Minecraft arrives on the Nintendo Switch
techcrunch.com
techcrunch.com
I wonder how it holds onto it's user base, or was it just dumb blind luck that it hit big with the youtube boom
The game doesn't follow any real story so it doesn't have that limiting factor.
I wonder what the story is around LEGO and not having to make their product obsolete over time. Could you imagine if they changed the scale just a little bit every 5 or so years?
The irony of that is that most LEGO brick sets are now pre-cut and specially made so that they're hard to use beyond their specific design. Kids don't really buy giant sets of generic, inter-compatible LEGO anymore. They buy licensed LEGO that allow them to rebuild a single figure (potentially with minor customizations), and it seems completely powered by imitating the characters and properties they enjoy, and not the joy of construction.
First row of results on Offical LEGO Google Shopping page is 6 pre-cuts: Mercedes AMG GT3, "Expert Assembly Square", Cinderella Castle, VW Bug, Ferrari SF16-H, and "Winter Toy Shop". Screenshot at https://i.imgur.com/c0tP7b4.jpg . Notice all of these are pre-cuts, and only two are non-licensed (Toy Shop/Assembly Square).
Minecraft is different in that to this point, licensing has made only minimal excursions (the Mario packs probably being the most prominent example).
fwiw as a kid my parents bought me mostly sets with things like pirate ships and castles and stuff, a specific goal. They were no less fun than the big boxes--in fact, sometimes they were more fun because I had all the pieces I needed to make whatever it was, rather than trying to make something out of the generic boxes and running out of a certain unit.
I'm not really sure where this complaint comes from, Legos today interlock exactly as they did 30 years ago, so what if they come with a cute guidebook that shows you how to make an X-wing?
I would say that the original designs primed my imagination.
In most games, you are consuming an experience created by the developers. In Minecraft, you are creating your own experience in an environment created by the developers. There's no end to what you can do in the game.
Furthermore, the gameplay effectively can go on forever. Especially with mods on PC, there are very few limits to what can be done. Entire separate games (e.g. Hunger Games mod) have been implemented.
Also, it's one of the best-selling games of all time. That helps. No one bats an eye when, say, Puyo Puyo Tetris gets released and ported. (Yes, I just compared Minecraft to Tetris.)
Absolutely, but I would take it one step farther. Minecraft has introduced them to concepts beyond only video games: architecture, circuit design, and people management, to name a few.
Reminds me of why I was hooked to Star Craft / SC Brood War in my youth, same thing with Counter-Strike. Video game modding is probably the best part of any video game, at least for me. There's a group of people redoing the Morrowind engine so they can allow the game to live on in other OS' for those who have the disk.
I have to wonder if GTA had never had online PC game mods if Rockstar would of ever made it an online game as soon as they did.
Edit: I own Fez, Braid, etc also, but I don't play them much.
You compared games that have a definitive start and end to a sandbox experience that doesn't have an end. It's like asking why people still playing with Legos but aren't watching Annie Hall every week.
Funny that other games with this traction is also *craft.
I didn't even expect that, honestly.
Also I wonder if minecraft still runs java underneath - probably yes, but you never know.
I believe you're arguing against a GC there.
[0]http://forum.kerbalspaceprogram.com/index.php?/topic/139128-...
Maybe it worked perfectly on your boxes, but there's something rather fragile and machine-dependent about Minecraft performance.
There's a Windows 10 edition of the game, written in C++, a from-scratch rewrite of the original Java. There's Minecraft Pocket for Android/iOS. And there's Console Edition, which runs on XBox 360 and WiiU, and now Switch Edition.
They are aiming for feature parity between the various versions. The Pocket/10/Console versions are all intercompatible - you can log in on a server with one platform simultaneously playing with someone on another platform. I don't know how much code they share.
But the original Java edition is still where all the YouTubers, mod authors, wiki activity, and really the core user base is at. Pocket and console are more used by the younger and more casual users. Feature parity like world generation is possible, but it won't be possible to make various Redstone (programmable machine) contraptions, build aesthetics, and farms compatible.
It will be interesting to see how it plays out.
The biggest things holding back the game today are poor performance and lack of a mod API and the Windows 10 version already does great things for performance.
Though I might just be misreading you, the PC version probably isn't slow because it's Java, it's just poorly written.
The proof is that while the Java version runs acceptably on a modern PC - which is all it needs to do - a PC with the performance of the Switch would not be capable of this performance level. Instead, the Pocket edition running on phones would be closer to this performance.
(Also, you might be misreading me because I forgot "PC version" between "the" and "at 720p".)
Maybe the initial java code base, but like someone said they had 8 years and enough resources to rectify the issue.
Do you have any recent info to back your claim?
Maybe there are some different features that make one slower than the other? I don't know. I just know that the Java version is slower, and that the difference in language probably isn't enough to account for it. Difference in features and difference in quality of implementation are the two possibilities that stick out in my mind as culprits for the difference in performance.
The Switch has real gaming inputs, and I think that's going to make a huge difference in the basic comfort and playability of the game.