You do realize that the End is Minecraft's big oxymoron, right? If singleplayer gets boring, join a server. I will admit that it gets boring when you're alone in singleplayer after you've "done everything," though. The other people keeps it interesting.
Well obviously thats exactly why I brought this up.
Multiplayer is balanced as far as I can see,depending on the server,but the people factor make it enjoyable. Single player though,needs a bit more to keep it enjoyable after most things are said and done.
Mods are a great idea. Ideally, Minecraft would have a extensive list of things the player could choose to have, or not to have, when generating the world (which you sort of already can). The Mod-API in development would be a solution to this.
The idea that adding more content to Minecraft would restrict the free sand-box style of Minecraft seems baffling to me. Adding content to Minecaft now, wouldn't restrict the flexability of the game any more than it would have at Minecrafts launch.
It seems like some people think Minecraft should have stayed in the same state as the 1.0 launch, and just leave content entirely up to mods. Which would be a fine idea, if we had the Mod-API, but we don't yet.
Exactly,Im talking about in game,not using mods. The option to do these various options,without having to forfeit what minecraft is as a game. The ability to give SMP and Server like feel. Instead of modding all the time,itd be better if these "expansions" were more like on and off switches like we have with generating the world.
Having more options like
- Generate Quests,Kingdoms
- More animals
Stuff like that,but incorperated into the game,so you dont have to wait for a new update,or even have to go wherever and download,etc. Just have the option to have things to make things more enjoyable to those of us who agree that SMP can get boring.
I don't see why minecraft can't be both a sandbox and an rpg.
This is the same as saying "I don't see why a statement can't be both true and false."
Sandbox games, something that have no written rules, and RPG games, something that specific rules and repercussions for not following those rules, are logical dichotomies. Saying a game can both be a sandbox and an RPG is a contradiction.
No. Minecraft isn't a level-based game, and that's one of the reasons it's so great, IMO. How "Good" you are at the game isn't determined by stats- it's earned by time, hard work, knowledge of game mechanics and oftentimes pure luck. And "Quests" wouldn't fit in well with the theme of the game either, though if by "Kingdom" you mean "Larger village with stone walls and guards", I can get on board with that.
I've always thought that Minecraft needed a higher capacity for exploration, though. Minecraft has definitely been moving in that direction ever since the Adventure update. I really hope 1.8 adds some more dungeons/structures (Especially to the Dark Forest biome), and maybe updates the cave generation a bit.
Exactly,Im talking about in game,not using mods. The option to do these various options,without having to forfeit what minecraft is as a game. The ability to give SMP and Server like feel. Instead of modding all the time,itd be better if these "expansions" were more like on and off switches like we have with generating the world.
Having more options like
- Generate Quests,Kingdoms
- More animals
Stuff like that,but incorperated into the game,so you dont have to wait for a new update,or even have to go wherever and download,etc. Just have the option to have things to make things more enjoyable to those of us who agree that SMP can get boring.
So basically, you don't want to look around in the community and build a modpack based around what you like. Mojang doesn't add this huge rpg concept because there are many people who disagree with the concept. There are plenty of rpg mods out there.
1) you could just build your own kingdoms (however Villagers won't spawn).
But you can always push existing villagers from real villages into Minecarts and transport them far away, or use health potions and golden apples on zombie villagers.
I've got a big city about 600 blocks from the nearest NPC village and it has a healthy population of at least 50 villagers!
It's still enjoyable if you have a personal goal, which is... well.. personal.
What would "quests" add to this?
(except wasting a lot of time in searching for the kingdom and doing quests that are likely to be "fetch x" or "kill y mobs"? (stuff that you do anyways in survival)
As said, I'm not an expert, watched videos, read the wiki, played a bit, but not went into the "deep mining" thingy (yet) because I still like to explore.
As you describe them, kingdoms and quests seem to me too much like villages and trades.
I think the point TagAnimationz is trying to make is that there is little to no motivation to do anything, other than "just because." And while that is fine and also the point of Minecraft, there should be more options of what to do in game for the same reason of motivation: "just because."
Again, Mods would solve this whole problem. But until the Mod-API is released, it's not a viable option for everyone.
There is a solution to everything when it comes to game design IMO. This reminds me of a book I read when I was a child called The Magician's Nephew. In this book the main character stumbles uppon an alternate dimention; it was an endless orchard with puddles spread everywhere. Jumping into a puddle would bring you to a new world, a new dimention, and each one was completely different.
Minecraft can keep literally every feature optional. And the way to do this is crafting of course. It's already implemented in the game. The only way to get to the nether is crafting and building specific things. Same with The End. Same with the Wither. Minecraft is so maleable and open ended there will always be a way to implement something in a non intrusive way.
You dont have to support this,It was more so just so I could put it out there,the idea,concept. I don't really care whether is does or doesn't get implemented.
I feel that it'd be nice,but like others have said,Minecraft will never really ever finish developing,as there is always more things that could be added.
This is the same as saying "I don't see why a statement can't be both true and false."
Sandbox games, something that have no written rules, and RPG games, something that specific rules and repercussions for not following those rules, are logical dichotomies. Saying a game can both be a sandbox and an RPG is a contradiction.
RPG and Sandbox don't really contradict. If anyone has ever played rollercoaster tycoon 3,you'll notice that there is a sandbox more,and a campaign mode in which you can do whatever without objectives. But also in campaign mode,you dont strictly have to follow the campaign as long as it gets done.
though if by "Kingdom" you mean "Larger village with stone walls and guards", I can get on board with that.
. I really hope 1.8 adds some more dungeons/structures (Especially to the Dark Forest biome), and maybe updates the cave generation a bit.
Thats exactly what I mean. More structures that give more purpose and interaction in the game. New NPC's , something,lol.
This is not a wish list by any means btw. I am solely talking about ideas to further the cause to play survival when done with the END and Wither Boss,besides just building and mining.
The examples with the Aether(sky dimension) and Kingdoms,are just examples to clarify what I was saying.
I just think that we need more of a reason to play inside single player mode. Its a problem with most sandbox and simulation games though. Look at "Sims",you do what you gotta do,and buy everything you can,but then what? Or even RCT 3, You got the max limit of people in your park,you unlocked all roller coasters,and stuff,but now what.
But in the case of Minecraft,its not like that. You see,minecraft is different,in that it is more than that. It can build upon features and features that practically never end and never UN-entertain,but for now,it's at that stage like with "Sims" and "RCT3" when its hard to know what to do next,beyond your personal goals.
I dont play much survival solo,unless Im recording for YT. Sure I may be able to build a mob grinder and a automatic farm and etc. But at the end of the day,I ask myself,what for? If there is no one there to see it,or no purpose to actually building it,then its better to just do it on Multiplayer,in which people can view and see it and help you with various task,not including whatever cool plugins might already be on the server.
But single-player,doesn't have an interactive factor yet. The only reason I said Rpg like elements,is because when you think of Single Player interaction you think RPG. Thats also why I brought up skyrim,because skyrim is highly interactive to make up for not having multiplayer,and that's what makes skyrim unique in having a SinglePlayer mode that isnt boring,IMO.
That is why I posted this thread,not to talk about RPG,or kingdoms,or anything like that. But to see if anyone...could maybe come up with a concept that would keep people interested in Singleplayer,again,aside from building and personal stuff. Im solely talking about people who want an objective,whether vague or very narrow,something distant and hard to reach within just 2 days of gameplay,you know?
My last example would be with Syndicate. Anyone who watches/watches his videos regularly,would know that even him,who loves minecraft, got bored just building things ( The Minecraft Project),sometimes it just gets boring. Later on,he did a series called "The Lonely Island",and his objective was to get to the End and so he did. But what did he do after that? He ended the series,not because he had to,but because building and mining ,to a certain degree,get boring.
And this is the elaborated,and detailed reason why I made this thread. Whether you support me or not,at the end of the day, its just an idea,we all love minecraft.
Lol. The in game achievements get erased if you install a mod,etc. They also arent that great as far as interactiveity.
And although players have freedom of what their goals are,etc, there are still alot of people who feel that minecraft still needs some "objective" or ingame goals,aside from achievements, to keep going. Saying that players can have their own choice in things is like saying that there was no need to add in the END and such. They added in those elements to make the game more exciting and give a more defined goal.
Its not an RPG.Im not asking that it should turn anywhere near an RPG. Minecraft is a game of building,creativety,and imagination.However,the use of mods are ways to get minecraft to become something more,to fill the gap of things that minecraft lacks according to the player.
EX,if it were graphics,id download a texture pack and maybe add shaders.
Though some people like the Rpg kinda feel and so,like "The Legend Of Notch",you would be able to go and find a kingdom to go this route,and add more life to the game,according to the player,which may or may not want to d this,its freedom of choice.
As for skyrim,that was just an example.Skyrim has alot of good features as do other games,that make single player playble for a long duration.Literally,I can "beat" minecraft in about 30-40min, and be bored out of my mind,not that I am(just an example).
And so the whole reason of these few ideas,would be to give people more meaning to play.This is the whole reason minecraft is dynamic and not static,because it isnt fully complete until its good for everyone,which may or may not happen.
- Thank You
~ Tag
And after the quests? What will you do after the quests and skill tree you propose? In the end, adding these RPG elements would only extend the amount of time unimaginative people will spend on a singleplayer world, a temporary fix for a permanent problem. I think Mojang should focus on expanding upon the sandbox aspects of Minecraft. Some RPG elements, like enchanting, enhance gameplay and make the game more replayable, while although quests would enhance gameplay one could eventually exhaust every quest. So, I think that if RPG elements are suggested they should be repeatable with variations.
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Go play your Skyrim. I don't want a Sandbox-style game to turn into a RPG-style game, and although it is very boring and aimless after you defeat the Ender Dragon, you could still make self-challenges like AntVenom currently does in his Survival Challenges.
When you say that an RPG doesn't necessarily contradict with a sandbox you are sadly mistaken. Though it depends on the implementation, it also depends on the game-environment. When Minecraft is a game nearly meant to be a "clean slate", meaning that anyone can do anything to the game without hinders, adding as complex things as quests and above all, skill-levels, it would clearly have to interact with the rest of the game. And I can assure you, even though there are many of the same opinion as you, there will be just as many, if not more people that want to play without it.
Instead of turning it into this giant kingdom-business I know what just might work with the framework we are given. I think that instead of over-gloryfying it I would instead just turn it into a massive village with castle-walls. It could of course include new NPC's, that only spawn in such structures, as long as they are creative with their deals this could become really fun. And by making these structures as rare as the Strongholds, which I do believe is what you meant in the OP, the player would really have to go out of their way to locate these things. Maybe there could even be some sort of special biome for it, with raised monster-spawn-rate to make the seiges more advanced?
One little thing that intrigues me about your post is this; what would the "quests" you speak of even be? What I mean is, what would there actually be left to accomplish in the game post-achievments that actually could classify as a quest?
Sadly I believe that the problem with this idea that hinders it is just like everyone says, it would make a better mod than a vanilla-implementation, one of the reasons being the one I mentioned above. What really needs to be done is to complete the mod-API. This would (hopefully) do exactly what you wish for, optimizing updating of the mods, as well as making them all integrated with the game itself. Why the Mod-API is still not finished after their promises made during BETA is beyond me, since it is the one largest implementation they ever could do, the implementation of true freedom for everyone to play their own unique game, limited to their wishes only.
This is the same as saying "I don't see why a statement can't be both true and false."
Sandbox games, something that have no written rules, and RPG games, something that specific rules and repercussions for not following those rules, are logical dichotomies. Saying a game can both be a sandbox and an RPG is a contradiction.
Actually a statement can be both true and false. By a sandbox rpg I mean a completely optional vague story, like the 'story' we have about going to the nether, then the end. There is no actual history or lore, and it should stay that way. So minecraft can have a vague storyline that you can do as creatively and however you want to do it. Like if you could, you could go to the end then the nether, an example of a plyable storyline that can go to an extent.
50% of those people didn't like the look of it
25% of people didn't understand how to do things
15% of people had no real enjoyment
10% of people just didn't like it
You see,about half of the people had no real understanding of the game,and its objective,besides creating/building/survival. This is because they need a bit more than that.
I bet that 100% people hate this suggestion.
You see, this suggestion is terrible.
I'm not saying that quests are terrible. Nor do I think other people say so. What they don't like is that you're stating that there's nothing to do after destroying the bosses, effectively insulting everything that many other players like to build and create in their free time. This is alienating your readers. In addition, your suggestion is a wishlist, vague and redundant. This, and your attitude further annoys people and basically makes your readers hate a suggestion that they already don't really like already.
Rollback Post to RevisionRollBack
Why Minecraft mobs should NEVER have multiple attacks:
- No other PC mobs do. - Mob behaviour is intended to be simple.
Why you should NOT name new "special ability" weapons as "XXX Swords":
- No other swords have special abilities. - Make a new kind of weapon.
Now,I dont know if its just me,but I feel after you goto the END,defeat the end and defeat the ender dragon...that there really is no objective afterwords.
Am I right? I mean unless you wanna try and build yourself a beacon and fight the Wither,on a Single Player map,there really isnt much to do.
This has really made my mind think about what could be done to allow people to continuously play and not get extremely bored and so here are a few ideas.
There's plenty to do. Sounds to me like you're looking for a "Theme park" game, rather than a sandbox game. There are plenty of the former without trying to contaminate the precious few of the latter with the former's elements.
Rollback Post to RevisionRollBack
I still want these. =-/ Extendable redstone conduction could be soooooooo useful! Climbing: for great mobility.
We deserve better rivers.
Why do people think that Skyrim is like the only RPG out in existence? There are plenty out there, it's called have a variety. Plus, I like where MC is.
Anyways...Simple Ways not to get bored:
1. Take a Break
2. Go to Multiplayer
3. Use Mods
4. Use Resource Packs
5. Build things.
I'm starting to think the only ways these kind of suggestions like this one come up is because people just stand around and do so little with such a vast world ahead of them. TAKE ADVANTAGE!
Well obviously thats exactly why I brought this up.
Multiplayer is balanced as far as I can see,depending on the server,but the people factor make it enjoyable. Single player though,needs a bit more to keep it enjoyable after most things are said and done.
Sellfy.com/TagAnimationz
Exactly,Im talking about in game,not using mods. The option to do these various options,without having to forfeit what minecraft is as a game. The ability to give SMP and Server like feel. Instead of modding all the time,itd be better if these "expansions" were more like on and off switches like we have with generating the world.
Having more options like
- Generate Quests,Kingdoms
- More animals
Stuff like that,but incorperated into the game,so you dont have to wait for a new update,or even have to go wherever and download,etc. Just have the option to have things to make things more enjoyable to those of us who agree that SMP can get boring.
Sellfy.com/TagAnimationz
Sandbox games, something that have no written rules, and RPG games, something that specific rules and repercussions for not following those rules, are logical dichotomies. Saying a game can both be a sandbox and an RPG is a contradiction.
I've always thought that Minecraft needed a higher capacity for exploration, though. Minecraft has definitely been moving in that direction ever since the Adventure update. I really hope 1.8 adds some more dungeons/structures (Especially to the Dark Forest biome), and maybe updates the cave generation a bit.
So basically, you don't want to look around in the community and build a modpack based around what you like. Mojang doesn't add this huge rpg concept because there are many people who disagree with the concept. There are plenty of rpg mods out there.
I've got a big city about 600 blocks from the nearest NPC village and it has a healthy population of at least 50 villagers!
I think the point TagAnimationz is trying to make is that there is little to no motivation to do anything, other than "just because." And while that is fine and also the point of Minecraft, there should be more options of what to do in game for the same reason of motivation: "just because."
Again, Mods would solve this whole problem. But until the Mod-API is released, it's not a viable option for everyone.
There is a solution to everything when it comes to game design IMO. This reminds me of a book I read when I was a child called The Magician's Nephew. In this book the main character stumbles uppon an alternate dimention; it was an endless orchard with puddles spread everywhere. Jumping into a puddle would bring you to a new world, a new dimention, and each one was completely different.
Minecraft can keep literally every feature optional. And the way to do this is crafting of course. It's already implemented in the game. The only way to get to the nether is crafting and building specific things. Same with The End. Same with the Wither. Minecraft is so maleable and open ended there will always be a way to implement something in a non intrusive way.
Kingdoms = Redundant
This thread = Vague
Sorry man, but that's three reasons why I don't support this. Plus there's the fact that this is a wishlist of sorts.
I feel that it'd be nice,but like others have said,Minecraft will never really ever finish developing,as there is always more things that could be added.
RPG and Sandbox don't really contradict. If anyone has ever played rollercoaster tycoon 3,you'll notice that there is a sandbox more,and a campaign mode in which you can do whatever without objectives. But also in campaign mode,you dont strictly have to follow the campaign as long as it gets done.
Thats exactly what I mean. More structures that give more purpose and interaction in the game. New NPC's , something,lol.
This is not a wish list by any means btw. I am solely talking about ideas to further the cause to play survival when done with the END and Wither Boss,besides just building and mining.
The examples with the Aether(sky dimension) and Kingdoms,are just examples to clarify what I was saying.
I just think that we need more of a reason to play inside single player mode. Its a problem with most sandbox and simulation games though. Look at "Sims",you do what you gotta do,and buy everything you can,but then what? Or even RCT 3, You got the max limit of people in your park,you unlocked all roller coasters,and stuff,but now what.
But in the case of Minecraft,its not like that. You see,minecraft is different,in that it is more than that. It can build upon features and features that practically never end and never UN-entertain,but for now,it's at that stage like with "Sims" and "RCT3" when its hard to know what to do next,beyond your personal goals.
I dont play much survival solo,unless Im recording for YT. Sure I may be able to build a mob grinder and a automatic farm and etc. But at the end of the day,I ask myself,what for? If there is no one there to see it,or no purpose to actually building it,then its better to just do it on Multiplayer,in which people can view and see it and help you with various task,not including whatever cool plugins might already be on the server.
But single-player,doesn't have an interactive factor yet. The only reason I said Rpg like elements,is because when you think of Single Player interaction you think RPG. Thats also why I brought up skyrim,because skyrim is highly interactive to make up for not having multiplayer,and that's what makes skyrim unique in having a SinglePlayer mode that isnt boring,IMO.
That is why I posted this thread,not to talk about RPG,or kingdoms,or anything like that. But to see if anyone...could maybe come up with a concept that would keep people interested in Singleplayer,again,aside from building and personal stuff. Im solely talking about people who want an objective,whether vague or very narrow,something distant and hard to reach within just 2 days of gameplay,you know?
My last example would be with Syndicate. Anyone who watches/watches his videos regularly,would know that even him,who loves minecraft, got bored just building things ( The Minecraft Project),sometimes it just gets boring. Later on,he did a series called "The Lonely Island",and his objective was to get to the End and so he did. But what did he do after that? He ended the series,not because he had to,but because building and mining ,to a certain degree,get boring.
And this is the elaborated,and detailed reason why I made this thread. Whether you support me or not,at the end of the day, its just an idea,we all love minecraft.
Sellfy.com/TagAnimationz
Shine Bright Like a Diamond!
And after the quests? What will you do after the quests and skill tree you propose? In the end, adding these RPG elements would only extend the amount of time unimaginative people will spend on a singleplayer world, a temporary fix for a permanent problem. I think Mojang should focus on expanding upon the sandbox aspects of Minecraft. Some RPG elements, like enchanting, enhance gameplay and make the game more replayable, while although quests would enhance gameplay one could eventually exhaust every quest. So, I think that if RPG elements are suggested they should be repeatable with variations.
Uh huh, but what do you say about the idea? Support or no support?
But quests are pointless. I'll keep Minecraft as a sandbox.
Well, No Support.
Instead of turning it into this giant kingdom-business I know what just might work with the framework we are given. I think that instead of over-gloryfying it I would instead just turn it into a massive village with castle-walls. It could of course include new NPC's, that only spawn in such structures, as long as they are creative with their deals this could become really fun. And by making these structures as rare as the Strongholds, which I do believe is what you meant in the OP, the player would really have to go out of their way to locate these things. Maybe there could even be some sort of special biome for it, with raised monster-spawn-rate to make the seiges more advanced?
One little thing that intrigues me about your post is this; what would the "quests" you speak of even be? What I mean is, what would there actually be left to accomplish in the game post-achievments that actually could classify as a quest?
Sadly I believe that the problem with this idea that hinders it is just like everyone says, it would make a better mod than a vanilla-implementation, one of the reasons being the one I mentioned above. What really needs to be done is to complete the mod-API. This would (hopefully) do exactly what you wish for, optimizing updating of the mods, as well as making them all integrated with the game itself. Why the Mod-API is still not finished after their promises made during BETA is beyond me, since it is the one largest implementation they ever could do, the implementation of true freedom for everyone to play their own unique game, limited to their wishes only.
I bet that 100% people hate this suggestion.
You see, this suggestion is terrible.
I'm not saying that quests are terrible. Nor do I think other people say so. What they don't like is that you're stating that there's nothing to do after destroying the bosses, effectively insulting everything that many other players like to build and create in their free time. This is alienating your readers. In addition, your suggestion is a wishlist, vague and redundant. This, and your attitude further annoys people and basically makes your readers hate a suggestion that they already don't really like already.
- No other PC mobs do. - Mob behaviour is intended to be simple.
Why you should NOT name new "special ability" weapons as "XXX Swords":
- No other swords have special abilities. - Make a new kind of weapon.
There's plenty to do. Sounds to me like you're looking for a "Theme park" game, rather than a sandbox game. There are plenty of the former without trying to contaminate the precious few of the latter with the former's elements.
Climbing: for great mobility.
We deserve better rivers.
Sorry, but no support.
Why do people think that Skyrim is like the only RPG out in existence? There are plenty out there, it's called have a variety. Plus, I like where MC is.
Anyways...Simple Ways not to get bored:
1. Take a Break
2. Go to Multiplayer
3. Use Mods
4. Use Resource Packs
5. Build things.
I'm starting to think the only ways these kind of suggestions like this one come up is because people just stand around and do so little with such a vast world ahead of them. TAKE ADVANTAGE!