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Nostalgia for Minecraft

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111–120 of 146 posts

Re: Nostalgia for Minecraft

#111

Earlier quoted context omitted.

When it takes 30 minutes to load your mod pack and even with a RAM disk and a healthy number of fast cores on a dedicated server you're still dipping below 20 fps on some occasions, it's time for a leaner edition than java. I'm not even saying java is inherently the problem, but the java edition of minecraft is not performant and the bedrock edition is.

As I remember from setting up a server way, way back is you want to give that JVM as much memory as you can trow at it.

Better hope you pick the right arcane garbage collection strategy!

Re: Nostalgia for Minecraft

#112
I find it disturbing that more and more websites, and especially personal blogs, refuse to even show any content without loading scripts from google and cloudflare. It's a bunch of text with images. It's literally what HTML was made for.

Re: Nostalgia for Minecraft

#113

Earlier quoted context omitted.

Didn't they unify everything so all the different clients (desktop, mobile etc) can log into the same worlds? That would have been a hell of a lot of work.

No, not really. There's a "Windows" version for Windows-based desktops that can co-mingle with the other C++ versions, but the main version of the game is still based on Java, with the features being ported to the various console versions shortly after. The Java version remains the only way to play Minecraft on Mac and Linux, for example, and it's also where pretty much the entire modding scene lives. It's a little c…

If iOS now works with the java edition I'd consider that a major achievement

Re: Nostalgia for Minecraft

#114
post #86

A few commenters are responding on how they think certain features in addition to Minecraft would make a killer game. I don’t think Minecraft’s success had anything to do with its featureset. To paraphrase notch, he believed in a model of good enough vs perfect and continually released updates that added the minimal needed for the feature he wanted, responding to user feedback in real-time. This was unheard of at the…

People will attribute the success of minecraft to the game itself, but really the fact that it could be scripted with a fairly popular language meant mods, and mods meant a ton of users. That to me is why, if he had programmed this game in a better language or tried to over-engineer it, it would have sucked.

Re: Nostalgia for Minecraft

#115

Earlier quoted context omitted.

I don't know. They've added a ton of underwater content, new structures, mobs (bees, foxes, llamas, phantoms, drowns, etc), sunken ships and treasure maps. If anything, they've had a better release cycle since the acquisition.

What the game really needs is what was promised ages ago: a mod API on the C++ edition.

You don't get it, most people don't want to mod with c++. Java is more popular, runs everywhere quite easily, and isn't as hard to understand. Imagine an 12 year old trying to mod with this language, they'd be spending more time figuring out how it works than coding a mod.

Re: Nostalgia for Minecraft

#116
I think Minecraft was the first game with a procedurally generated immense world which was also 100% modifiable. Games with virtually infinite procedural worlds have existed and sparked imagination before (my first was Elite 2 on the Amiga), but you couldn't really interact with them in a way that changed them.

Correct me if you know of any earlier examples.

Re: Nostalgia for Minecraft

#117
post #86

A few commenters are responding on how they think certain features in addition to Minecraft would make a killer game. I don’t think Minecraft’s success had anything to do with its featureset. To paraphrase notch, he believed in a model of good enough vs perfect and continually released updates that added the minimal needed for the feature he wanted, responding to user feedback in real-time. This was unheard of at the…

As I recall Minecraft's snowball started with geek dads watching Notch live coding and buying the game for their kids. https://youtu.be/MhQ70O1MiXc

Was minecraft already starting to get popular by the time minicraft was released? I don't think the livestream alone lead to the game's popularity, it was probably spread a lot more via word of mouth.

Re: Nostalgia for Minecraft

#118
post #76

Earlier quoted context omitted.

> So if you slay too many Gorgs soon there would be none left. Leave them alone and they'll eat all the Fraggles. Players would form culling expeditions every week. [...] I think the venerable Ultima Online had a few features like that, or was supposed to, not completely sure. Ultima Online tried to have such an ecology, but the players didn't react to it as described despite the game designers giving players minimal…

As best I recall (it seems it's not easy to find sources now) the biggest problem was with player-killing and griefing. The devs left player-character interactions relatively unrestricted in the expectation that social order would be (largely) maintained by the in-character actions of the PCs. Similar things had worked in text-based MUDs of the time. When they naturally got a Hobbesian bloodbath instead (classic MUDs…

"Similar things had worked in text-based MUDs of the time."

Not really, in my experience. In MUDs with unrestricted player killing, in-game policing did very little to stop it (unless you count intervention from immortals/wizards, I.e. admins)

Re: Nostalgia for Minecraft

#119
I am a bit surprised at not seeing any reference to Second Life in this article. Is this because it (quickly) turned to more "mature" themes?

I ask because both the exploratory and (more importantly) the build/customize parts were a big element of that - also, it is still active (I believe) even if not exactly "thriving" today.

Re: Nostalgia for Minecraft

#120
post #3

A multiplayer persistent world like Minecraft with physics would be amazing, and probably replicate Minecraft's success. e.g. If I chop down a tree at the top of a hill it could roll down and potentially wreck your house. Or causing cave-ins and avalanches from indiscriminate mining. Building dams and rerouting rivers. Building realistic defenses and then siege weapons. Fun Add in critter breeding and predation for d…

IIRC, Markus Petersson, the creator of Minecraft, worked for a long time on Wurm Online, an MMO where you can kinda do what you're talking about - as a group or individual, you can level forests, dig down mountains, build roads, cities, etc. It's a slow and labor-intensive grind but it is a game where as a community you can change the whole game world's geography.

I saw it was on Steam the other day, I guess they tried to add some storyline to it.

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