Posts Tagged ‘Minecraft’

Minecraftbut With Connected Worlds: Oort Online

By Alice O'Connor on August 5th, 2014.

Journey into mystery. (Little KG reference for you there, gang.)

“It’s like Minecraft but…” I always feel lazy and petulant saying this. Have we reached a point where we should come up with an actual name? We don’t say “Doom clone” any more (or update it to “CoD clone”), do we? Seems to me this’ll happen one of two ways: one Minecraftbut will be popular yet different enough for comparisons to seem strained, or Minecraftbuts will become established enough that no one cares everyone’s tweaking the same blueprint. Maybe not quite yet.

Meet Oort Online. It’s like Minecraft but servers are connected to each other by portals, and it’s got fancier effects layered over its voxel landscapes. And it’s a lot more expensive to play right now.

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On Moddin’ Pond: Life In The Woods Mod Pack For Minecraft

By Graham Smith on August 5th, 2014.

There are thousands of Minecraft mods threaded through dozens of forums and fansites, but it takes some effort to find tweaks, shaders and texture packs that fit well together. Life In The Woods has done the hard work for you: it’s a mod pack “about exploration, simple living, self-sufficiency, creative expression and veganism”, inspired by the writing of Henry D. Thoreau, and its three-minute trailer shows Minecraft more gorgeous than I’ve ever seen it.

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A Very Minecraft Megacity: The Endless City Mod

By Alice O'Connor on July 9th, 2014.

The megacity of your Minecraft nightmares.

To my infinite shame and professional disrepute, I’ve never played Minecraft. I know. But that hasn’t stopped me from hugely enjoying a Minecraft mod for months, Endless City by Julian Hyde. It’s an idea so lovely, I’ve enjoyed it in itself, not even watching other people play. See, Endless City is inspired by this cracking tweet from game-maker Andi McClure:

Reverse minecraft: Minecraft in a large city. Cut away dead frozen impassable skyscraper towers, construct trees and earth in their place.

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The Living Minecraft

By Graham Smith on June 27th, 2014.

“The talking tribe, I find, want sensation from the mountain–not in Keats’s sense. Beginners, not unnaturally, do the same–I did myself. They want the startling view, the horrid pinnacle–sips of beer and tea instead of milk. Yet often the mountain gives itself most completely when I have no destination, when I reach nowhere in particular, but have gone out merely to be with the mountain as one visits a friend with no intention but to be with him.”

I’m used to pairing games together with other mediums, but normally it’s music or television that sits alongside whatever I’m playing. Nan Shepherd’s The Living Mountain is the first time I’ve found myself mentally connecting a videogame to a book.

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Pay To Play: Notch On Minecraft And Monetisation

By Adam Smith on June 23rd, 2014.

You may have heard that changes are afoot in the world of Minecraft. You may also have heard that nothing much is changing at all. The story of monetisation, community and servers has led to plenty of discussion and rhetoric from various sides, and the issues at the heart of the situation haven’t always been clear. I spent some time last week looking into the rise of for-profit Minecraft servers, a development I hadn’t followed over the months. Armed with fresh knowledge and thoughts, I spoke to Markus ‘Notch’ Persson, the game’s creator and Mojang’s majority owner.

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The Complications Of Minecraft’s Paid Server Situation

By Nathan Grayson on June 18th, 2014.

Edit: Please note that we’ve updated and expanded this post to lend more clarity to what is a complicated and still-changing issue.

Yesterday we posted about the outraged reaction to Minecraft’s new no-charging-for-gameplay-affecting items policy and, in turn, Notch’s response to that. That initial post was pretty dismissive of the anger because it didn’t really seem like Mojang had changed a whole lot. The newly published ruleset is a clarification of the existing regulations rather than a modification or expansion, but some servers will find their core means of monetization cut off by the eventual enforcement of those rules. Many monetization options will remain, however, and looking at the specifics of Mojang’s restrictions sheds light on what the developer would like to prevent.

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Notch On New Minecraft EULA: Not ‘Literally Worse Than EA’

By Nathan Grayson on June 17th, 2014.

Did you hear the news? You can’t sell items that affect gameplay anymore in Minecraft. If your server does that, you have been bad and will probably be shot to death by the police after a high-octane car chase full of cool lighting and witty quips. You are, however, still allowed to accept donations to keep your server up and running, promote advertising/in-game sponsorship, and sell items that don’t affect gameplay. Minecraft’s new EULA essentially codifies a lot of things that were already happening while preventing pay-to-win. The community’s response to the changes? Not good.

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Mojang Disallows Money-Making Minecraft Perks

By Nathan Grayson on June 7th, 2014.

A lot of money is being made from Minecraft – and not just by Notch, who I believe recently purchased kingship over all of Sweden. Playing god block-by-block is hard work, so naturally people have started charging for third-party services and perks that enhance the game experience. Problem is, Mojang seems to think that skirts a little too close to the murky territory of individuals who didn’t make the game charging for said game, so they’ve laid down some ground rules.

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Madness: The Entirety Of Denmark Recreated In Minecraft

By Nathan Grayson on April 25th, 2014.

Chickens and horses generated by exact topographical data

Something is rotten in the state of Denmark. No wait, blocks. Something is blocks in the state of Denmark. And by that, I mean everything. This isn’t just an approximation, either. It’s a 1:1 recreation of Denmark based on real-life data collected by the Danish GeoData Agency. Countless places, things, and well-known television show space ships have been reborn, phoenix-like, by way of Minecraft’s blocky black magic, but I don’t think we’ve ever seen anything quite like this.

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DIY: Minecraft Adding World Generator Customization

By Alice O'Connor on April 24th, 2014.

New home ideal for first-time buyer

At what price progress? We level mountains and fill chasms to make journeys easier, drag down islands floating in the sky because they look weird, and fence off the boundaries of the world because we feel uncomfortable in places where geometry, geography, and physics break down. Life becomes easier but less interesting, and we all suffer for it. Keep Mineland weird.

Having ironed out some of the oddities of Minecraft‘s world generator over the years, Mojang is bringing them back in a way. Version 1.8 will expose a few of the generator’s inner workings, with sliders and buttons that’ll let players fiddle with such cryptic settings as “coordinate scale” and “biome scale offset.” Sure, you could simply use it to toss in a few more caverns, or you could go all out and re-enact Waterworld.

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Notch Cans Minecraft Oculus Version Over Facebook Buyout

By Nathan Grayson on March 26th, 2014.

Looks like All of Humanity wasn’t the only one surprised by Facebook’s $2 billion purchase of Oculus Rift. Minecraft creator Markus Persson was equally taken aback, and not in a good way. His solution? Cancel plans for an Oculus-Rift-specific version of Minecraft on the spot. He first made the announcement on Twitter, only explaining that he finds Facebook “creepy.” Now, though, he’s elaborated a fair bit.

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It Is Art: Tatecraft Wants To Bring The Tate Into Minecraft

By Craig Pearson on January 23rd, 2014.

This is my most artistic screenshot of Minecraft. I call it: Big Orange Wall.
The Tate gallery in London is a vast space where art lives and breathes. It’s big enough to hold the sun, as well as thousands of works of modern and classic art. It is one of the best things about London, and it’s worth a visit. If you can’t make it, there’s a chance you could wander the halls virtually: the Tate is currently running a competition “to realise a digitally innovative project that will enhance people’s enjoyment of art,” and one of the shortlisted entrants hopes to build the gallery and its artwork within Minecraft.
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World Of Cubecraft: Rift Dev Introduces Minecraft-Like Trove

By Nathan Grayson on November 16th, 2013.

Monocles and top hats in a fantasy setting? Zaaaaaaaaaaaaaaaaany

OK, upon second viewing, Rift and Defiance developer Trion’s Trove looks more like Cube World than it does Minecraft. A lot like Cube World. Kind of eerily so. But I suppose it can’t be avoided now that the MMO genre’s been bitten by the voxel bug and– actually, wait, yes it can. EverQuest Next is voxel-based too. Hmmmm. Oh well, enough making block mountains out of block molehills. The truest measure of any game – visual similarities to genre heavy hitters or not – is in how it plays, and while Trion has a framework in place for Trove, that part will largely be up to you.

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