#4. If you create something that fills a need, fans will make it their own.
 |
As if we didn't fear Miatas before. |
When true needs are met by something, people will fall in love with that something. When people love something they will try to make it their own creation.
The most basic examples are food, sleep, sex, and transportation, but we modify and ritualize everything we love, to the point where we feel comfortable with it being an actual part of our self.
Minecraft lets us do this to the appearance of the game, with simplified function always bleeding through to the form, but even so, the results of love are surprising and awe-inspiring.
What about the interior of the game though, the nuts and bolts that make us stay in a blocky Matrix and spend countless hours fretting and chiseling away like mad dwarves?
Here again, people want the freedom described above, with the right look, but mostly they want to get the job done. Minecraft players want what they were thinking about making to end up looking right, be satisfying to build, and involve logical methods to get from block A to block B.
In fact, people will quickly adapt to a logical step-unlock system if you make it clear and consistent, because...
#3. People will use anything as a tool, as long as it does the job.
 |
Who woulda thought Smurfs would be so easy to skin? |
Your job in Minecraft, nebulously, is as I said before: Making your own creations.
The history of all technology is the history of finding tools that make manipulation of our environment easier.
In Survival Mode you get to interact with the world as if it was a hostile land filled with bad guys, and you must survive your first night in the wilds by thinking fast, building faster, and hoping you don't get blown up by psychotic, dynamite-filled, armless Gumbies.
It's something like being a pioneer on a newly terraformed Mars with a bunch of flesh-starved aliens who thirst for your fluids.
In Hardcore Mode, survival hinges on one life alone. It's a stark ruleset, but fun if you're into that sort of realism.
Much like our world, the first thing people learn to use in either of these modes is their fists. You can assault a tree to pieces, which you can then immediately use to build a worktable, which you can then use to spew forth pickaxes, each of which has a limit to the block types it can give you to use in your mad fancies.
Clearly, at no point in the harvesting->crafting->building cycle does Minecraft closely resemble how the real world works.
It all does work though, with incredible fluency between ideas, simply because the tools are as true as the blocks are to their counterparts, atoms. Which is to say that Minecraft tools are crude things that do roughly the same job as their real-world analog in a tiny fraction of the time, with magnified results, and with a perfect success rate.
 |
How do you only test something that refuses to fail AND defies logic? Image courtesy sexypimp.com (no, seriously). |
Tools should let the gamer take #5 (freedom with rules), and mash it with #4 (wanting to make the world your very own) to the maximum limit of mashyness.
 |
I'm IN Avatar! |
This limit is where Mojang will have to smartly push Minecraft, further and further.
New tools (assembly plants?). New environments (deep sea diving?). Higher ceilings (to space, and beyond?),
Whatever else happens, the limits are going to change, as the users of the tools adapt and create new tools.
Signs of this sort of evolution of ideas is evident already in the current game community. There are so many man-hours being inputted to one end only:
Creation.
And nothing makes creation easier than turning on God Mode, known as "Creative Mode" in the Parlance of the Mine.
But wait! That's cheating! (Says an annoying, high-pitched voice)
Not so. When it comes to realizing our dreams of making stuff, it turns out that what might pass for cheating on other games only makes this one better because...
#2. There is no cheating when you play Creator, only the art of creation.
That's it. Whether we talk about the GUI or the Gameplay, simulated realities only have to simulate enough of reality to make us happy in our creations, as we evolve ourselves through the mishmash of ideas pushing against constraints and changing them.
Bending the rules becomes the ground from which artwork and innovation bloom.
Creative Mode lets the Minecraft user have infinite resources of all types, flight, and the the ability to break blocks with a single karate chop. So there are still rules and steps, but they are much-abbreviated. What could possibly be better in a simulated analog reality where our very existence in the game is only to create and observe as we see fit?
That's right, Middle Earth, a goddamn entire world, is being made, block-by-block, to scale.
We're visibly frothing for more. Not only are projects like this underway, there are other people creating new texture packs and new tools for Minecraft as you read this very sentence. It's evolving at a singularly rapid pace, and will do so unless replaced because...
...
#1. Simulated reality is our favorite distraction from actual reality, and will only become more so.