is a digital character in Minecraft. He battles giant spiders, hunts and fishes for food, and builds shelter. His only companion is an ocelot named Verve (and later, Verve’s daughter Khan). Soon, he finds out that it is his destiny to connect the digital and the physical worlds, and is unsure of how to do that.
If there is a secret to getting kids engaged in reading, I think Marshall has it. Marshall seems to understand that you have to write around kids’ interest and not try to enforce outdated, archaic material on them. I hope elementary schools are beating down Marshall’s door to buy the book. If there were more novels like Rescue Island, then schools wouldn’t struggle so much to get kids to read. I will be ordering a copy for my daughter. If you have a child age 5-12, I highly recommend this as a must-read. I also think adolescents and adults would enjoy this whimsical but action-packed novel as well.
To buy: http://www.amazon.com/Flynns-Log-Rescue-Island-Marshalls-ebook/dp/B00JOUMLYU/ref=sr_1_1?s=digital-text&ie=UTF8&qid=1427045129&sr=1-1&keywords=rescue+Island
Telltale Games Teases Minecraft Tie-In
AUSTIN, TEXAS – Telltale Games is one of the best companies in the business when it comes to story-driven games, but what about when games have no story? The developer recently announced that it would partner with Mojang to bring its cinematic brand of adventure games to the Minecraft universe, and has now revealed a few more details about what fans can expect.
I attended a Telltale Games panel at SXSW 2015 and heard the developers talk about both the challenges and rewards of creating emotional, mature adventure adaptations such as The Walking Dead, The Wolf Among us and Game of Thrones. The company actually has a long history of doing lighthearted games, however, which is why it considers itself a good fit for a narrative-heavy Minecraft installment.
MORE: Most Anticipated Games This Year
The developers were quick to clarify that while Minecraft: Story Mode would be a story set in the Minecraft world, it would not be a story about Minecraft, per se. The setting is deliberately vague and open-ended, more about what players create than a cohesive narrative to tie the world together.
One audience member pointed out that Telltale usually honors the elements of its source material, such as introducing new fairytale characters in The Wolf Among Us or incorporating anarchic humor into Tales from the Borderlands. He asked whether Telltale Minecraft would allow players to design and share their own creations: a concept central to the Minecraft mythos. Telltale did not offer a specific response, but agreed that creativity and collaboration are, indeed, at the heart of the game, and it would try to respect that.
Lydia Winters, a Mojang representative, joined the Telltale team onstage and confirmed that Mojang has been heavily involved in the creation of Telltale’s Minecraft adaptation. Telltale generally collaborates closely with its partners to ensure that the game stays true to the spirit of the original property. Winters was also reluctant to give away exact story details, save to say that it would not focus on Steve, the generally accepted name for the player character of the main game.
Telltale also let drop a few hints about Super Show, its new original IP. The developer will collaborate with a number of film studios, including Lion’s Gate, to produce a variety of multimedia adventures. Each month, players will receive a playable Telltale episode, as well as a watchable episode from the film studio. There may also be other components to each story, although Telltale would not say exactly what they would be.
Walking Dead fans may also be pleased to know that The Walking Dead Season 3 is definitely on the way, and it might arrive sooner rather than later.
Flynn’s Log 4 – Available now!
I’m excited to announce, the fourth book in the series, Flynn’s Log 4: Offline, is now available!
Flynn, I hope you get this message. Your body is missing!
I refuse to think that you are gone, deleted. You, your thoughts, your voice, and your brain activity must be out there. You are in the digital domain, in the game, living as a digital intelligence. You have to be!
What happens now? Find out, read Flynn’s Log 4: Offline. Available now.
Trapped in a Digital World!
FLYNN IS IN TWO places at once! His intelligence is trapped in the game, unable to contact the real world. At the same time, Zana, the digital intelligence from the game, is using Flynn’s body to carry out her plan to convert everyone in the real world to digital intelligence: the ultimate form of life. Elle is in the real world facing real danger! Elle needs to stop Zana, but she is on her own and must make a decision that will impact her friends forever.
Get Flynn’s Log 4 Free PreviewEnter to win Flynn’s Log 1 in Paperback
Enter by Oct 31