I think there is a generation of Minecraft players that participated in the alpha, beta, and early 1.0 releases and then grew out of it. For these people, "in the game for over five years" is basically the same as "new".
(I belong to that group. I recently started introducing my four-year old to Minecraft and there is so much stuff that was not there when I played!)
Whenever I'm reminded of the existence of things like Villagers, or the End, my brain still goes "oh yeah, that new thing they added" before reality catches up and I realize just how long those things have been in the game.
Part of it is because 80%+ of my playtime was before they were added, but I think another part of it is that those things have never really quite fit into the game in my mind.
Same, one of my kids will randomly want me to play and I'm constantly surprised by some 'new' thing that's literally been in the game for 10 years. It's kinda cool that minecraft has existed as a thing for basically my kids' entire lives, and oldest is in college now.
You can say "I've reached the end of Minecraft" and it is true by the letter of the words, but untrue by the spirit of the words. Beating the Ender Dragon does not mean you finished all the content in Minecraft, since there is content even beyond the Ender Dragon.
I remember there used to be some writing by Notch on Minecraft's website that went something like (paraphrasing from memory):
"When thinking about whether to make the game easier or harder, I generally lean towards harder. This might make the game frustrating if there isn't some sort of goal, so I think I will have to build in a goal for players."
I'm sure this passage is long gone, I unfortunately don't have time to go digging through the Internet Archive right now. But I assume this "goal" become The End.
Do you have a source for this? It's the first time I've heard it.
> Beating the Ender Dragon does not mean you finished all the content in Minecraft, since there is content even beyond the Ender Dragon.
In theory, maybe. But in practice? The mere existence of a tangible end goal fundamentally changes the way people approach the game, even if there's more to do beyond it.
Here's a very good video about this topic: https://www.youtube.com/watch?v=ShDBJg886EA
But either way, reaching that end goal usually prompts people to ask themselves: "what now?" Once you have an Elytra, you've basically unlocked creative flight in survival, and that's pretty much where survival itself ends, now you're just playing creative except you still have to grind for building materials. There's no better item to go for, so what's the point? Most people stop playing shortly after, and this is where the whole "2 week Minecraft phase" thing originates from.
Some people can't play Minecraft until they rush the elytra, some end up abandoning a world shortly after they get it.
For example Star Factory clearly doesn't need an Ender Dragon fight, there are no bad guys at all, you're making a factory. For stars.
"The End" is clearly as much as anything a joke, the original game didn't have an end and so people asked for one, OK, here's "The End" for whatever that's worth.
But I'm also an Apple user and I mostly game on PlayStation, so it's probably just part of my personality somehow.
¹: with a good internet connection that's been used to download podcasts to go along with it
—except, Minecraft totally breaks that! You can't really play Minecraft without a guide, how would you even make a crafting table? Maybe you could figure it out after hours of hitting your head against the wall, but it wouldn't be a good experience.
But what is the intended way to play Minecraft? Should the Minecraft Wiki be considered part of the game?
(Note: I haven't played Minecraft in years, so I'm referring to Minecraft 1.0 more-or-less.)
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† However, asking friends in real life is allowed, because sharing knowledge and discoveries within a group is a fun social experience. Except, what if someone else previously referenced a guide? Have they poisoned the well? I think about these things far too often and still don't have good answers.
For me, Stratego, my favorite chess-esque battle simulator, is a wonderful canvas.
The game becomes infinitely better when players roll for the number of turns each player gets. This simulates the moving "tempo" of war, speeds up the game dramatically depending on the turn multiplier used, and dramatically opens up the types of play available. I've experimented with far more, including custom maps, allowing joint attacks with multiple turns (pooling attack scores), and other mods.
I don't care if this is autism or it turns off normies. The thinkpad user ricing out modded dwarf fortress has a more rewarding time with their videogames compared to macbook pro user playing vanilla skyrim in 2025.
> thinkpad user ricing out modded dwarf fortress has a more rewarding time with their videogames compared to macbook pro user
Ok, now I feel a little bit offended by the bread thing, and also: how can you just assume how rewarding my experience is playing vanilla games? We’ve already established, that you can’t relate to me.
Instead, people are apparently suing them because Microsoft banned gun mods.
America in a nutshell.
My partner and I are each on our second copy because at some point it was just not worth the hassle of recovering our old accounts.
If you bought the game back in the Notch-owned Mojang days, you have a license guaranteeing your right to access all future Minecraft versions. It's a pretty open-and-shut case.
I'm pretty sure you have literal years to migrate. I suspect you still can if you contact their support.
For an organization of Microsoft’s size, to be so incompetent at migrating accounts was a choice. If their underlying system was incapable of linking the product to my account, they could have just emailed brand new codes to everyone registered with the “lifetime” mojang entitlement.
I made a hacked version of the old launcher after that and now a couple friends and colleagues and I run a custom server and play on that occasionally.
A decade later it turns out my sister got into it that she had a realms server with friends and I joined. Basically a completely different game, which is mostly a positive.
Though mojang really needs to fix inventory management bullshit, which is not fun. There are many more possible items now, but with the same inventory space as the game started with, meaning anything you do results in inventory constantly filling up.
I’m working on fixing this with mods.
This does not address the fundamental problem of having just 27 inventory + 9 hotbar slots over 1000 possible items (which is constantly increasing) that can be picked up, many of which don’t even stack, and having to manually move things where you want them.
Dealing with that turns exploring+looting into the promise of a grinding chore unless you simply don’t collect things. Which will hurt during future building projects.
I would not enjoy a game where I manually swapped out memory to disk. Yet often games demand the same as part of their “gameplay”.
The only viable fix is mods.
I played a bunch around the 2010 timeframe, then around 2015, then around 2021. It was a strange mix of familiar and new each time.
I still play a lot of 1.7.10 though, because of gtnh. Loving that modpack quite a bit.
I did play a lot of Vechs' survival/complete the monument maps, which to this day I think are marvels of top game design.
https://howoldisminecraft1710.today
Oh look, there's GTNH! https://www.gtnewhorizons.com
Where they've brought 1.7.10 to modern Java, and replaced Optifine, and done some other minor changes ;)