Showing posts with label Minecraft. Show all posts
Showing posts with label Minecraft. Show all posts

Monday, January 16, 2012

The Year That Was 2011: Games Edition

Now that we have looked back at what took place on the blog, let’s shift focus and talk about the games that I played during 2011. It was a quiet and subdued year for me, the intention right from the beginning being to hold back on purchases and only really buy the games that I deemed to be ‘must-have’. This led to a focus on just a handful of titles that I eventually began referring to as the “Big Four”. Ultimately that figure decreased to three as one title didn’t come out at all (The Last Guardian), but the sentiment as a whole describes the year that I had perfectly, and it alludes to the approach that I had throughout it. It should also be noted that this post is replacing any ‘Games Of The Year’ posts I would have otherwise done, as I do not feel that I played enough of 2011’s range of titles to truly offer an informed opinion or to highlight the things that were done right. So, without further ado, the videogames that I got to play in 2011.

Test Drive Unlimited 2

Despite clearly being a massive fan of the racing genre, I always felt a little guilty for having this title so high on my anticipation list for 2011. For whatever reason it just felt ‘wrong’ to be excited for this game when better titles (supposedly) were on the horizon like a new Zelda and Forza Motorsport 4. Yet high it was and the reasons for it were simple: I absolutely adored the original game because it enabled me to just pick a car and drive it, wherever and however I wanted to. To be able to experience that pleasure again with improved visuals, new additions like weather and off-road racing and on a much larger scale thanks to the inclusion of two islands rather than one was incredibly enticing for me, and I simply couldn’t wait to try Test Drive Unlimited 2 when it released in February. It was the first of my “big four” games and, in hindsight, it was the right choice as it absolutely delivered on the expectations I held for it.

Having said that, however, it was also a huge disappointment -- not only was it flawed it was incredibly inconsistent, too, making for an insanely fun game when it got everything right and a horribly frustrating one when it got everything wrong. It took far too long to be able to play the game as I intended -- using it for the pleasure of just driving -- thanks to a ridiculous (not to mention unnecessary) story mode; the dirt races and routes felt tacked on despite still being rather fun; and new features such as weather were nothing more than superficial add-ons at best. I have still lost countless hours playing it and just driving freely, so my experience with it has been mostly positive, but there are some serious issues with the game, too, and for the most part they are inexcusable.

I will be covering Test Drive Unlimited 2 in a little more detail in the near future, so keep an eye out for that.

L.A. Noire

The second of my “big four”, L.A. Noire was easily my most anticipated game of the year. Sure, Rockstar’s involvement with it was certainly a big factor but I was more intrigued by how different it appeared to be, and by Team Bondi’s overall ambition with the title. A meticulously recreated 1940s version of Los Angeles to inhabit; a protagonist who is a cop rather than the usual criminals leading other games; and a game in which conversations and discovery (IE: the interrogations and investigations) are the most prominent parts, not shooting or driving or any of the usual suspects? Yes please!

Unfortunately my excitement didn’t pay off as much as I would have liked as the game was somewhat of a let-down. It was still good and I am still very glad that I got to experience it, but it definitely has its problems and some of its main components conflict with each other more than they should, too, which is unfortunate. And the game’s rendition of LA, the feature I was looking forward to the most? Very impressive, no doubt about that, but also very redundant as it is nothing more than a dull and empty space.

Ultimately the game was overshadowed by the controversy that followed its release involving Team Bondi, Brendan McNamara and the eventual (perhaps even inevitable) closure of the Sydney-based studio. Despite these real life dramas and the inconsistencies that L.A. Noire exhibited, I still enjoyed the game and still firmly believe that it was an important title and certainly one worth investigating. It could have been so much more than it actually was, but what was there was still worth the time I put into it.

I plan to revisit L.A. Noire in the near future to try and knuckle down on my thoughts, as it definitely comes across as a game that I need to discuss here on the blog.

Portal 2

In all honesty I wasn’t expecting to be playing Portal 2 this year. It’s not that I wasn’t interested in it or didn’t want to play, it just happened to be a game that I was prepared to wait for like so many of the other big 2011 titles. However, shortly after I purchased my gaming PC I was lucky enough to get the game and, in typical Valve style, it delivered on all expectations.

How do you surpass perfection? By continuing to be perfect, that’s how -- precisely what Portal 2 did. There’s no denying that the sequel had some big shoes to fill and I am sure it would be fair to say that most people out there had their doubts, despite the game being made by Valve, and yet it nailed everything that it set out to do. Objectively, it is the game of the year purely because of how skillfully and elegantly it achieved its goals, but subjectively it would be a strong contender for that nod because it is just simply fantastic. I had an absolute blast playing around with the new mechanics and found myself, once again, baffled by some of the genius level design and clever puzzles. It has one of the best videogame endings of all time, I think, and personally one of the best openings, too -- I was absolutely hooked as soon as I heard how much Wheatley had to say when I left the game idling, and when I was ready to actually play I couldn’t because I was in hysterics. Humour in videogames is still seldom seen, unfortunately, so I absolutely cherish the funny moments that the entirety of Portal 2 gave to me.

F1 2011

After being blown away by F1 2010 and inspired to do things like my Living The Life series, it was inevitable that this game would be a key title from 2011’s lineup. What you might not have known, however, was that I was prepared to hold off buying it until perhaps even this year due to the aforementioned desire to hold back on my purchases. That was until I found myself in possession of a review copy, anyway.

F1 2011 is hard to comment on because, aside from playing it enough to be able to write the review, I have barely touched it -- not when compared to the amount of hours I have put into its predecessor F1 2010, anyway. What I did play, however, demonstrated to me that the game was absolutely an improvement with some great refinement being made by Codemasters, and key new features like the inclusion of the Safety Car being thoroughly welcome. It wasn’t just an annual release ready to cash-in on the brand or license, it was a genuine successor that illustrated that F1 2010 wasn’t just a one-trick pony, and that Codies had a direction that they wanted to go with the series. Whether it can sustain everything in its current form for another go with F1 2012 later this year remains to be seen but, right now at least, F1 2011 is another fantastic Formula 1 and racing game, and the franchise as a whole is well on its way to being one of the genre’s finest.

I will be covering F1 2011 extensively this year, as well as using it for the second season of my role-playing story. I refuse to focus on the title until I have covered F1 2010, however, so expect musings on that game in the very near future. 

Uncharted 3: Drake’s Deception

The third (and final) game of my “big four”, Uncharted 3 was absolutely high on my list because it was the follow up to the impeccable Uncharted 2: Among Thieves, and because it was being made by one of my favourite developers in Naughty Dog -- a studio I firmly believe deserves to be considered in the same light as Rockstar, Nintendo, Valve and the other behemoth names of the industry. Most of all, however, I was eagerly anticipating Drake’s Deception because it meant another journey with some of my favourite characters in the medium, meaning I could share more adventures with Elena, Chloe, Sully and, of course, Nathan Drake.

Interestingly, now that I have played it, I feel like Uncharted 3 was a bit of a let-down. A feeling that actually bothers me because there is nothing inherently wrong with it and because it exceeded what Uncharted 2 brought to the table back in 2009. The graphics were sublime; the set-pieces were absolutely amazing; the levels and locations were incredible; and the continuation of the story and the ability to see more of the characters was brilliant. Yet, somehow, I feel like I enjoyed Uncharted 2 more and I find that fascinating to contemplate because on an objective level Drake’s Deception is better in every way. I’m sitting on my thoughts about the game for a few months so I can revisit it and really understand them, so when I play it again I will cover it here on the blog. In the meantime it absolutely is a fantastic game (despite what some of the backlash it is receiving might suggest) and ultimately it ensures that the Uncharted franchise as a whole is one of the best to have come out of this current generation.

Forza Motorsport 4

Like F1 2011, commenting on Forza Motorsport 4 is difficult for me because I have barely played it and, once again, I wasn’t expecting to have access to it, either. For whatever reason a very generous friend decided to buy two copies and lend one to me, and now we’ve made a deal in which I will be buying the game off him once I am ready to do so. Being the Collector’s Edition means that I am rather grateful to be in a situation like this, but either way it is interesting because it was totally unexpected.

The first thing I noticed was how much better overall the sound quality was: cars sound absolutely fantastic now, and the environmental ambiance and general aural performance has been improved immensely. Physics, too, have continued to be refined to remarkable levels, something I won’t fully get to understand until I have played it for some time. The graphics are also better -- that’s obvious from screenshots alone, as demonstrated above -- but, as a simulation game, I don’t pay too much attention (okay maybe a little bit) to that.

Unfortunately, however, I just haven’t played it enough to give you any decent summary of how good it is. Why haven’t I spent time running it through its paces or driving lap after lap after lap? Because I am still working on Forza Motorsport 3 and I am trying to wrap that up before fully transitioning into FM4. Look out for some coverage on the game later in the year once I have given it a proper go.

The Elder Scrolls V: Skyrim

Another game that I wasn’t expecting to play and thus, can’t really comment on, The Elder Scrolls V: Skyrim is a hard one because I both like it and don’t think it is as fantastic as everyone else makes it out to be. I realise having played very little I can’t speak to it like everyone else can, but the brief sessions I did have with it illustrated to me that whilst it was a massive improvement over The Elder Scrolls IV: Oblivion, it is also full of the issues that have plagued the series for years, too. It looks and sounds better, has a more interesting setting and features a world that looks like a joy to get lost in, and yet it still has wooden (and fairly uninteresting) characters, the same goddamn voice-overs and repetitive quests and/or dungeons. I don’t know, the game just had (and continues to have) such incredible hype surrounding it and yet that’s what the final product is? Really?

I just don’t see it, but then as I said I have barely played it so it isn’t right to judge. I am sure it is a fantastic game (I did enjoy what I played, honest!) and that I will enjoy it when I can finally play it properly, but at the same time I just don’t think the series as a whole is right for me, or that I am just missing what everyone else sees in it. I guess time will tell on that one.

Oh, and for the record: I was able to play it due to another generous friend. I don’t own it myself yet, unfortunately. 

Mario Kart 7

Yet another game I wasn’t expecting to play because I wasn’t expecting to own the platform you find it on. It wasn’t until last month, December, that I got my Nintendo 3DS (yes, as a Christmas present) and as such this game only barely scrapes onto the list. Despite this it already stands out as one of the year’s most interesting and enjoyable games, and I definitely look forward to playing it some more in the very near future.

The fact that Retro Studios had a hand in its development is also something I find fascinating, not just because of their own pedigree and what it means for the game but because of what it may suggest for Nintendo (and thus, the medium) going forward, too. By collaborating with Retro to design some tracks and environments, EAD Tokyo have indicated that they are not against the idea of working with other development teams; western development teams. This is significant information and could be very interesting to keep an eye on as the Wii U comes out and Nintendo enters the High Definition race -- Retro may not have released any HD games themselves yet but, being a Western team, they would absolutely be familiar with it. Will they be leading the charge, so to speak, when it comes to the approach Nintendo ultimately have with their upcoming console? Probably not, but it’s still an intriguing thing to observe and contemplate.

Super Mario 3D Land

As with Mario Kart 7 I wasn’t expecting to own this and because the purchase was so recent I haven’t played it enough to really comment on it. What I did see was impressive and I look forward to playing more, but having said that it also didn’t grab me as much as I was perhaps expecting it to.

Regular readers of Raptured Reality would be aware of the fact that I am not as into Mario or Zelda as most Nintendo players are, my series of choice instead being Metroid. They would also be aware, however, that Super Mario Galaxy captivated me and surprised me with its genius level design and fantastic use of perspective, so my reaction to that wonderful game definitely played a key role in my interest for Super Mario 3D Land. A mix of Super Mario Galaxy and old-school Mario platformers, in 3D, on a handheld? It almost sounds too good to be true and, if I’m honest, it is… What is there is seemingly a really well made, fantastic title, but by being an amalgamation rather than a unique experience I also feel like the game might ultimately fall a little flat for me personally. But, again, I have barely played it -- let’s revisit this subject once I have given it a proper chance.

Minecraft

What can I say about Minecraft that I haven’t already said countless times before? The game is a marvel, quite literally, and if hours played were a defining factor behind choosing a game of the year the thing would win hands down. Featuring it for two years in a row is also a little weird, as no other game (except maybe World Of Warcraft?) can remain as important and as prominent as Mojang’s indie sensation has. Of course, the game ‘officially’ came out late last year by finally leaving Beta status, but no matter what state the game is in one thing has remained consistent and abundantly clear the entire time: Minecraft is on this list because it is inspiring, mesmerizing and because it unleashed a creative side to my personality that I didn’t even know I had. It is one of the best games I have ever played and I fully expect that I will be playing it for many more years to come, too.

This may be a touch hyperbolic so early into a new one but, Minecraft isn’t just one of the games of the year, it’s one of the games of the decade. I eagerly look forward to seeing what other developers can do with the new genre that Mojang have created.

*****

So there you have it, the games that I was lucky enough to play during 2011. As suggested above it was a rather quiet year for me and I didn’t get to play everything I wanted to, including The Last Guardian which was unfortunately delayed for whatever reason. I missed Batman: Arkham City, The Legend Of Zelda: Skyward Sword, Bastion, Deus Ex: Human Revolution and so many more games that I definitely wanted to play. Unlike 2011 my aspirations for 2012 aren’t restricted in any way so I definitely will be catching up with all of the titles that I missed throughout the year. I will also be playing a whole host of games due to come out, too, but I will have more on those in a preview for 2012 in a couple of days.

Finally, I suggested in yesterday’s post that I found the year to be disappointing. The reason for this is because I felt like all of the titles that had high expectations and immense hype either underperformed or failed to deliver. It’s not that the year’s best games weren’t great experiences and worth waiting for but, rather, that after looking so strong for so long the final outcome for each of these titles was a little… lackluster. A similar thing happened with 2010’s range of titles but I definitely feel like that year was a better success (if you will) than 2011 ultimately was. Was the year yet another example of hype reaching unrealistic and unattainable levels? Maybe, but either way it is an interesting thing to observe and contemplate. Here’s hoping 2012’s line-up has a better chance.

Friday, July 15, 2011

Some Thoughts On Let's Plays

A familiar sight to anyone who has watched Shawn's Let's Play series.

For the past year or so, I’ve become a serious viewer of YouTube. No, I don’t sit there watching viral video after viral video or whatever else the service might be renowned for, I visit it regularly because of my Minecraft addiction. My fascination with that game has meant that I’ve been intrigued by design ideas, enlightened by tutorials and impressed, of course, with all of the amazing builds that continually get posted. But it also means that I’ve been interested in observing other people’s experiences with the game, too, and the best option for that is through Let’s Plays.

Let’s Plays aren’t new and are certainly not exclusive to Minecraft. They have been around for years and are as popular as live-streaming is on sites like Justin.TV, or achievement guides and general game walkthroughs are on YouTube. Practically every game has a person who is posting a Let’s Play series of their time with it, and the concept itself is a great idea -- particularly if you want to understand a game without playing it yourself. But the popularity of Let’s Plays has exploded in recent years and games like Minecraft are the reasons why: they owe themselves to the format remarkably well, and the result is the inevitable over-saturation that I’m now going to address.

Shawn Martin, a YouTuber whom I’ve been following for a few months now, recently posted a video discussing his disinterest in Let’s Plays, as well as questioning why they are so popular. In it he describes his disdain for the over-saturation of them, particularly in the context of Minecraft, and mentions that he can only find an LP interesting if the people behind them are interesting themselves. I had mixed feelings towards this video as I both agreed and disagreed with it, depending on context. I suggested as much in my response to his video, and now I’m elaborating on that here.

My stance with Let’s Plays is strange. On the one hand, I share Shawn’s view in that I find the majority of them disinteresting and would much prefer to do something else, preferably actually playing those games being shown when and where possible. But at the same time, I can understand their appeal: they provide the opportunity for people to experience games they might not otherwise get to, and they can also offer great insight into how different players approach different games, furthering an understanding of a particular title. While the subject can include all games, Shawn is mostly addressing the multitude of Minecraft LPs out there, so I’m going to stick to those as well. I’ve already documented how I got into Minecraft: curious as to what all the fuss was about, I randomly searched for the game on YouTube, found a couple of videos and, before I knew it, was completely enamoured with the game. The reason for this was simple: I found some compelling Let’s Plays that demonstrated the game to me more effectively than I had expected, answering why the game was becoming such a phenomenon, and as I continued to watch I realised that these adventures were actually fairly entertaining stories -- stories that I personally couldn’t experience, but was still able to participate in because these people were posting them up publically. The potential this idea provides is intriguing, I feel, and why I find Let’s Plays to be such a fascinating concept, but despite my enjoyment with these particular narratives, I’d be lying if I didn’t say that most LPs are, frankly, boring. As Shawn suggests, once you have seen one person build a wooden house in Minecraft, you have seen everyone build a wooden house in Minecraft. One of the reasons why I found his own Let’s Play series fun to watch is because he wasn’t playing the game in the same way that Coe or X did, so he was providing something different to see. Instead of focusing on adventure, survival or exploration, Shawn’s small series -- to me at least -- focused on what he could do with his world, as well as what kind of impact his guests could have on it too. I found the transition of his desert into an inhabited region with many unique buildings interesting (see above picture), and enjoyed seeing new ones pop up as new people featured on his LP. And because he wasn’t playing the game ‘normally’, I also appreciated seeing what designs he and his friends could come up with because he wasn’t restricted to obtaining all his materials legitimately and, therefore, had more creative freedom to construct something cool and unique. It was a different take on a familiar game and justified, in my opinion, the time I spent watching his series over yet another generic Let’s Play that did the same things as all the rest of them.

As Shawn said in his video, it’s the people with personalities or who strive to do something different that are the most entertaining and interesting to watch, and unfortunately too many people fail to offer that experience to their viewers. People like Shawn and Coe do, in my eyes, and that, alongside the narratives I’ve already mentioned, is why they are so fun to watch for me personally. Let’s Plays aren’t dependant on the games they involve or the events that may transpire; they depend on the people who make them, and when everyone and their dog does it the concept loses its appeal -- and potential -- because it’s the same thing over and over again. Originality is important, then, and as Shawn expressed there’s just nothing original about playing Minecraft, publically, anymore. That’s disappointing to know, especially when it was Let’s Plays that inspired my addiction to the game to begin with, but it’s not surprising, either. Perhaps the incoming Adventure update will rectify this unfortunate byproduct of the game's success.

Thursday, July 14, 2011

PC: Personal Conquest

Finally, a game like Crysis is actually available to me.

As some of you may know, I recently purchased a computer that is capable of playing games. This might not mean anything to the rest of you but, for me, it is a significant hurdle that I have finally overcome after years of being behind and years of being unable to experience what is a significant part of the medium I love.

Every time I buy a new console or handheld, it is always after it has become well established in the marketplace, and certainly after it has acquired a strong library of games. This means that, aside from being behind everyone else, I have a list of titles that are waiting to be played, and that I have a silly sense of excitement in anticipation of what those titles might offer. I say silly because, as someone well invested in the medium of videogames and who knows what a platform brings to the table, the games awaiting me aren’t exactly new and, in a lot of cases, I know precisely what they have to offer. But even so I can’t help but be eager to explore them, perhaps in some vain attempt to find something new in my gaming life, or perhaps just because it’s finally an area of my hobby that was previously unavailable to me. Whatever it is, it’s a strange little situation that I go through with every platform that I buy (see: my PS3 and Wii purchases for examples), and one that I absolutely enjoy with more enthusiasm than I perhaps should.

But why get into PC gaming now when, arguably, its facing its demise? Why acquire the funds necessary to buy a decent gaming rig -- with room for improvement -- and enable games like Crysis and The Witcher to finally become relevant to me when, for example, the industry’s attention is on consoles, and platforms like Facebook and the iPad are becoming seriously strong slices of the videogame pie? Why now? Well, because I love the medium and want access to all that it has to offer, for the selfish reason of me not wanting to miss any title that may pique my interest. And because, as suggested above, it’s an area of games that I’ve been unable to experience for so long -- for financial reasons, because it appeared too complex to bother with, etc. -- that to play PC games is to conquer a burden that has troubled me for too long. It’s also because there are some games, such as the Half Life series, that are considered to be some of the best games ever made and, consequently, they are titles that I believed to be blights on my gaming record.

The acquisition of my PC enables me to do things that I couldn’t previously, and allows me to finally experience games that I was unable to in the past. This is exciting for what should be obvious reasons, but it’s important, to me at least, to have this ability because it means that I can now understand an area of my passion -- of videogames -- that I could only observe from the sidelines before. I have already started playing Portal 2, I’ve already fallen for the allure of things like Steam sales and Indie games (*cough Minecraft *cough), and I’ve also, finally, begun playing the Half Life series after years of wanting to. I’d say that’s a good start for a platform new to me; here’s hoping the future continues to be as enjoyable as the present currently is.

Thursday, June 23, 2011

Talking About Minecraft #4: Surprise, Surprise

More than any other word, surprise would be the one I'd choose to describe my experience playing Minecraft, and the subsequent impact it has had on my life. Hearing Mojang's (well, Notch's) masterpiece be referred to as Minecrack doesn't bring up a negative image like it might when associated with, say, World Of Warcraft, but rather it sums up exactly how I see it: it is an addiction and while the chances to get my fix may vary, the interest in it and the desire to play never wanes. It has become a part of my life just like an iPad (for example) has for others, and one of the biggest reasons for why I think that is resides with its strong element of surprise.

Think about it: what the game offers -- aside from wonderful freedom, creativity and exploration -- is unique to each of its players. On the creative side, things like buildings and cities are limited only to a player's imagination, and as more and more experiment, the amazing builds that show up on places like YouTube are only going to increase. More interesting, perhaps, is the game itself and how its unique worlds, frequent updates and vast community surprise through their cohesion, and on their own merits, too.

As everyone knows by now, Minecraft's worlds are procedurally generated, essentially meaning that my world is going to be different to yours, as well as everyone else's worlds too. They will be similar, sure, but each beach, mountain and forest will be unique to each individual who plays the game. I'll have a more thorough look at this aspect of Minecraft soon but, for now, I think it is safe to say that one of (perhaps even the) the reasons this approach is so successful is because of its surprise. Exploring my world reveals a large desert, empty grassland after a (natural) forest fire, and a giant cave network that, literally, stretches for miles. Exploring your world might have yielded an interesting, naturally-formed archway, an underwater cavern, or an extremely large, snowy, mountain range. As we continue to explore, who knows what we will find? That's the beauty of Minecraft -- the unknown -- and the end result is constant surprise. Strange rock formations, a deformed tree, an underground lake or a pool of lava -- each are common in all of our worlds but each, also, surprise us through their unique, exclusive-to-our-world, appearance. Minecraft's environment is remarkable, then, and it certainly highlights how beautiful nature can be; perhaps even how much we've lost of Earth's beauty through civilisation. But that, too, can be beautiful, and it can also be surprising.

The community that has formed around Minecraft is amazing, both because of what it can produce and because technically Minecraft is not a full, proper game. Yet. Over 2.5 million sales and counting is astonishing for a game still in Beta and surely sets a precedent not just for Indie games, but for the entire industry, too. It is proof that word of mouth is a powerful thing, but it also proves that player freedom and agency is, arguably, the way of the future -- give people the chance to make their own experience, defined by what they are interested in, and they'll respond positively; respond enthusiastically. Minecraft's community is passionate: their love for the game permeates through their collaboration on the many multiplayer servers, support for incredible builds and designs, and reception to things like Let's Plays on YouTube -- Minecraft is particularly popular for LPs, I think, because each adventure (and indeed, world) is unique -- and fan made stories. There's even songs about the game because its players need to express their appreciation for and dedication to it. Taken together, that's a surprise in itself, but taken individually these various outlets for Minecraft's various players bring surprises each and every week. Everyone knows about the Star Trek Enterprise replica, but did you know about the underwater city Lumina Nocturnale? What about the Minecraft song or any of Bobby Yarsulik's work? Ever heard of Coe's Quest? What about the Ocarina Of Time project? Furthermore, did you know that you can go on a Zelda adventure in Minecraft, complete with dungeons and puzzles and everything? Or perhaps a visit to the LOST island is more your thing? The creativity Minecraft inspires in its players is astounding, and while impressive builds are most common on servers due to the power of collaboration, wherever you look and whatever you find interesting, there's a Minecraft surprise out there waiting for you, created by its wonderful community; by its passionate fans; by you. What amazes you tomorrow will be completely different to what captivates you next week, and it is this regular dose of surprise -- of the unknown (sound familiar?) -- that defines the community and explains why we all love the game so much. It's an experience that's deeply personal yet inherently shared, and that's an accomplishment few other games can achieve; that few can ever hope to deliver. The game is made by its community, then, but it's also made by Notch and Mojang, which leads us to another form of surprise the game regularly delivers.

Minecraft's unfinished, Beta status means that it gets updated regularly -- both to add new features and enhance the game, and as a response to its players who are, essentially, testing it. Every single player can, potentially, decide the game's future, all because they are playing the game how they please and relaying that back to Mojang as they work on the game. It's a relationship that benefits all of us and keeps Minecraft interesting pre(and, presumably, post)release. But it's ultimately Mojang who controls the game and its future, and that fact, too, can produce constant surprise. Do you remember when the Nether was introduced and how different (and freaky) it looked? What about when the wolves were added? Biomes and weather? These updates and many more have changed the game and made it better. Whether it's something as subtle as coloured wool or significant as the forthcoming adventure update, they all play their part in defining and redefining the Minecraft experience. And we all respond to it because we know it'll improve the game and give us (even more) incentive to continue playing. They also keep things interesting, however, because these updates are usually surprises -- things we simply weren't expecting but make sense once they are implemented. The possibilities increase every time something like powered rails or the much anticipated pistons are added, the range and choice in building materials expands with each new block added, and the worlds as a whole become more compelling -- through our ability to inhabit them, and manipulate them -- as new mobs (as just one example) are included. The updates the game receives, then, define the game just as much as its community or unique worlds do, and certainly offers up that element of surprise which makes Minecraft so enticing, so enthralling, so exciting to play. For such a small game its impact is remarkable, so it's great to hear that Mojang will continue to surprise us after the game is launched proper later in the year.

Minecraft isn't perfect but its ability to sustain its vast community and keep things fresh through frequent updates certainly is. Minecraft surprised everyone -- Notch included -- when it exploded as it did, but now that we're all familiar with it I think it is fitting that surprise itself is one of the reasons, perhaps even the main one, for why we will continue to play it. It may not be as awe-inspiring, atmospheric or intense as other games, but it is as enjoyable, and certainly an experience we can rely on when and where we need to. Whether we play it daily or don't return for months, we can always expect a good time when we play, and can trust that when we do, there will always be a surprise waiting for us. You can't get much better than that.

Oh, one more thing: there's one other surprise the game constantly delivers, one that manages to make us hesitate and one that is always daunting to see. I think this hint will explain why it is the biggest and most successful surprise, and why we keep coming back for more. Are you ready? You are? Good: SSSssss...

Wednesday, March 30, 2011

Talking About Minecraft #3: Dancing With Wolves

[Part of a monthly series of posts discussing indie sensation Minecraft. Today, a simple addition in a forthcoming update which could change the game significantly.]

Minecraft’s beta status means that it gets updated frequently. Some updates are so minor -- bug fixes, code updates, etc. -- that we as players don’t even notice while others such as the Nether update or the addition of beds are important because they change the dynamics of the game. Instead of waiting the night out before resuming our giant construction project, these days we set up a bed, click on it and wake up the next day ready to commence work once more. The Nether, as freaky as it is, was arguably a disappointment not because of what it brought to the table -- Glow-stone has been wonderful and, as far as building is concerned, Nether-rack and Soul Sand aren’t bad materials either -- but because after the initial buzz everyone (seemingly) went back to whatever they were doing in the ‘real’ world. Recently, a video popped up on YouTube showing off a forthcoming addition to the game that could potentially change it completely: wolves.

At first sight Wolves appear to be nothing more than yet another mob update, joining the likes of Ghasts, Slimes and Zombie Pigmen as creatures added to the game during different updates. Indeed, they are just a new mob and will likely join all the others as just another facet of life in the never-ending wilderness. The difference with wolves, however, is what they can do, and what they will mean for the game going forward.

During that video it is shown that upon your request, wolves can and will attack for you. Are those cows and their incessant mooing driving you mad while you build? Give them a punch and the wolves will take care of that for you. Looking for some pork chops but don’t want to waste your sword’s durability killing them? Again, get the wolves to do the job. Such an action is simple and won’t change the game too much, but it’s just another feature that will come in handy at certain times during play and benefits the player, yet again, in ways that weren’t possible previously. Wolves hunting on your behalf isn’t the only thing possible, however; the addition of wolves means the addition of pets, essentially, as wild wolves can be tamed and once they are they won’t de-spawn, no matter how close or far away you happen to be from them. Pets are a feature many players constantly request for Minecraft and feature prominently in the various mods made by the community. Wolves perhaps aren’t the first animal to come to mind when desiring a pet in Minecraft but it’s good to see that, once again, Mojang and Notch are listening to the community and satisfying their fans. The best thing that will come from the addition of pets however is that exploring in Minecraft or living in the world generally won’t feel as lonely anymore. Players won’t feel so isolated and, perhaps more importantly, won’t feel as cautious when they do come across company. Instead of panicking at the sight of a Creeper or jumping when they get pushed from behind only to realise it’s a silly chicken, players will feel comfortable knowing that whether it’s when they go out into the unknown or return home from an expedition, there’ll be something around, a companion, to make them feel safe and not alone.

This difference may only be minor in the grand scheme of things, but when you consider just how big Minecraft is and how lonely it can get, it will certainly be a welcome one. Besides, it’s the simple things that make life special.

Note: This post was unexpected but important, I feel, because of how it illustrates just what regular updates can potentially do for a game. I had originally planned to talk about what Minecraft has inspired inside of me and how it’s changed me as a person, so now I’ll discuss that next month.

Monday, January 31, 2011

Games Of The Year 2010 #2

Yesterday I offered you the first handful of games that stood out to me throughout 2010 and talked about the elements of them that I'd like to see pursued in the future. Today I give you the rest.

Limbo

Of all the games to feature on my list, this is probably the hardest one to describe and to articulate my thoughts with. Like Flower from 2009, Limbo left a strong and important mark on my gaming career, but for reasons of which I’m not entirely sure.

It’s a beautiful game, the silhouette, shadowy art direction being a pleasure to see in screenshots and an absolute wonder in motion. Its use of silence was particularly endearing, both because so few games use silence effectively and because it enhanced the imagery on screen to create an experience that is unique. It’s brutal; communicates a sense of longing and bravery; and what you discover is at once terrifying and ominous, yet it’s these factors that make progress through the game so compelling and rewarding. It’s also short, sweet, and surprisingly emotional: the very example of the potential downloadable games have as well as what amazing things can be achieved within the indie space. Despite some claims that the farther it goes along, the sillier it gets, nothing in Limbo feels out of place and all of it feels like it was included for a reason. The obligatory discussion about whether it’s an example of art or not is, in my mind, irrelevant -- what Limbo is, is an experience like no other, and a game that deserves to be played regardless of whether you end up liking it or not. It takes an aesthetic, simplicity in its presentation yet complexity in its design, and contends with themes that don’t exist anywhere else, combines them, and creates a game that is just a sheer delight to experience. And, perhaps, it is that last word that explains why it features on this list: it’s not just another game and when you are done, it will stay in your mind rather than be forgotten. If that’s not the sign of something worth attempting again in the future, nothing is.

Minecraft

Indie darling, breakout hit and my personal addiction, Minecraft surprised everybody when it became a phenomenon, including the game’s creator Notch who was suddenly a millionaire. But, when you look at what Minecraft provides and the kind of game it delivers, it’s not as surprising as it initially seems.

A true sandbox title, Minecraft’s best asset is you, the player. The reason for that is simple: Minecraft is what you make of it. Much has been said about the game’s creative side, reminding people of Lego due to its blocky worlds and the enjoyment people have had making insane creations such as replicas of various real life constructs, interpretations of fantasy locations and the demonstrations of ingenuity, particularly using Red Stone. Others again have focused on the kind of experience Minecraft delivers, discussing its survival horror elements thanks to the need to find shelter at night to defend (read: hide) from the game’s enemies; its breed of fantasy born out of ‘waking up’ in a strange new land, uncertain of what you may find; and even on the platforming elements that come from climbing the game’s many mountains and caverns. That last one is a bit of a stretch but such is the imagination that Minecraft inspires in people and the dreaming they can’t help but do when it comes to the game’s world, crucial due to the way in which it is procedurally generated and unique to each individual who plays. So far, I’ve focused on my own feelings that I’ve had during the game, and the subtle but effective ways in which it can tell a story, despite not having a predetermined narrative (yet). There’s plenty more I want to talk about in the near future so I won’t go into detail here, but needless to say, Minecraft is on this list because it caters to a variety of play-styles and player desires, puts us in a world that is at once fascinating and entirely our own, and contains an insane amount of complexity hidden behind its simple art direction and accessible mechanics. It’s popular for a reason, amazing for so much more, and is the perfect example of how to captivate an audience and keep them interested through regular additions and, more importantly, through their own, personally defined goals. This is emergent gameplay at its purest and definitely a game other developers, indie or otherwise, should look to as they chase the ever elusive emergent gameplay prize. Amusingly, the game isn’t even finished yet and as we play, we’re all helping to develop it into something that should be even more special. Based on what we have already, the future is incredibly exciting for not just the game, but the impact it will have on the medium as well.

F1 2010

It is pretty obvious by now that I’m absolutely in love with this game, my praise shortly after release coming thick and fast, and the role-playing series that followed demonstrating a desire to not only experiment with my writing and approach to games, but to inhabit the world of Formula 1 and see what comes of it. Whether that series has been successful or not is up to you but as far as the game itself is concerned, it is the best F1 game to come out in a long time and does everything a licensed game should.

F1 2010 is more than just the tracks, the drivers and the cars; it’s about the lifestyle, the spectacle and the celebration of speed, technology and engineering (sound familiar?) as well. It’s about the ability to go as fast as possible around a track, as smoothly as possible and with a skill and finesse that isn’t just tricky to master, but something that can’t be replicated anywhere else. It’s about the highs and lows that come with each race, the drama and the emotion that result from it, and the desire to work harder than before to overcome and ultimately master any issues that may arise, be it from performance, mechanical components of the car, or the constant need to improve one’s driving style. It’s about entertaining the fans whilst satisfying the team, and meeting your own personal expectations, whatever they may be. In other words, it’s about the sport of Formula 1 and as such, it delivers the life and passion of motorsport as well as the brand and culture, culminating in a game that transcends its genre (and thus, competititon), elevates a sport that’s sometimes hidden behind the celebrities and controversy, and puts people on the track instead of behind the (virtual) wheel. The fact it was Codemasters’ first attempt, while impressive, is irrelevant; that it goes above and beyond what it means to utilize a license effectively highlights not only what can be done, but why it should be in the first place.

Which begs the question: when’s F1 2011 coming out…? ;)

Heavy Rain

Something has to be said for a game’s quality if it has the power to whisk someone obsessed with another title -- which we’ll get to in a minute -- away and obtain their full attention through sheer amazement over what was just experienced. Heavy Rain did this for me, and even now, months after release and after a series of posts discussing the game, I’m still not sure I can explain why.

Ever since it was announced and I heard what Quantic Dream were attempting with Heavy Rain, combined with my enthusiasm for their previous game Fahrenheit, I was hooked and couldn’t wait to see what the final product would bring. Despite devouring any morsel of information I could find, the end result still surprised me and, like Alan Wake, I think it is purely because of the story and its characters. Unlike Alan Wake, however, Heavy Rain’s narrative was about as real as you can get in games today, focusing on themes that have never been explored (in a serious way, at least) previously, and centering the entire game around a father’s love for his children, and the lengths he would go to ensure their safety and wellbeing. Its mechanics may be a mixed bag of success and frustration; some of its characters may have not met their potential or were exploited in an unnecessary, silly way; and the eventual outcome and reveal of the Origami Killer may be disappointing -- both because it may have not been who you were expecting or wanted it to be, and because no matter how your personal story pans out, the person is the same -- but Heavy Rain delivered on its promise of a realistic narrative which ensures its position here. Its characters -- like it or not -- get under your skin, and that’s something few other games can achieve. To say Heavy Rain had to happen would be an understatement; to be thankful that it did would be to appreciate what it did manage to achieve, as well as highlight to the industry that this sort of thing -- regardless of how successful or not it happens to be -- needs to be explored further if we’re to truly obtain legitimacy as a creative, artistic medium, if not the dominant one.

BioShock 2

Surprise, surprise, a BioShock game is on the list. Come on though, as if it wouldn’t be -- you are reading a blog whose name was inspired by the franchise.

Personal bias aside, however, BioShock 2 would have made the list anyway because, quite frankly, it was just so damn good. It isn’t easy releasing a sequel to a game that has gone on to become one of the medium’s best, and one that is constantly referred to when discussing important subjects. Not since Grand Theft Auto III have we had a game (and now franchise) that has inspired such reverence and discussion (Portal aside), and as such any follow up would be scrutinized. And BioShock 2 was, copping criticism by people who were strangely (in my opinion at least) sick of Rapture; who didn’t enjoy the gameplay a second time around; and who wanted it to be, perhaps unrealistically, better than the first game. The thing is it was better than the first game, maybe not in terms of the awe and beauty that the original displayed but certainly in terms of refinement of the game’s mechanics and definitely in the way in which it framed the hallowed, empty halls of Rapture in a new light. And it is this last point that is the most important: the new perspective BioShock 2 brought to Rapture didn’t just show us another side of the city, it changed it from being Andrew Ryan’s baby to being everyone’s, through its emphasis on highlighting the people rather than the power. The areas we visited in the first game were created for Rapture’s dignitaries and people of importance, as well as designed to showcase the unique personality and extreme attitudes that Andrew Ryan so incessantly portrayed, further exacerbated by the opposition struggle led by Fontaine. BioShock 2’s version of Rapture, on the other hand, doesn’t just showcase the areas in which the ‘common-folk’ live, it showcases why they’re just as important, if not more so, than the big-shot personalities found in the likes of the Medical Pavilion and Fort Frolic. By doing so, it provides insight into the inner workings of the city as a whole and illuminates the emotion, morals and resolve that its inhabitants have -- whether Ryan or Fontaine recognised it or not. It may have introduced a new power, of sorts, with Sophia Lamb, and the importance of family -- particularly as far as the Little Sisters are concerned -- certainly played an integral role, but it was this new perspective with which to view Rapture that elevated BioShock 2 beyond sequel status and into the history books as a game worthy of attention, perhaps more so than its predecessor.

Throw in the astonishing and incredible downloadable add-on Minerva’s Den, which further defined the city through yet another perspective and demonstrated so easily just how many stories are still yet to be told within those walls deep in the depths of the ocean, and you have a game that doesn’t just improve on what’s come before, but reinvents it and boasts to the world that anything you can do, can be done better. It is this mantra, whether you believe it fits the game or not, that needs to be acknowledged in the wider industry and, with any luck, is one that will become a motivation in the years to come. Best of all, for someone like me? Rapture may be dead as far its production and celebration of the self is concerned, but it has never been more alive when it comes to its potential and what can be discovered amongst its walls. All we have to do is visit it and explore it, the rest will happen naturally.

***

So there you have it, my choices for 2010’s best games. Like all of you no doubt, I didn’t get to play everything that I wanted to during the year -- and I’m frustrated with myself for not being able to play games that were particularly high on my anticipation list -- but what I did experience was amazing and certainly suggests to me that gaming hasn’t just evolved, but that it is well on its way to a bigger, brighter and important future. Personally, the ability to inhabit brave new worlds whilst experiencing fascinating stories -- if not creating them ourselves -- was a really strong thing to take away from 2010, as was the celebration of the old, new and the processes in which they are made. Game spaces, stories and new perspectives were all important to me and, I have no doubt, will continue to be as we turn our attention to 2011. Based on the games I'm already chomping on the bit to play, it looks like this year will certainly give the last a run for its money -- no mean feat when you recall just how packed it was, and just what it brought to the table. Don't you just love videogames?

Saturday, December 18, 2010

Talking About Minecraft #2: Narrative Implications

The Green House Of Harmony

[Edit: So it seems I was incorrect about the narrative and that it will come during beta -- which is now out -- rather than be implemented with it immediately. I apologise for the misinformation but still stand by my thoughts below.]

In two short days Minecraft will finally enter into beta. Saying that feels somewhat strange as I consider the experiences I’ve already had with the game and the fact that, intriguingly, the game as a whole feels more fully-fledged than a good portion of the so-called Triple-A titles that usually get all the attention. Reaching beta status will bring with it changes, keeping the future of the game both vague and exciting as it continues to evolve. Of these changes, one in particular stands out as something worth pondering: the inclusion of a narrative. What this will mean for Minecraft as a whole remains to be seen until Monday but after hearing about it, I can’t help but wonder if the game even needs one. Allow me to explain.

One of the main things that separates Minecraft from other games -- and something that I alluded to when talking about it earlier -- is its ability to let the player craft their own narrative rather than engage in a predetermined one. Despite putting you into a randomly generated world and expecting you to decide what to do with it, the Minecraft story, for me, has always been about the journey rather than the destination, and it’s this point that doesn’t only make me curious as to how a predetermined narrative could be implemented, but whether it should be in the first place. Aside from the odd anecdote on Twitter, in blog posts or articles on various gaming websites, the first story I heard about and came to enjoy was X’s Adventures in Minecraft. While David -- X’s real name -- was the cog in his adventure’s machine, his viewers were the ones who kept it turning through suggestions, participation and enthusiasm. It may have been him exploring his world, building the ‘X-System’, the ‘Green House Of Harmony’ or the ‘X-Light 9000’ but it was us, as viewers, who ultimately experienced the journey and shared in its delights. His adventure was almost like a biography, one told to hundreds of people but interpreted differently by each individual who saw it; it all meant something different to each and every one of us. Coe’s Quest, the second ‘story’ I experienced in Minecraft, was similar in that it took us along for the ride and allowed us to experience everything as Coe did. From the initial awe of the landscape that eventually became home to CQHQ, to the exploration of a distant land and the creation of Castle Dogbone, to the trip to the Nether, the discovery of Misty Island and, most recently, the construction of a train station to mark his 100th episode, each event and each outcome was a shared experience, performed by Coe but engaged by many. No other person experienced Minecraft in the way that Coe or X did but, by capturing it all on video and sharing it on YouTube, we all got to share in the pleasure of a narrative that we, ourselves, would never have gotten to experience otherwise. Personal quests that became public, unique yet unified.

Castle Dogbone suspended high in the sky

Consider my own story in the game, too, with its hardships and discoveries, unexpected moments and joyous success once my goals were finally finished. My second and now main world in Minecraft has been a constant struggle -- to gather the necessary materials; deal with the seemingly endless amount of Creepers insisting on destroying my hard work; and the constant need to re-appropriate my house design not once, not twice but four times as things like limited space and the aforementioned Creepers hindered my progress -- and yet, I couldn’t be more happy with how it has turned out so far, what events have occurred and what possibilities exist in the future. Success isn’t (or hasn’t been) measured in the completion of tasks, my progression from hapless wanderer to strong-willed survivor or the inspiration that comes from the sights and sounds that surround me, but rather by the journey I’ve taken, the things I’ve learned on it and the experiences that will reside with me for years to come. It might not mean anything to you -- and you certainly might not care -- but it has been my story and as it continues to be told, I’m learning, adapting and changing as a person simultaneously. It’s my personal narrative, relevant only to me and, quite frankly, I wouldn’t have it any other way.

As a sandbox game, however, Minecraft loses its appeal to some players due to the lack of structure and tasks that need to be completed. That first night of survival -- and the hastiness that occurs before it -- is about the only actual thing that should be done in the game, the quest to discover diamond perhaps being another. The thing with these two objectives however is that, while probably smart to carry out as early as possible, they’re not necessary to the outcome of the game nor the experience a player can have. It’s not necessary to ensure survival on the first night; instead, you could pick a direction and travel towards it as a nomad, dealing with the situations that arise as you constantly trek forward. Or, instead of searching for the elusive diamond, you could instead gather wood and stone so that the building of a large structure can commence. The point is, the world that befalls you is open to your whims and desire as and when you see fit and while this is most certainly the appeal of Minecraft for a lot of people, it won’t satisfy everyone. Adding in a narrative could (and most likely will) give the game some structure, setting goals for those players who are happy to follow a guided (yet still quite open) path and engage with the ever-changing landscape gradually rather than spontaneously. Giving the game a format, if you will, will open it up to more people and, ideally, ensure that anybody who chooses to play the game has something they can do and (more importantly) enjoy. It might seem unnecessary to those of us who enjoy the unexpected, usually impetuous moments, but for those who crave goals they can work towards and accomplish and a set path with which to walk, the addition of a narrative to the game will be welcome.

So, does Minecraft need a predefined story? Personally, no, it’s already a strong storyteller; but as far as the game itself is concerned? It couldn’t hurt -- sandboxes are fun because they are essentially what you make of them, but sometimes they can be just as enjoyable when someone else is digging out the dirt and creating that epic sandcastle. Perhaps it might even be in the sky…

Tuesday, November 30, 2010

Talking About Minecraft

I'm lucky in that my house overlooks this bay.

[Note: for those only interested in what I have to say about Minecraft, scroll down to the next picture.]

Things have been relatively quiet around here lately haven’t they? Sure, I may have just posted about my excitement for the upcoming Donkey Kong Country Returns later this week but aside from that, I have maintained a silence on this blog that I’m not proud of. It wasn’t intentional -- of course it wasn’t -- but it was perhaps necessary, as I just couldn’t bring myself to put the effort in to write the various posts I wanted to write. I was feeling this way not because of a disinterest in writing -- in fact I’d argue my passion for writing is stronger than ever -- but because, when combined with the various games I was trying to play, I just felt too overwhelmed and depressed. The gaming blues aren’t new, we all go through it from time to time, but in my case this instance was particularly severe and was exacerbated by my stubbornness, among other things. See, despite feeling uninterested in playing games for a while I did so anyway and it was definitely to my detriment. I tried playing Red Dead Redemption, already a game I’ve struggled to enjoy due to reasons I’ll elaborate on shortly, and didn’t enjoy it. I tried continuing the Metroid marathon I’m undertaking currently and that wasn’t appealing either -- and that’s one of my favourite franchises around. The only game I could enjoy was F1 2010 and I have a feeling that was more due to my passion for motorsport rather than my enjoyment of the game itself, that and it’s the time of year where real life motorsport is wrapping up for the year, if it hasn’t already done so. This lack of interest saw me try a few new games, such as Batman: Arkham Asylum, in order to try and reinvigorate my passion for gaming and while Batman was interesting, it just wasn’t the right time to play it so it too became a culprit of my animosity towards games. Mentally, I knew this boredom (if you will) was temporary and in no way reflected how I felt about the medium as a whole, or the individual games in question, and I guess knowing this only frustrated me further when it came to how I was feeling. The icing on the cake was seeing all of the games still yet to be played sitting on my shelf, knowing full well that they’d continue to sit there if I waited out this bout of gaming depression and that they wouldn’t be as enjoyable if I tried to persist through it. Furious (mostly with myself), I just decided to stop everything I was doing or planned on doing -- which included my plans for this blog -- and stopped caring until I was ready to re-engage. While gaming blues may have been the biggest reason, it wasn’t the only one. Various life commitments affected my ability to get anything done, as did illness and reoccurring wisdom teeth pain. The aforementioned motorsport also took up time, as did the unfortunate circumstances of my grandfather being in hospital (he still is, actually).

Basically, everything combined at once to hinder my ability to do anything I wanted to and, fatigued from it all I just needed to take a break and pick myself back up. I’ve done that, my bout of gaming blues is over yet again and now things should resume as normal going forward. I hope…

I've named this Lake Hylia as a mark of respect for Zelda.

So, Minecraft. Everybody has heard of it by now and I certainly don’t need to go on about why it’s so popular. Since it’s the other primary reason for my silence here on the blog, however, I do need to explain why I’m so enamored by it, and why I continue to play it more than I should. Before I do that I should explain what got me into it in the first place, so let’s start with that.

When the game started to show signs that it was becoming a phenomenon, I was uncertain as to why and still didn’t really understand what the game was about. When I heard that you mined the world and then crafted from those materials, I thought it sounded boring but also had a feeling that, like most games, there was more to it than initially sounded. So, as I watched more and more people -- particularly on my Twitter feed -- praise the game’s quality, I not only started to form more of an interest in it I also started to learn more of why it was just so good. Then the press got their hands on it, and sites like RockPaperShotgun and GiantBomb begun singing its praises just as much as the gaming community. These articles enlightened me further, particularly showing off its unique art direction through screenshots, and my interest continued to grow and grow. I asked friends about it after they shared articles; I observed conversations as people discussed it; and then I found the thing that converted me to the game’s charms: videos of people playing it on YouTube.

Ah the X-System, how I miss thee.

I had heard of the “Let’s Play” community vaguely and knew roughly what it was about, but it was LPs centered on Minecraft that didn’t just convince me that these series of videos were worth watching, but that they could be thoroughly entertaining too. I started with a tutorial video on how to survive the first day and night on Machinima. Fascinated, I was led to the guy’s channel where I found a series chronicling his adventures in the game, complete with live commentary. I watched the first video, then the second, then the third and continued until, hours later, I was halfway through the series. I was completely enthralled by not only the unique events occurring in his adventures, but the game itself, and all the while I was learning not just how to play the game but why it was so popular and brilliant. Over the next few days I proceeded to marathon the rest of his series -- a massive 40-plus episodes -- as well as check out some of the other Minecraft LPs I kept hearing about through the comments and X’s (the guy behind the videos) own recommendations. This led to Coe’s Quest, another series that I became hooked on and, as he is still uploading new videos, I continue to watch to this very day. Like X before him I was fascinated with what Coe got up to, what features his world contained --and it has to be said, Coe’s world is one of the best Minecraft worlds I have ever seen -- and even learned some new things off him as he created enemy spawner traps, new tools and approached situations differently. An interesting byproduct of watching both his and X’s videos was the realisation that firstly, while similar these two adventures weren’t Let’s Play videos in the traditional sense and secondly, that I was beginning to understand just why I was so captivated by this game. Predictably, I caved and bought the game and proceeded to join everyone else in singing the game’s praises.

Initially, I was somewhat hesitant to play it as it was my first PC gaming experience in a long, long time and I just didn’t feel comfortable inhabiting my own version of this vast, empty and harsh world that Minecraft is famous for. I was also too busy enjoying myself when watching the game be played by Coe (I marathoned his series too -- it’s now up to episode 82) and a few others, the ability to watch someone else do the hard work (so to speak) more enticing than playing it myself. But eventually the addiction and fascination took over and I created my first world, excited and nervous with what I’d find and what could happen.

It was poignant sharing this particular moment with Coe.

Spawning on a beach I did the now common routine of punching some trees for wood and going on a search for coal. My first discovery of it was a fair walk from my spawn point but close enough that I knew where I was if and when I died. As night drew near I dug into the same mountain that the coal was found, creating my first shelter in order to survive the night. Watching the videos as I did I knew what to do in these circumstances and had a rough idea of what I wanted to do now that I was established, so as night fell I began to dig further into the mountain to see what it held. Finding nothing in my tunnel and realising that the sun was rising, I created some more tools and went outside to gather some more basic resources -- lumber, sand, dirt and some more coal -- before climbing to the top of the mountain to survey my surroundings. Impressed with the view, I realised that I wanted this mountain to be my home and my mine, so I began to dig straight down with the plan to not stop until I hit the bottom. Fast forward a bit and I had established my home right where my first shelter was; reached the bottom of the world and bedrock -- a feat considering the peak of the mountain is practically at the highest point you can go in the game -- in my mine; created a branch mine in order to find rare minerals such as gold and diamond (which I did find by the way, lots in fact); explored some of the caves that were close to my mountain; and had lit up a path to spawn with the intention to make something of it later. Making a mark on this land and establishing my base of operations, I was ready to not only get more creative with the appearance and design of the things I had created, I was also ready to go exploring and find new things to discover and do. What these are I might detail in another post but the point is that, like everyone else who plays Minecraft, I worked with what I had and made the most out of it, thoroughly enjoying what the game has to offer in the process.

Home is where the heart is, even if it's unfinished...

That’s all well and good, but what does the game offer me that ensures that I enjoy it as much as I do? Well, as I alluded to before, the videos I watched started to highlight why I found the game so compelling and playing my own version of that just confirmed it. Minecraft is interesting to me for three reasons: the beautiful worlds the procedural generator creates; the personal stories (which explains why the videos were so interesting to me in the first place) that stem from them and the amazing things that can be done with so little. It’s these three features that form the core of the Minecraft experience for me, a fact I find interesting given the main mechanics -- and thus, interactions -- are barely related. Sure, they’re the primary means with which I engage my world, explore it and craft my own narrative, but the actions in themselves bear little to no relevance. Mining for materials is just something that needs to be done from time to time, to gather the things required to build something, create new tools or to ensure safety when travelling at night; the minerals themselves take on a different meaning when stumbled upon, unexpectedly, whilst exploring a gigantic cave system or after digging somewhere for an unrelated reason, such as to build a tunnel. Mining these discoveries isn’t about the actual mining, nor the need to do so, but the simple reward for taking the time to check out something interesting, intentional or not. Crafting is even more insignificant, the end result sometimes fascinating -- when creating a new object or the final part to a much bigger plan -- but the action just something that… happens. I just find this point interesting because, indirectly, most videogames are (or should be) about their mechanics: how you interact with the game’s world, characters, items and objects, and everything else. Interactivity is the means to our selfish ends and as such, it’s important that they accommodate our desired needs and do what we expect them to do. Minecraft’s primary actions do indeed successfully fulfill our expectations but the experience -- at least for me -- is never about them but rather what they allow, and I just found that intriguing the more I considered it.

As for the worlds, the stories they have told and the creations I’ve produced, I’ll save those thoughts for future posts. Needless to say, like practically everyone else who has played the game, Minecraft blew me away and continues to surprise me every single time I play. Few other games can manage that and I think that’s why it has reached levels of popularity that some Triple-A blockbuster titles would envy. Deservedly so, too: like the way in which it’s played, Minecraft made the most of what it had and little else. Enough said.