Both the Xbox and the Pocket Edition recently hit sales milestones recently, which allow us to easily calculate total sales across all platforms:
PC/Mac: 8.7 million
Xbox: 5 million
Pocket: 5 million
Total: 18.7 million
In early December it was reported that the XBox version was selling 40-60K copies every week, and Notch himself tweeted that Minecraft sold 453k copies on all platforms on Christmas day.
In November, 2011 Minecraft had sold 4 million copies; in the fourteen months since then it has sold another 14.7 million across all platforms.
Sunday, January 6, 2013
Thursday, January 3, 2013
When Notch stepped aside, legions of young Minecraft fans missed daddy
[Another post exhumed from deep in the drafts folder.]
In December 2011, Notch announced that he was stepping aside from Minecraft development:
![]() |
| Notch tweeted "As of yesterday, @jeb_ is the lead developer on Minecraft! notch.tumblr.com" [Link no longer works due to Twitter's link rot.] |
So although it had been telegraphed for weeks, when Notch himself finally announced it on Twitter and his blog, these young fans were left in a state of shock. Many were caught blindsided; the news item on the Minecraft Forum received over 500 comments, many to the effect that they "didn't see it coming."
Note the first four choices in this poll on the forum:
- I MISS NOTCH SO BAD!!
- I miss him. D:
- I kinda miss him
- I think it'll be okay without him
Hes not abandoning it ether, hes still going to do work on it in addition to his new project, its just he wont be the lead man anymore.
The meme that Notch would "still do some work on Minecraft" appeared many times in posts on Minecraft Forum.
Apparently one characteristic when a game's community has a large percentage of younger players is that they will reject news from credible sources. This not only includes gaming news sites such as gamespy and IGN, but even Notch himself.
Wednesday, January 2, 2013
Autograph lines at Minecon, is this a kid thing?
[This is one of several posts that's been sitting in draft form for way too long.]
One thing that struck me when watching videos of November 2011's Minecon was the large number of young attendees at the conference. Minecon 2011 was crawling with kids!
I'm not sure how Minecon 2012 compared to 2011 regarding the age of attendees. I only watched a single video from Minecon 2012 covering the API session, and during the Q&A there were a number of questions from kids. Being children they had a bit of trouble staying on topic, often asking questions about future developments in Minecraft itself rather than about the forthcoming API.
One blogger noted that the Q&As:
Here's a report from an attendee mentioning both autographs and kids at Minecon 2012:
A year ago in Las Vegas the young fans at Minecon 2011 worshiped Notch like a god and stood in line for hours to get his autograph. Notch and other members of the Mojang staff spent considerable time signing autographs. (Minecon 2011 sold out with an attendance of 5000, and at the time I recall hearing reports of some disappointed fans who left Minecon without an autograph, but I can't find sources for that now.)
Apparently this year's Minecon 2012 had autograph lines too:
I've never attended any gamer-oriented gatherings. Do people wait for hours in autograph lines at QuakeCon, BlizzCon, or PAX, or is this only a feature of gatherings with large numbers of young attendees such as Minecon?
One thing that struck me when watching videos of November 2011's Minecon was the large number of young attendees at the conference. Minecon 2011 was crawling with kids!
I'm not sure how Minecon 2012 compared to 2011 regarding the age of attendees. I only watched a single video from Minecon 2012 covering the API session, and during the Q&A there were a number of questions from kids. Being children they had a bit of trouble staying on topic, often asking questions about future developments in Minecraft itself rather than about the forthcoming API.
One blogger noted that the Q&As:
…meant sitting through a variety of children asking redundant things that have been answered a hundred times over, but you have to bite the biscuit on that sort of thing. The convention certainly opened my eyes to the volume and variety of people playing this game. Many of them are children, which just highlights the need for mindfulness, particularly when playing on servers. You’re probably surrounded by at least ten or so minors under the age of 12.
Here's a report from an attendee mentioning both autographs and kids at Minecon 2012:
Most of the panels were not informative at all, for example the Editing Panel were just them saying; “We use this software, and this” and answering questions from 10 year olds, asking why their video had black bars…Minecon is pretty expensive, but there were still a lot of kids around, but that is just a part of the Minecraft community. We spent a lot of time with Martyn (InTheLittleWood). And we could not walk for 10 min without 7 people wanting his autograph.
A year ago in Las Vegas the young fans at Minecon 2011 worshiped Notch like a god and stood in line for hours to get his autograph. Notch and other members of the Mojang staff spent considerable time signing autographs. (Minecon 2011 sold out with an attendance of 5000, and at the time I recall hearing reports of some disappointed fans who left Minecon without an autograph, but I can't find sources for that now.)
Apparently this year's Minecon 2012 had autograph lines too:
Oh man why did I stay in a line for an autograph while I could've attended Sethbling's panel
I've never attended any gamer-oriented gatherings. Do people wait for hours in autograph lines at QuakeCon, BlizzCon, or PAX, or is this only a feature of gatherings with large numbers of young attendees such as Minecon?
Friday, December 28, 2012
Even Valve can act shamefully
Via Hacker News I recently ran across a piece on the Electronic Frontier Foundation's site called First Sale Under Siege — If You Bought It, You Should Own It.
In the piece EFF explains the concept of "first sale":
Publishers have always hated the first sale doctrine because it reduces their sales, but now with everything moving to digital formats they can act to prevent it. As EFF's piece explains, first sale is under siege because publishers are furiously working to abolish it.
Most gamers are aware of Valve's huge Steam Holiday Sale currently running through January 5th. Deep discounts are the major feature of this annual sale, commonly reaching 50% and often 75% or more.
In addition to buying a number of titles for myself, I also bought a number of gifts for my young relatives. I'd never used Steam for gifts before so I did some research on how it worked. In the process I came across this in the answer to What is a Steam Gift?
Here we have a clear example of first sale being under siege. But more disappointing than Valve being the perpetrator is that the used toaster analogy is wrong and Valve knows it.
Of course real world items such as toasters show signs of wear as the result of being used. Toasters, in particular, readily show wear and accumulate crumbs and other dirt. Obviously a used toaster is less valuable than a new one of the same make and model.
Not only do digitally-distributed games not wear out, an infinite number of copies can be made of the original download. So the sentence should read "That’d be like wrapping up and presenting a clone of the toaster you have, in its original brand new state." But an accurate analogy wouldn't support Valve's argument.
If Valve permitted the gifting of used games it would incur costs both in processing the gift transaction and the bandwidth consumed by the recipient downloading the gift. Valve isn't concerned with recouping those costs, which are but a tiny fraction of the revenue received from a new sale. It wants to avoid the loss of income from a reduction of new sales.
Valve has been called out on this before; one instance is this November, 2011, thread on the Steam Users' Forums called Used toaster analogy is no good in this economic climate. As user puffincat points out, Valve could simply be honest about not wanting to suffer the lost sales.
In using an analogy that it knows to be inaccurate, Valve seeks to mislead its customers. This example shows that even a beloved company such as Valve is not above occasional shameful behavior.
[Update 12/28 15:03] Valve's broken analogy is not a mistake; it's broken for the purpose of shaping consumer behavior. Consider the other two ways Valve could have treated the analogy:
Can you spot the subtle manipulation in this statement? It creates the idea of being someone so stingy that they'd give a used toaster as a gift. Most people will reject this idea since they don't wish to appear to be a cheapskate. This natural reaction to a concept most people find repellent serves to shape consumer behavior to Valve's benefit—gifting only new games.
There's a word that perfectly describes the inaccurate analogy:
Thanks to the commenters on Reddit who caused me to think further about the analogy and the point I'm making with this piece.
In the piece EFF explains the concept of "first sale":
…once you've acquired a lawfully-made CD or book or DVD, you can lend, sell, or give it away without having to get permission from the copyright owner. In simpler terms, "you bought it, you own it" (and because first sale also applies to gifts, "they gave it to you, you own it" is also true).
Publishers have always hated the first sale doctrine because it reduces their sales, but now with everything moving to digital formats they can act to prevent it. As EFF's piece explains, first sale is under siege because publishers are furiously working to abolish it.
Most gamers are aware of Valve's huge Steam Holiday Sale currently running through January 5th. Deep discounts are the major feature of this annual sale, commonly reaching 50% and often 75% or more.
In addition to buying a number of titles for myself, I also bought a number of gifts for my young relatives. I'd never used Steam for gifts before so I did some research on how it worked. In the process I came across this in the answer to What is a Steam Gift?
Also note that you may only gift new purchases—you may not transfer games you already own. That’d be like wrapping up and presenting the toaster you’ve used every morning for the past year.
Here we have a clear example of first sale being under siege. But more disappointing than Valve being the perpetrator is that the used toaster analogy is wrong and Valve knows it.
Of course real world items such as toasters show signs of wear as the result of being used. Toasters, in particular, readily show wear and accumulate crumbs and other dirt. Obviously a used toaster is less valuable than a new one of the same make and model.
Not only do digitally-distributed games not wear out, an infinite number of copies can be made of the original download. So the sentence should read "That’d be like wrapping up and presenting a clone of the toaster you have, in its original brand new state." But an accurate analogy wouldn't support Valve's argument.
If Valve permitted the gifting of used games it would incur costs both in processing the gift transaction and the bandwidth consumed by the recipient downloading the gift. Valve isn't concerned with recouping those costs, which are but a tiny fraction of the revenue received from a new sale. It wants to avoid the loss of income from a reduction of new sales.
Valve has been called out on this before; one instance is this November, 2011, thread on the Steam Users' Forums called Used toaster analogy is no good in this economic climate. As user puffincat points out, Valve could simply be honest about not wanting to suffer the lost sales.
In using an analogy that it knows to be inaccurate, Valve seeks to mislead its customers. This example shows that even a beloved company such as Valve is not above occasional shameful behavior.
[Update 12/28 15:03] Valve's broken analogy is not a mistake; it's broken for the purpose of shaping consumer behavior. Consider the other two ways Valve could have treated the analogy:
- It could have replaced the analogy with an honest admission that Valve and the other publishers think that their sales will be higher by prohibiting the gifting or resale of used games.
- It could have omitted the analogy, and prohibited gifting used games without any explanation.
That’d be like wrapping up and presenting the toaster you’ve used every morning for the past year.
Can you spot the subtle manipulation in this statement? It creates the idea of being someone so stingy that they'd give a used toaster as a gift. Most people will reject this idea since they don't wish to appear to be a cheapskate. This natural reaction to a concept most people find repellent serves to shape consumer behavior to Valve's benefit—gifting only new games.
There's a word that perfectly describes the inaccurate analogy:
propaganda, noun Information, esp. of a biased or misleading nature, used to promote or publicize a particular political cause or point of view.
Thanks to the commenters on Reddit who caused me to think further about the analogy and the point I'm making with this piece.
Friday, December 21, 2012
Minecraft: The Lighter block from SDK's Mods
From the General Information spoiler in the topic for SDK's Mods on the Minecraft Forums:
According to the Block and Item IDs spoiler, the Lighter currently has block ID 131, but it had block ID 112 when this Mod Compatibility List was published in January, 2011.
This video from March 12, 2011 shows Lighter blocks in use:
Mojang recently declared that plugins (mods) cannot have exclusive features, so it's no problem that other mods have blocks with similar functionality to the Lighter, such as the Hibachi in Better Than Wolves or RedPower 2's Igniter.
Mojang issued its statement so that it may freely implement functionality in Minecraft that is similar to that found in a mod. Indeed, Mojang has already done this with the Piston, Ender Chest, Anvil (Better Than Wolves has long had an anvil), and 3D Items.
[Updated Dec. 21, 2012 to add the Anvil and 3D items to the list of mod ideas that Mojang has incorporated into Minecraft.]
The lighter block lights on fire when power is applied to it.
According to the Block and Item IDs spoiler, the Lighter currently has block ID 131, but it had block ID 112 when this Mod Compatibility List was published in January, 2011.
This video from March 12, 2011 shows Lighter blocks in use:
Minecraft- spider spawner trap with on/off switch
Mojang recently declared that plugins (mods) cannot have exclusive features, so it's no problem that other mods have blocks with similar functionality to the Lighter, such as the Hibachi in Better Than Wolves or RedPower 2's Igniter.
Mojang issued its statement so that it may freely implement functionality in Minecraft that is similar to that found in a mod. Indeed, Mojang has already done this with the Piston, Ender Chest, Anvil (Better Than Wolves has long had an anvil), and 3D Items.
[Updated Dec. 21, 2012 to add the Anvil and 3D items to the list of mod ideas that Mojang has incorporated into Minecraft.]
Thursday, December 20, 2012
Jeb's Minecraft API slides from Minecon 2012
At Minecon 2012 in November there was a session on The Future of the plugin API. The session opened with a presentation by Jens Bergensten (Jeb) which consisted of ten slides. Below are the text of the slides.
Slide 1
Following Jeb's talk there was a Q&A session with questions handled by the entire panel of Jeb, Nathan Adams (Dinnerbone), Warren Loo (EvilSeph), and Erik Broes (Grum).
Slide 1
- Minecraft Plugin API
- Scope and Development
- What is a Plugin?
- It's a file package in your game folder
- It has unique information that identifies it
- It's loaded with your world
- It's listed in server information
- It adds or removes functionality
- Where Do You Get Plugins?
- Download from the web manually
- Download from the Minecraft repository
- How Do You Use Plugins?
- Edit plugin settings per world
- Upgrade plugin versions
- Changing plugins may require world file conversion
- Plugins in Multiplayer
- Defined in property files
- Connecting players must have either pre-installed the plugin, or will download it from the repository
- Developing a Plugin
- In Java, implementing API interfaces
- Details still unclear!
- Publishing a Plugin
- "Publishing" means "putting in central repository"
- Administration page on dev.minecraft.net
- Upload updates and changelogs
- Not possible to remove updates, so do your own snapshots and pre-releases! =)
- Making Money?
- Not via the repository or the game
- Your own site or via YouTube etc, as it is now
- Minecraft plugins are not exclusive (read Jeb's comments)
- Development Plan
- First step is to make Minecraft flexible
- Enable Plugin loading
- Do the rest of the API...
- Step by step, make vanilla a plugin
- Movie Time!
Following Jeb's talk there was a Q&A session with questions handled by the entire panel of Jeb, Nathan Adams (Dinnerbone), Warren Loo (EvilSeph), and Erik Broes (Grum).
Wednesday, December 19, 2012
Minecraft: The excommunication of [person4]
[Note: Names are disguised here but are present in the linked material, using the same scheme as in Minecraft harasser says he'll continue abuse.]
[person4] was a well-known member of the [mod A] forums and used to interact frequently and warmly with [person1]. Lately [person4] had started doing Let's Plays, and in the process of building her YouTube presence had apparently started drifting away.
Posted on the [mod A] forum by [person1] on Sun Dec 16, 2012 2:35 pm:
Posted on another forum by [person4] on Monday at 5:52 PM:
I'm sad for [person4] because all the months of camaraderie and loyalty meant nothing to [person1]—because she was in the wrong place at the wrong time and thus showed up in the wrong video stream, she was cast aside.
I'm also sad since I had hoped that [person4] might help bridge the rift in the Minecraft modding community.
I find this deplorable.
[person4] was a well-known member of the [mod A] forums and used to interact frequently and warmly with [person1]. Lately [person4] had started doing Let's Plays, and in the process of building her YouTube presence had apparently started drifting away.
Posted on the [mod A] forum by [person1] on Sun Dec 16, 2012 2:35 pm:
[person4]: She is no longer welcome in these forums for reasons both within and outside of this debate. I will say though that she made an appearance in that 7 hour Stream promoting [mod B], which was the point at which her not being welcome, became a ban. I personally am not aware of the extent of her involvement or position on [mod B], but the extent of her connection with the [API A] community (including her close association with [mod B] supporters like [person3]), and thus [mod B] has become significant enough that I am no longer comfortable with her presence here.
Posted on another forum by [person4] on Monday at 5:52 PM:
I will publicly say here what I say to my live stream when this topic comes up. This entire series of events and drama has been painful for me, for a variety of reasons. Because of that, I have no further comment, and I do not wish to discuss it.
I'm sad for [person4] because all the months of camaraderie and loyalty meant nothing to [person1]—because she was in the wrong place at the wrong time and thus showed up in the wrong video stream, she was cast aside.
I'm also sad since I had hoped that [person4] might help bridge the rift in the Minecraft modding community.
I find this deplorable.
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