Minecraft Set to Launch Its Own Currency
bloomberg.com
bloomberg.com
My little brother ran one of the top 10 Minecraft servers a couple years ago. On a good day, he'd average 1000 players online during US hours. His server had a bunch of minigames with the most popular ones being a clone of Call of Duty and Star Wars Battlefield in Minecraft.
This was monetized on the backend by charging players money for in-game items. It was fairly regular for a player on his server to pay $100+ to have access to an in-game gun or other virtual item he'd created on his server. I won't say how much he was making but it definitely was enough to pay several thousand dollars in monthly server bills and $3-5k/month to Youtubers who would drive traffic to the server.
The top 3 servers were pulling well into 7 figures a year each for virtual items that would often disappear or for a kit loadout in a minigame that would be gone the next month. A lot of these guys churned through user bases pretty quickly but it didn't stop the endless flow of 13 year olds with their parents credit card. None of them offered support options and there wasn't really a way to get a refund after you'd spent $100 on a virtual kit on a 3rd party server mod.
I think part of the reason Microsoft is doing this is to regulate the number of angry calls they were getting by parents of kids who spent way too much money on servers that Microsoft had no control over. Not to mention this will let them get a scoop of what I'd estimate to be a side income stream of at least $200m/year in revenue through 3rd party servers.
I've seen that a well known server pays €20 an hour to developers. Mods use to work for free. Kids thinks that the server is "a community" so they're not very demanding.
Hopefully it will help legitimize a lot of the current server networks.
Dealing with payments may be hard, but being a "sharecropper" is terribly risky.
This looks to be monetizing client-side content like maps, textures, and skins. Basically just charging for things that have, until now, just been free to download that don't actually change the experience in-game, but just the look and feel of the game.
Source: used to be really involved in the MC community
It's taking advantage of children and their connection with their funders (parents).
That's the entire point; it's a psychological hack. It's the same idea as gambling chips at a casino. If they force you to purchase "coins" in bulk, then you are much more likely to spend them freely once you have them than you would with actual cash, as the value is too abstract. They will also set the prices in such a way that you just need to buy one more "coin pack" even though you only need a few individual coins to get what you want.
Slot machines, which don't have those considerations, can be played with your choice of cash or cards that can have value loaded onto them, as of the last time I checked.
You have the added pain of turning chips back into dollars, so your mind starts to play tricks on you making parting with the chips ever so easier than parting with cash. You discount for the hassle of getting back to cash.
In addition you get chips from any and every dealer in the casino. You get cash from one of a couple cashiers placed very inconveniently around the periphery where there are often lines or uncertainty about which windows are open. Just a touch of uncertainty.
Virtual game currencies are, amazingly, even worse. It is incredibly painful and difficult to walk away from them since you lose all that fake "value" you've built up or bought.
First thing I do is do the math on what each individual item I'm interested in costs in dollars based on the price of both the most and least expensive coin pack or whatever.
Me too, but I guarantee we're outliers. You probably look at your credit card statements sometimes too :)
They could easily choose to make the exchange rate easy (at least in e.g. USD), or even better, forego the fake currency system entirely and allow transactions in the user's local currency. Instead they erect multiple layers of obfuscation to keep you from thinking about the idea that you're actually spending real money. Something tells me they spend the resources on this system because it results in increased net profits.
When I buy a pack of tokens rather than depositing USD or similar into an account, I'm more likely to spend all of those tokens. I'm also not likely to say "hey, I demand you give me my remaining balance back" after buying a single cheap item. It also makes giving rewards easy and makes sure that money will be spent in the same place.
Some free to play games, World of Tanks for example have larger things that are sold both in gold and in USD - because they make it possible for people to earn gold in game through multiplayer competitions but want it to be easy for someone who just wants premium time to buy it with cash.
In my experience, it's exactly the opposite, since packs of points/tokens are not typically divisible by the price of common purchases. For example, you might have the option to buy 500, 1500, or 3000 points; items then cost something like 740 or 800 or 1600 points. To spend your last point/token you almost certainly have to buy more than you originally intended.
They're perhaps not the reason you bought the premium currency, but they're worth enough that you'll spend them.
Couldn't that be said about any business that sell products aimed at children?
This is similar. My kids don't play video games, but I have friends who will hear no end of whining and crying when their kid needs more Minecraft $$$. Of course they can refuse to participate, but as a parent it's frustrating.
You could establish some reward (choosing a movie to watch, game to play, a sweet snack, etc). You could then teach a lesson in temperance or read an appropriate child's book. After, you can test the lesson by bringing your child to the store. If he behaves well, then you've succeeded. If not, you remove the previously established reward for a day or two, and then try a different teaching method.
On the other hand, to those of us not 24/7 paragons, the goddamn store being deliberately set up to stimulate three year olds to beg for sugar is a pain in the ass.
Your examples are way harder. Never raise your voice in anger? That's unachievable and absurd for most people. Take ten minutes per week to work with a child to improve unacceptable behavior? It sucks but is pretty realistic.
Sometimes you have no choice but to drag an already tired kid into the store, in a hurry, with seven things on your mind and after a long day, and the teachable moment may be out of reach. And then the kid-eye-level candy bars are very annoying.
You write "It's pretty obvious to any parent but very hard to do 100% of the time" but I don't think my method requires that. It could be more like - "I have some free time today, I'll take my kid to the store to help teach him self-control". That is, you can still be upset with store designers that they arranged their items to cause your kids to frustrate you, and you can still usually leave your kid at home while you go to the store, but you can also sometimes take advantage of the environment that the store has created for you.
Similarly, I was listening to a podcast recently about the moral virtue of becoming a vegetarian due to the various evils caused by factory farming. It's one thing that I've always struggled with, because while I see the moral case, I really like the taste of meat. One point that was made on this podcast was: Eating 10% less meat is about 10% as good as being a vegetarian. And, if you can't force yourself to become a vegetarian, it is better to be 10% of a vegetarian than 0%. Likewise, applying rigorous parenting techniques may be too challenging to do consistently, but applying them 10% of the time may be 10% as good - but better than nothing!
Of course, reality is more like your most recent paragraph, where we do what we can and every little counts. We don't disagree.
After a few times of that, the kid will come to the conclusion that (s)he won't get it and just forget it. It's the same way you train your body in response to certain desires.
In the supermarket I need to bit my tongue when I see a parent doing it all wrong. They are terrified when their children start to throw a tantrum. And of course the children smell the fear and do it every time.
I offer a complicity nod when I see a smarter mother acting as if it's nothing and smiling even when the child is rolling on the floor crying.
Even without a reward or punishment, simple repeated resistance to the behavior makes a difference. Starting early is easier; a five-year-old is more set in his ways than a 2 or 3-year-old, but there is still plenty of opportunity before friendships take priority over parental influence (around 11 years old).
If these opportunities aren't taken, then the child will grow up with less impulse control and delayed gratification than he would have had otherwise.
I'm not saying he'll be a bad kid, I'm saying it's a lost opportunity, e.g. the difference between being able to concentrate on studies for 30 minutes versus 60 minutes; deciding one doughnut is enough instead of going for the second one; being able to walk away from a confrontation with a loved one instead of attacking with the perfect sarcastic barb.
Also, this technique is going to work very much better with some children than others.
I hate to be in the position of advocating in favor of a reality TV show, but "Super Nanny" was transformational -- it's got a handful of simple, effective suggestions for parenting.
I'm a parent, so I don't say this lightly. It's not the store. It's you. Get used to the fact that your kid will see stuff everywhere they aren't supposed to have. Not taking your kid into situations like this will pay terrible dividends in future years. Deal with this now.
Kids need to learn they don't get everything they want. I needed to leave behind a shopping cart more than once to carry my child out of the store. But he learned, and is now a beacon of delayed gratification.
So many times this. We thought maybe our kids really were abberant. But then we met other parents with this secret knowledge as our son aged and we had a daughter.
I accept my children's disappointment. May they learn it young. I am here to guide them to the most productive life possible. Productive in the fulfillment sense, not the material sense. This will always require weathering the storm of their sometimes outbursting disappointment. Funny thing, though, after a while they learn that no actually means no and they don't lose their cool so much over it these days.
Edit: just want to say it actually is hard. It requires a lot of the parents to be consistent and show up regularly. It is so hard in fact that it is a sort of secret. But within the confines of this sacrifice and constraint there is a sort of calm and freedom that makes day to day life flow better. It isn't for everyone, but modifying a young child's behavior in most cases is anything but mysterious.
I am not looking forward to waking up at 5:45am instead!
The specific time does not matter so much as the routine and consistency. The trickiest thing to work around is the Sun. My kids tend to do best when the Sun is mostly set. Some of the time they do pop up earlier. But like all things it changes. At my kids age my role in the morning is quite different from what it used to be :)
Easy to forget the planet isn't the same for everyone else :)
If the kid would be autistic I would do it, but otherwise nope.
It turns out that you will always have a routine whether you are aware of it or not.
Everyone enjoys the rush of freedom that comes from breaking the rules. Remember they are only rules, not laws. Rules and routine aren't simply restrictive, they can give a backdrop to all the other moments.
Their delight when you do something special like going out for dinner or a "late" night walk is wonderful. Can be as often as 1-2x a week or even more during school holidays.
Yes, I'm salty that I never was allowed to have a console or watch most popular TV shows because they're too banal/grapic/sexualized/adult. It sucks only being able to experience those things at friends' houses, because you'll be terrible at it if it's games and not know the lore if it's shows, so you still can't really share the experience. It sucks to be an outsider as a kid and I wish my parents had not made me that. Its one of the few things I really regret.
kid wants a lolly from the checkout? subtract from the allowance, and make sure the kid knows the remaining. don't restrict what the allowance can be used for, but strictly police the amount per month.
they have to learn from early on, this useful skill of trade off and long term planning. it's never too late to start.
My parents gave me an allowance, then carefully audited every purchase and refused to let me spend it on things they didn't think were good value. Which is 1) a waste of their time 2) frustrating for the kid and 3) utterly defeats the purpose, because I never got to learn restraint or budgeting, and it bit me on the ass when I was in my early 20s.
The earlier your kids learn about delayed gratification, not always getting what they want, not throwing tantrums, and not paying too much attention to advertising, the better.
You're just saving up bigger problems.
Edit: My parents went through a hippy phase when I and my brother were growing up; we went vegetarian, and we were not allowed refined sugar, caffeine, etc. What treats we did get were all organic, wholewheat, honey sweetened, carob flavored, etc. Quite horrible, honestly.
And while the rules were silly and arbitrary, they were enforced consistently. As a result, neither I or my brother ever threw a tantrum about wanting candy, because we knew it wouldn't do any good. It didn't even occur to us to try; it would be like throwing a tantrum because we wanted to fly.
If your kids sometimes get candy, want more candy, and know they can throw a tantrum and get the candy, they will. They're 5, of course they will. There's a lesson to be taken from that, and it's not "pretend candy doesn't exist half the time".
Now it's being converted into another Clash of kings.
I think it's cool that Microsoft is giving Minecraft players a way to support content-creators. They aren't forcing content-creators to offer their content for a fee; free mods will continue to exist. And they certainly aren't putting base gameplay behind paywalls like some mobile games do.
[0] - https://www.google.com/search?q=best+games+released+in+2010
[1] - Which was an awesome game that you might dismiss as a ""philosophical", "artsy" highly-hyped Mario clone".
Dismissing these games just because they're not conventional "games" is insanely stupid. Video game are an insanely powerful medium for story telling, and limiting yourself to one narrow subset is just a shame.
Soma, Talos Principle, The Valley, Kona, Firewatch, To the Moon, Everybody Has Gone to the Rapture. Have all been extremely enjoyable experiences.
Really hoping for more to discover in this genre.
Anyway, there is no innovation without mistakes. If you want new kind of high quality experience, you need to accept a lot of failures will happen in the process.
All you have to say to me is a boring complaint about Limbo. Have you played through the game? It's a short, well-crafted puzzle-platformer with interesting art, animations, and sound design. It's just fine if you personally didn't like what the game did, but dismissing it as a Mario reskin is ridiculous.
The democratization of gamedev tools was the best thing to ever happen to gaming. Yes, it also brought a sea of low hanging games, but at the same time, there is more variety and original ideas as ever.
Sure, those games may not be traditional "solve a puzzle" or "kill all the monsters", but trying to lock video games to such a narrow focus is silly. Video games are a very rich and powerful medium, and we still are discovering brand new genres, tropes and mechanics every year, most of them born out of small experimental games. Minecraft being one of them.
I played other games that were good as they came, but from about 2010-2014 Minecraft consumed a very huge chunk of my video game time because the gameplay was fresh, original, and there was so much content for what at the time was a $10-15 game license.
Ever since Notch got rich and depressed and couldn't get excited working on Minecraft anymore (it's not his fault and he has every right to move on), things started going downhill. Jeb and the boys kept it up for a while but the game lost its focus and gave way to preferring 'content' updates over much needed bugfixes and gameplay expansion. Then Microsoft came and Notch would have been a fool to turn it down, probably because he knew this trajectory was inevitable and didn't want to watch his baby die a slow death in his arms. It grew too big for him to control anymore.
I think many of us from the original MC community (it has largely been replaced by 2nd and 3rd gen users, a generally much younger demographic) saw this coming after the Microsoft deal. Most of us have already tried moving on to other games because it's just not the same anymore. What was once a pretty tightknit and niche community has been replaced by little kids with credit cards and no concept of "gameplay" or "bugfixes". They just want to play watered down Minecraftified versions of other games and more content. The soul of the game has been lost.
/rant
The way I read the comment, he's calling them uncreative.
The second one is particularly childish. Philosophical or socially relevant games are not "eating" indie games; there are still hundreds and hundreds of conventional indies coming out. You're basically saying "stop liking what I don't like."
Western AAA studios also seem to get lazy about everything somehow, like Bioware's games where all the romances are carefully diverse and bisexual, but also are just giving someone presents until they suddenly love you.
Japan is doing well with "intellectual AAA" lately (NieR, Persona 2/3/5).
Here's a similar better game from 1989: http://fools-errand.com/04-3T/index.htm
edit: It even has nuclear reactors! https://www.youtube.com/watch?v=KfBwygvEJNA
Disclosure: I was an early Minetest contributor when you still had to provide C++ patches to add new features (2011) and drew some textures.
That doesn't seem scalable at all.
And minecraft is stuck on a single sim thread, it can't even split of worldgen. Almost any threaded method could beat it.
My experience with Minetest is that it's not in a good shape. I stumbled over several serious bugs (I reported them but they weren't fixed quickly) and gave up on it. Usability also wasn't very good. They really need a lot more polish.
Too bad really. It has the potential to be great for sure.
Also, I see no reference of Etherium so I assume this isn't really an app coin but rather an arcade coin.
Except maybe with more bug fixes now that Microsoft has a justification for continued expenditure.
This idea died for me with (and I got into gaming kinda late, and have always been kinda a casual gamer) TF2.
"The game you paid for" can absolutely change over time; especially something as multiplayer-centric as TF2. More specifically, it's not the changes to the engine or such, but the community, and the assets/etc that can cause it.
Sounds pretty bad to me.
This is not some new currency (in the senses of crypto-currency); but rather, virtual money to be used by all the Microsoft services.
I would equate this to the gold that Blizzard sells to WoW players and that players earn in game by crafting and selling items.
As far as I know, it is functionally identical to any other 'fake' currency (it's like store credit).
However I feel this push back from the community (which you can also see here on this thread) ignores the fact of hundreds of hours a team of developers put into making the mod. Yes they do it for fun and not about money but I bet you they would rather make a living off of it.
I've once thought they could make a living with donations but the reality is that almost no one cares about donations. I believe one of the most popular addons of World of Warcraft (back in the Pandaria expansion), oQueue, only made 5 dollars in a month with donations. So the mod community in WoW had to rely on the ad revenue from the distribution platform (Curse).
I believe that introducing this type of system is beneficial to the longevity of a game. It supports the mod community to make a living creating what people are willing to play.
Are you considered a money transmitter in the USA?
What about other countries?
I would like to introduce a decentralized currency that lets every community install their own copy of an "open source social platform" (imagine Wordpress but for social apps instead of blog plugins) and then instead of paying with a credit card or bitcoin, the community would have its own currency.
For emergencies and other things, the currency would enable the community to function even when cut off from a federal money (EU, US) and perhaps even invest in its own projects by having an elastic money supply for local projects. That would make communities more resilient, which in my opinion would have stemmed the decline of jobs in Detroit, PIIGS countries etc. who cannot have their own monetary policy.
https://en.m.wikipedia.org/wiki/Informal_value_transfer_syst...
I'm waiting to see who makes the first slot machine out of redstone.
I'm guessing the proprietors would have to sell chips in the marketplace to actually get money, unless Microsoft adds a Player.takeMinecraftCoins(int) function...
Marketplace essentially adds another layer to Minecraft - it's not in the game, it's outside of it. You don't give coins to other players, you buy things from registered third party companies that are then paid in real money.
Mention HN
At first Minecraft was a simple game but it caught on and a modding toolkit called Bukkit was created. Basically Bukkit was violating copyright law by patching Minecraft but Mojang let it happen because it makes the game usable in multiplayer settings. Minecraft has had the notion of servers but to actually administer a server you need bukkit to effectively police your server.
One of the oldest running servers of Minecraft is mcpublic (https://nerd.nu). This is a community run server which has fundraising drives. I was a mod and there was a very complex nonprofit (we had a notion of VPs, Managers and Moderators and the staff consisted of more than 20 people).
Minecraft wouldn't be there without modders patching their game or any multiplayer aspect. Then Mojang vaguely announced a modding API and never released it (it was vaporware). They hired key people on Bukkit. As Minecraft grew so did the modding community and also for profit servers.
Many people note that there are servers that are predatory and seem to take advantage of children with credit cards. I don't disagree about this point. But there is a great amount of modders that are technically skilled and enjoy the game. They don't actively ask for money and they are who helped make the game work in a multiplayer environment. Minecraft created realms and this is where they started of the extend part of the journey.
After awhile once Notch got fed up with Minecraft and wanted to sell out is when everything really started to go downhill. To extinguish modding would require them to just start enforcing the copyright that they were neglecting. Minecraft was built on modders but didn't need them and were a liability if they were to sell to Microsoft. Once wolverness performed the DMCA on bukkit thats when pretty much most people started giving up on modding. When mojang started banning servers that was pretty much the end and I only think that there will be non profit servers for the original java version of Minecraft.
Minecraft has become a giant cow made out of blocks with millions of kids being sucked up and stuck on, with Microsoft and about a million others underneath milking it for all its worth.
I've never looked to see if there were payable add-ons for it, because I don't roll that way, but it wouldn't have surprised me to find some already available.
I'd buy that.
Or maybe you meant 'than'.
Either way.
I play a lot, but only a pirated Java version, so I don't know if, after Microsoft bought Minecraft, they have stopped supporting the Java version.
The great thing about the Java version is the huge modding community that has been built around (specific versions of) it.
>We have a model that allows us to give more than 50 percent of revenue to the creators
So it seems worse than both of those?
That was a single model (40% Bethesda + 30% Valve + 30% Creator), not two separate models from Bethesda and Valve.
Who said it was okay? I for one am disgusted with it. I'm sure they'll catch my kids eye with some lame skin or map and I'll have to have yet another argument with him about how it's absolutely insane to buy virtual clothes in exchange for real money. He's already done it, and I've caved, several time with the XBox version. He moved to PC about a year ago so it hasn't been an issue. I knew MS was going to turn this great game into a shit hole as fast as they could. This game will eventually be completely centralized.
The problem isn't virtual items, everyone pays money for non material experiences/services - and on a long enough timescale even material things wear down/break.
The important thing to teach a kid is if the value they derive from buy a skin eg. and whatever it brings to them (happiness, bragging rights) is more important that opportunity cost of paying for that.
If the cost is always zero (daddy pays) - then the kid will not stop to think about it ever.
Something about telling a kid that the iron is hot vs the kid needing to burn himself to learn.