Minecraft – the best review of the game
Making games is not easy. Well, the technical part is within the power of many – especially with the advent of intuitive engines like Dreams – but this is not the most important thing. The most important thing is the idea. The simpler it is, the easier it is to sell. All super-successful projects can be described in a few words. If a couple of words makes a person enthusiastic, it means that you have a future hit on your hands. Or, at least, a way to express yourself to the whole world. Someone like Sean Murray from Hello Games was turning into a celebrity long before the release of the game itself – all it took was a bright image, and the world went crazy. But pretty quickly, he realized that fame has a downside.
It is difficult to say whether Markus Persson knew about what awaits him in the future. In 2009, he was a simple programmer who had the idea to create a video game like no other. It had to be accessible and understandable, but not need instructions. It was supposed to be exciting, but at the same time endless and plotless. And most importantly, her world was filled not by programmers or designers, like him, but by the players themselves. What might have seemed like a clever way to make your job easier turned out to be the secret ingredient to success. Freedom is an element that simply did not exist in video games before Minecraft. In any case, on such a scale.
In fact, Persson (better known simply as “Notch”) gave the whole world a virtual version of Lego.
The secret of the Swedish game designer lies in the fact that he deliberately scored on all the rules. It was for the ability to forget everything that came before him that the famous developer Peter Molyneux applauded his young colleague. He started from scratch. He reinvented video games.
Modern video games are almost always the creation of huge studios that include hundreds of employees. Big blockbusters like Assassin’s Creed Valhalla are developed simultaneously by people from all over the world: while one main studio is working on the core, freelancers from another part of the world can do the work on assets. But in 2009, Persson was alone.
It was summer, and he decided to experiment and make a kind of remix of two games that he knew well – Dwarf Fortress and Infiniminer. The work lasted for one weekend, after which a rough sketch of the future hit was ready. He posted his brainchild on the TIGSource forum. A month will pass, and he will start taking money for the game. It cost 10 euros.
It was the beginning. It sold 40 digital copies in two days. And the further, the more popular the novelty became. Notch, clearly understanding something in marketing, deliberately did not want to release the finished product. Instead, he constantly teased people with updates that empower digital avatars. “The main thing is that people started talking about the game,” he said. This is true. Word of mouth was the best advertisement for such a project. Why pay for TV spots and billboards when 4chan and Reddit did everything for you?