Adding random stuff is okay, and so is straying from the predefined path of game design. Sometimes you have to break down bounderies to get to new places. Sometimes you have to break guidelines in order to stay fresh amongst an ever-growing mountain of stale competitors. Sure there's quite a few things that need to be fixed, but sometimes you have to get the ideas written down before they disappear.
As long as the new additions don't make it somehow extremely unfair to somebody when playing normally (or any other way), then it shouldn't be a problem. For example, it would be okay to add an item that does something cool like flash different colors but it probably wouldn't be okay to add a super-powerful invincible sword that can insta-kill and allow you to walk on hot lava.
Is the snowgolem OP? No, it throws harmless snowballs and creates snow paths. Is it horrible? No, it is a balanced mechanic that requires effort to put into place and helps without doing all of the work for you.
Let me tell you guys a story. Once upon a time, when video games were in arcades, there was an absurd amount of space-shooters. The guys at Nintendo were going to release a space shooter but due to the saturated market, they decided to try and make a different game. Donkey Kong was born. It was a big hit. The main character eventually became known as Mario and to this day stars in his own games going though strange and interesting places.
Now let's get back to what you were saying about Minecraft having too many random stupid things. Currently the video game market is saturated with realistic shooters (and shallow shovelware mini-games). Would you rather abandon all creativity, play it safe and become a huge sell-out, or would you make up crazy ideas, mashing them up in strange ways, and then incorporate them into your vision for a unique blend?
You guys gotta remember your roots. Minecraft started as a hobby that exploded into a phenomenon by sheer luck and the magic of the internet. Even luckier is the guy that profited on his lucky hobby project and used it to start his dream job.
It is often said that indy developers are more willing to experiment within their medium than larger commercial developers. But of course there's a layer of "professionalism" that is added even at indy dev. level. And by professionalism, I mean getting stuck in a rut caused by getting comfortable with current exp. levels. "Why work harder when I'm doing just fine the way I am now?" It is harder for commercial devs. to get out of this rut than indy devs. (most of the time).
Mods that are made by fans are powered by the passion of the fandom. They wouldn't have made the mod if they didn't see the potential for growth in that area. But just as fans can be fickle with the ways that they spend their time, so is their numbers. with a great enough probability, there is always a chance that something will happen. When the fanbase is large enough, surely there are going to be some dedicated fans that have enough passion and drive to create the mods that they want.
Have you ever thought that the coders at Mojang might be trying to break out of a rut of some sort? That explains why they are having a mix of interesting and "meh" ideas right now. It takes work to put things into action. It's a known fact that a scattered but large group of modders can output more lines of code than a small indy dev. team. Cut them a little bit of slack and try to be supportive of the creative process. Not just for the sake of the online community, but for the future of gaming as we know it. It may not seem like it, but sometimes one thing can lead to another. Okay, maybe it's not THAT big of a deal, but really, I visit this forum every day and see it as a day-care full of everything from 3-year-olds to 43-year-olds. I would hope that most of these people would try to offer constructive criticism to help somebody out instead of beating them down.
Now that my impressively long tangent is over, I can wait for the inevitable complaints against my gigantic blocks of text.
(Wow, how did this post become an essay? O.o;)
- littlefriend
- Registered Member
-
Member for 13 years and 17 days
Last active Wed, Jan, 27 2016 21:29:01
- 0 Followers
- 59 Total Posts
- 2 Thanks
-
14
shinyjiggly posted a message on Gameplay design philosophy, why u no use it Notch?Posted in: 1.0 Update Discussion -
100
A_Blind_Moron posted a message on One thing Mojang did right with 1.8This thread is not about the ****-tacular void fog.Posted in: 1.8 Update Discussion
It's not about the completely ****ed over passive mob spawning.
It's not about the new lighting system, which some people seem to dislike with a sickening ferocity.
It's about the new blocks.
Stone bricks? ****IN FANTASTIC. Now you don't have to build castles out of cobblestone. In fact, any stone structure now has more variation than looking like it was hewn out of the ****ing earth like a giant sculpture (smooth stone) or looking like a ten year old glued rocks together (cobblestone). Stone bricks might be better than ye old clay bricks, which, by the way, are now MUCH more common.
Fence gates? AWW YEAAH. No more awkard entrances to that protected area around your house.
Glass panes? Holy ****. You mean you can turn six pieces of glass into SIXTEEN? And on top of that- you can break them and pick them up again? Not to mention they make jizz-tastic windows! And the windows have windowsills now. ****ING. SILLS.
Chests? They aren't new. But, now they look 20% cooler. I, for one, welcome our new animated chest overlords.
IRON BARS? OH LAWDY. TIME TO LOCK MO'****AS IN JAIL. And then build a SWEET-ASS DUNGEON around it!
MELONS? I think I'm bout to faint. I love melons so god damned much. Melons... melons make my life worth living. Round and beautiful... you just wanna grab em- wait. Round? We aren't talking about the same melons, then, are we? Uhm. Well. This is awkward.
THERE ARE NO BRAKES ON THE NEW BLOCKS TRAIN.IF YOU DON'T LIKE HAVING MOAR BLOCKS, AND THUS MORE ROOM TO BE CREATIVE, IT MIGHT BE TIME TO GET YOUR HEAD EXAMINED.
I ain't no architect but I love the **** out of these blocks.
-
32
Bondo posted a message on The REAL Reason 1.8 was a disappointmentBut 1.8 wasn't a disappointment. Many of you just set your expectations far too high.Posted in: 1.8 Update Discussion
1.8 is, to me, the best update ever released. It even beats out the much-trumpeted update of Halloween 2010, not only in features, but in stability and playability. The Halloween update, while I enjoyed what was added, caused me to stop playing for a while until certain things were fixed. (Trees causing severe lag, leaves not disappearing, creepers spawning inside a very well lit base deep underground.)
Now I followed the 1.8 update just as closely as anyone else here, and the only thing I could say I'm "disappointed" in is the fact that the Adventure portion was split into two updates, so things like XP doesn't do anything yet. But even then, that only leaves us stuff to look forward to.
Basically, you were promised a delicious cupcake. You pictured and expected a lavish, multi-layer cake flocked with diamonds and gold. Then you received a delicious cupcake, and cried foul. -
3
steric posted a message on The REAL Reason 1.8 was a disappointmentYep I agree. I'm tottally happy with the update. Thrilled in fact. Its like this community doesn't know what it wants. Or it wants something unrealistic like being able to play minecraft on a computer from the mid 90's with fancy graphics. Plus it seems trendy to not like any changes that are made. Idk but its frustrating.Posted in: 1.8 Update Discussion -
76
zoomac92 posted a message on The REAL Reason 1.8 was a disappointmentUs. We begged, we spammed, we rushed, we pestered, and we annoyed. We asked for a buggy, incomplete update just so we could play something new, and we got we asked for. We got what we deserved.Posted in: 1.8 Update Discussion
Those of you that are happy, fine. Those of you that are unhappy but demanded updates, I suggest you think more about your actions in the future. Those of you that sat quietly and waited, you have my deepest respect. I wish there were more people like you on these forums.
/end community scolding. - To post a comment, please login.
1
1
Tons of games have menu options to toggle certain features on and off; why not Minecraft? Don't like hunger? Toggle it off. Snow Golems? On or off. Biome diversity? High, medium or low. Biome size? Small, medium, large or epic. Allow the player to select from a menu which mobs (passive and aggressive) that they'd like to interact with in their game. NPC villages and villagers? Toggle. Void fog? Toggle it. Breeding on or off? Perhaps you would even be able to select how many tiles light spreads, or how fast/slow lava and water flow.
This would allow every player to tailor the game to their own specific preferences and hopefully make everyone happy. Notch can continue adding mobs and features at his whim, and the players can elect to have it implemented in their game or not.
I have no idea how difficult this idea would be to implement, though I have seen mods that allow for it, but if they could find a way to do it I think it would silence a lot of the haters.
28