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…
You may be interested in TerraFirmaCraft ( https://terrafirmacraft.com/f/info ), then. It's a Minecraft mod that tries to increase the realism of the game, I don't know if there are avalanches or tree rolling mechanisms, yet the mining system is greatly changed to include cave ins and other structural changes. "TFC has thrown out Vanilla generation and started on a fresh slate. Sea-level has been raised to twice the…
Nostalgia for Minecraft
141–146 of 146 posts
Re: Nostalgia for Minecraft
#142Earlier quoted context omitted.
Nowadays there is Minecraft education edition; a variant of the Bedrock version which has a code editor to create automations, and a classroom mode. Aimed much more at schools than at individual student-hacker-learners, but a lot more accessible IMO, and has a heap of resources/docs and communities for those teachers.
Is there any way to get this version? I would love to use this with my kids.
Re: Nostalgia for Minecraft
#143Earlier quoted context omitted.
Nowadays there is Minecraft education edition; a variant of the Bedrock version which has a code editor to create automations, and a classroom mode. Aimed much more at schools than at individual student-hacker-learners, but a lot more accessible IMO, and has a heap of resources/docs and communities for those teachers.
Is there any way to get this version? I would love to use this with my kids.
Re: Nostalgia for Minecraft
#144Re: Nostalgia for Minecraft
#145Re: Nostalgia for Minecraft
#146Earlier 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…
Original lead designer of the game here. Richard's recollection is flawed on this (he wasn't close enough to the tech to know why it failed). Reason #1: the closed loop fell victim to hoarding, particularly because the advancement system encouraged the production of goods with no value, as explicated in great detail in Zach Booth Simpson's detailed paper on "The In-Game Economics of Ultima Online." Slides: https://st…
I never really got to try Ultima Online during its heyday (I was averse to MMOs and saw them as a step backwards from the narrative qualities of single-player games.)
Re: the ecology, other commenters here and on YouTube have also noted that it was too easy to do things what you shouldn't be able to do, like chasing down rabbits and deer with a sword. :)
Thanks and looking forward to your next game!