Wednesday, April 23, 2014

Ryan Holtz fixes old chunk loading bug in Minecraft

Today Ryan Holtz tweeted:



This bug has been around for almost two years, arriving with version 1.3 released in August, 2012. Everyone has encountered this bug and it can been seen in numerous Let's Plays on YouTube and Twitch.

Here's a screenshot I took on August 24, 2012:

Screenshot of chunk stripe loading bug

The above screenshot is a classic example of the way the bug manifests as a stripe of missing chunks across your direction of travel. If you stop to wait you can watch chunks continuing to load in the distance despite the yawning void at your feet. Eventually these close chunks load allowing you to proceed, although at times it's more expedient to drop to the main screen and re-enter the world. As an alternative to reloading, hitting Escape to pause the game can help by accelerating the chunk loading since normal processing of game ticks is paused.

In addition to revealing abandoned mineshafts, strongholds, and other underground features this bug is a real immersion breaker.

Because of the high visibility of this bug both in-game and on so many Minecraft videos I've felt it was a real embarrassment that Mojang allowed it to persist so long. Minecraft players everywhere will rejoice when the patch containing this fix is released, as evidenced by this thread which for awhile occupied the top spot on Reddit's r/Minecraft/.

Kudos to Ryan Holtz for fixing a longstanding annoyance that affected all players of Minecraft!

Monday, January 27, 2014

Minecraft's EULA gets less hazy

The latest ruckus involving Minecraft modders was resolved yesterday when Mojang developer Grum had a dialog on reddit with EnDeLe, who posts on MCF under the name EnzerDeLeo. In the course of this exchange it was discovered that Mojang's Marc Watson responded incorrectly to a question that EnDeLe asked him last month via Twitter.

The question that EnDeLe asked was whether the section of the EULA titled 'Content' referred to mods. Marc answered incorrectly that it did.

As we found out from Grum, to Mojang content means what players create while in-game moving blocks around. The EULA says "…you must also let us permit other people to use, copy, modify and adapt your content" because anything a player builds gets downloaded by the server onto other player's computers, and of course anyone playing on that server can modify anything.

The 'Content' section of Minecraft's EULA is four paragraphs and does not cover mods.

In contrast, mods only get a couple of mentions:

First in the section Using Our Game:
If you've bought the Game, you may play around with it and modify it. We'd appreciate it if you didn't use this for griefing, though, and remember not to distribute the changed versions of our software. Basically, mods (or plugins, or tools) are cool (you can distribute those), hacked versions of the Game client or server are not (you can't distribute those).
And then in the section Ownership Of Our Game And Other Things:
Any tools you write for the Game from scratch belong to you. Modifications to the Game ("Mods") (including pre-run Mods and in-memory Mods) and plugins for the Game also belong to you and you can do whatever you want with them, as long as you don't sell them for money / try to make money from them. We have the final say on what constitutes a tool/mod/plugin and what doesn't.
There are still unresolved questions about how the EULA pertains to mods, but yesterday's conversation cleared up Mojang's earlier miscommunication.

EnDeLe has played a major role in clarifying questions regarding Mojang's EULA; the Marc Watson tweet I wrote about last month was in response to a question from him.

[Some material in the first paragraph was moved from the first update to yesterday's story at the request of EnDeLe.]

Sunday, January 26, 2014

A purge of Minecraft modders

I am not making this up.

The friction between modders and players has escalated into war. From a post on the Minecraft Forums:

The community seems to be losing sight of what I have started our path on. We are getting caught on petty things like open source or closed source, weather sub programs count as a mod, and EULA being unclear. These are not the issue we are facing.

The main issue is the toxicity of the modded community. It needs to be purged. Some modders are feeling over privileged due to their mod(s) taking off, leaving others of equal if not greater quality in their wake. They feel too entitled and have to be knocked from their high horse. For some of them, if they don't get their ego stroked regularly they throw a fit, and the scenario Neko outlined could become a real event. If that happened what would Mojang do? Go on, speculate.

We are going to lose some of our best mods. I am sure of this. Which ones is difficult to say, but their will be a loss. These loses should not be mourned like RedPower was, they should be celebrated! Every mod that steps down is a mod we don't have to fear. Same goes for the mods that leave us forever.

Our modded community has been labeled as one of the worst game community's out there. That is not because of a ton of bad modders, but because of a few. These rotten apples need to be expelled or cured before something happens that all of minecraft feels the repercussions.

And in another post:

We are going to lose mods, and in the short term this is going to hurt the modded community but in the long run, it will be better as new mods come out to replace the lost. We are losing some of the creative minds, but their ideas will always linger and eventually be replaced. It's going to take time, but make no mistake, the community will recover and be better off. [Emphasis in original]

A purge? Seriously? Modders quitting should be celebrated? This person comes off as a two-bit tyrant. Have they been going to dictator school? Who put them in charge?

The above was posted today by the user lukeb28 in the topic To Mod Creators: Copyrights and Malicious code which was started a few days ago by the same person. This is the topic that helped set into motion what has become the latest Minecraft modding ruckus as played out on the Feed the Beast forums, Reddit, and Twitter.

Unfortunately the purge has had some success as a number of modders have announced their departure from modding in the last couple of days.

The answer to fixing a toxic community is to lobby Mojang to address it, not to engage in a power struggle to purge the people you don't like.

Update [2]:

In Minecraft's EULA gets less hazy I describe the miscommunication from Mojang's Marc Watson that misled people on the EULA's terms for modding.

Thus it's much more understandable how lukeb28 could wander so far off into fantasyland regarding Mojang's mod policy. He was misinformed.

This doesn't excuse anyone who supported the idea of purging modders from the community, however.

Thursday, January 2, 2014

Minecraft has sold 13 million copies on PC


Minecraft recently achieved another sales milestone:


This puts Minecraft in 4th place of Wikipedia's list of best-selling PC games, just behind World of Warcraft's 14 million. Note that the number for WoW is for box sales. It won't be long before Minecraft passes WoW to take 3rd place in PC sales.

To put Minecraft's and WoW's sales numbers in perspective let's look at what has taken place since October, 2010, when three things happened:
Minecraft sales didn't hit 1 million sold until January, 2011, after December's beta release.

In July, 2013 Blizzard revealed that the number of WoW subscribers had subsided to 7 million.

Since October, 2010, WoW has lost 5 million subscribers while Minecraft has sold 12 million copies.
 

Saturday, December 21, 2013

Minecraft books are now a thing—about 500 of them!

Back in the days of bookstores you used to be able to tell what was hot in technology by looking at the shelves in the relevant section of the store. The current trend or fad would have dozens of associated titles filling the shelves, to the point that it became difficult to choose one.

Even though there aren't as many bricks and mortar bookstores as there used to be, the publishing industry still reacts to trends.

The trend being written about now is Minecraft.

Naturally there are the first-order books about Minecraft itself, or biographies of Notch or Mojang. Some examples:

Friday, December 20, 2013

Don't put harmful code in your Minecraft mod

It's a fairly rare occasion when Mojang addresses modder conduct in Minecraft, but it has once more:


Sunday, November 10, 2013

A long time ago in a big MMO

Once upon a time back in March, 2005 I subscribed to World of Warcraft and started questing. This was in the days of patch 1.3 before things like battlegrounds, fishing contests, and the Darkmoon Faire existed. Molten Core was the endgame instance and Diremaul was brand new. WoW was a little more than four months old at that point, so it was still early days.

Although I'd been a gamer for many years, WoW was my first MMO. As I approached level 20 I began to think about joining a guild so as to better experience the multiplayer stuff. I don't recall how I was recruited but I ended up a member of a large levelling guild on my server. It accepted anyone and everyone and most members were well below 60, the maximum level at the time.

The guild was very disorganized and although a couple of people could invite new recruits there were few officers online. As I began talking to other members I was surprised to find out that our GL (Guild Leader) was an absentee—although he was actually online and playing a lot, he was using another character which was a member in another guild.

Within a few days most of the guild members realised that the absentee GL was not only hurting the guild, but our experience of WoW. Because of his irresponsibility we weren't getting the full benefit of our subscription fee to WoW. Something had to be done.

Someone approached the GL about the situation. He offered to sell the guild to us for a rather large sum of gold. He was firm that a buyout was the only option.

Because the price of the buyout was far greater than the cost of incorporating a new guild (and tabard fee), we found his offer repugnant. In addition, we couldn't afford his high price.

However we could easily afford the fee of 10 silver to start a new guild. And so there was a massive mutiny where the majority of members quit the old guild and joined the new one. Back then you needed ten people to sign a guild charter, which we had, and soon the new guild was formed.

People really wanted a tabard and made getting it a priority. Choosing a tabard design in WoW costs 10 gold. It's hard to believe now with all the inflation in WoW, but back then raising 10 gold was a huge hurdle for us as we had only one or two level 60s. Many of us were below level 30 and were a long way from even getting our first mounts. (You got your first mount at level 40 back then, and mount costs were so significant that players often opted to play as Warlocks or Paladins due to receiving "free" mounts from quests rather than gold.) But we managed to scrimp together the 10 gold and were proudly wearing our new colors within a few hours after we formed the guild.

But this isn't a story about our new guild. This story is about the GL of the old guild.

You see, we found something out about the old guild's GL that influenced our decision to leave.

We knew that the old guild's GL was irresponsible in abandoning the first guild to play on another character in another guild. What we discovered was that the main reason for his behavior was that he was twelve years old.

Back then WoW was the hot new game that gamers of all ages were eager to play. Even though a subscription required a credit card, WoW still managed to have a fair number of younger players.

This isn't the case today. Even though 60 day pre-paid time cards can be purchased for cash in stores, nowadays you aren't as likely to run into a twelve year old when playing WoW or any other MMO.

It's not because of the changes that have been made to WoW over the years, or anything about WoW or any of the other MMOs.

There's one reason you don't see as many kids in MMOs these days:

They're all playing Minecraft.

Saturday, November 9, 2013

Notch on TV—more mainstreaming of Minecraft

On November 7, Notch appeared on The Late Late Show with Craig Ferguson:




Notch has previously appeared on Swedish television of course, since he's basically a national hero these days in Sweden. This is his first appearance on network television with a nation-wide audience in the United States.

During the interview Craig Ferguson, speaking about Minecraft, says, "Anyone below the age of 20 seems to be obsessed with this thing." And there we have the reason why Notch was asked to appear on the show.

Television shows are constantly competing for viewers in order to do well in the ratings and thus charge more for ads. The TV industry is so old-fashioned that the ratings aren't gathered continuously—they're only tallied during certain sweeps months. November is a sweeps month.

Since Minecraft has sold over 33 million copies across all platforms (12.6 million copies on PC), that's a lot of potential viewers for Craig's show. Since most gamers and people under 20 don't watch live TV, it's a lot of potential new viewers for Craig's show. Even if only for that night, every viewer helps during sweeps month.

Did Minecraft players approve? His appearance was received quite well on Reddit.

As expected, Notch's TV appearance was well-reported in the gaming press—joystiq, GamePolitics, the escapist, Kotaku, PCGamesN, and StrategyInformer all had items.

This TV appearance by Notch is another indication that Minecraft is going mainstream.

The TV site Zap2it had an item: 'Minecraft' creator Notch visits 'Late Late Show with Craig Ferguson' for first talk show appearance. This piece isn't written for gamers, it's aimed at a general audience who might not know who Notch is.

In addition to mentioning his TV appearance, the tech site CNET has an interview with Notch and says Minecraft is "…becoming a cornerstone within video gaming's greater assimilation into pop culture." It also points out the recent South Park episode in which Minecraft is a central theme (full episode viewable here).

As Minecraft becomes a household word it's showing up in more and more places.

This article is an extended version of an earlier post I made to the Minecraft forum. 

Thursday, November 7, 2013

Notch doesn't really mind direct ripoffs of Minecraft

Notch said something of interest while being interviewed onstage as part of Minecon 2013:
Q. When I kind of look around on Xbox or PC, or any platform, really, there's a lot of games which are kind of inspired by Minecraft. There are some games which are arguably kind of clones of Minecraft. Where do you draw the line between those things? Where do you think the--when does it become something which I guess is a direct ripoff of Minecraft?

A. I don't really mind direct ripoffs either. I think if you start to use the name or imply that it is Minecraft and things like that then it's, then it's wrong because we need to protect our product. But if you take the game ideas or the look and stuff like that without taking the exact textures, then I think that's cool.

Some of them, maybe, they get a little bit, eh, confident and start [garbled] saying that the game is better than Minecraft and trying to justify cloning it. And that's when you get into a weird area. I think just saying 'Yeah, I cloned that game because it's an awesome idea and I want to make one.' Then yeah, go ahead and make it. That's how games and all products get better. You get inspired by someone else and do your own take on it.
(This can be seen on twitch.tv starting at 5:15:20 (5 hours 15 minutes and 20 seconds) in to the day's stream. Any transcription errors are mine.)

Two years ago I wrote A statement on Minecraft mods copying features from each other. What Notch said at Minecon echoes what I wrote.

My other Minecon 2013 coverage:
Text of Jeb's slides from The Future of Minecraft panel at Minecon 2013

Saturday, November 2, 2013

Text of Jeb's slides from The Future of Minecraft panel at Minecon 2013

Last year at Minecon 2012 Jeb gave a presentation about the plug-in API (see Jeb's Minecraft API slides from Minecon 2012).

This year, since there hasn't been much perceptible progress on the plug-in API, Jeb opted to fill the majority of the time with a retrospective of the Minecraft releases since Minecon 2012. Thus although the panel was called The Future of Minecraft, it was a look backward. The panel can be watched on twitch.tv starting 5:39:30 (5 hours 39 minutes and 30 seconds) in to the day's stream.

The major news came near the end, when Jeb announced that Mojang has hired two more developers to replace the two former Bukkit developers who have since left.

Here is the text from Jeb's slides:

Today's Agenda
  • Minecraft updates since Minecon 2012
  • Minecraft under the hood
  • The new launcher
  • Plug-in API news
  • Other stuff

Minecraft Updates Since Minecon 2012
  • 3 major releases (1.5, 1.6, 1.7)
  • 6 patch releases (1.4.6 etc)
  • ~49 snapshots

Minecraft Updates Since Minecon 2012
  • Contributions (commits) per release:
  • 1.4 -- 820
  • 1.5 -- 617
  • 1.6 -- 834
  • 1.7 -- 1109
[In addition to the number of commits for the releases, this slide also has a graph showing lines of code (click to enlarge)]:


[Yes, you read those figures right: 600,000 lines committed, 200,000 different lines. That's a lot of code! Minecraft is now a large program.]


Minecraft 1.4.6 (and 1.4.7)
  • December 2013, January 2013
  • Fireworks!

Minecraft 1.5
The Redstone Update

  • March 2013
  • Boosted beacon, nerfed bone meal, harder skeletons, new lava texture, improved lighting on stairs, new death messages...
  • Scoreboard system
  • And...

Minecraft 1.5
The Redstone Update

  • Nether Quartz
  • Dropper and Hopper
  • Redstone Comparator
  • Etcetera...

Minecraft 1.6
The Horse Update

  • July 2013
  • New resource pack system and launcher (more about this later)
  • Switch to Java 6
  • Game balance changes, Block of Coal block, new clay blocks
  • And...

Minecraft 1.6
Mo' Creatures' Horses

  • Developed by John Olarte (DrZhark), Kent Cristian Jensen, Dan Roque

Minecraft 1.6
The Horse Update

  • Hay Bales
  • Leads and Name Tags
  • Carpets
  • Etcetera...

Minecraft 1.7
The Update that Changed the World

  • October 2013
  • New biomes
  • Better biome placement
  • Improved fishing
  • New flowers
  • Commands support NBT data on items and creatures
  • More options for improved visual quality

Minecraft 1.7
Biomes


Minecraft 1.7
AMPLIFIED World Type



Minecraft
Under the Hood

  • Resource packs
  • The scorboard system
  • NBT data in commands

Minecraft
Scoreboards


Minecraft
NBT Data Commands

  • /summon
  • /give

Minecraft
NBT Data Commands

  • Pretty complex! Check YouTube for examples
  • Looks like this:
  • /give @p minecraft:iron_sword 1 0 {display:{Name:"Sting",Lore:["Found in a cave.","Very pointy"]}}

Minecraft
New Launcher


Minecraft
Plug-in API?



Minecraft
Plug-in API

  • Michael 'Searge' Stoyke
  • Minecraft Coder Pack founder
  • Game developer since 2001
  • Twitter: @SeargeDP

Minecraft
Plug-in API


Minecraft
Plug-in API?

  • High hopes for 2014
  • No promises :)

Minecraft
Other Stuff


Minecraft
Other Stuff


Minecraft
Other Stuff

[One-click streaming to twitch.tv integrated into Minecraft, announced earlier.]


Minecraft
Other Stuff

  • Minecraft Realms

My other Minecon 2013 coverage:
Notch doesn't really mind direct ripoffs of Minecraft

Sunday, May 5, 2013

The Minecraft Generation: A distinct demographic cohort

Roughly every other year I travel a few states over to visit my sister's family. I enjoy visiting with her and my brother-in-law and seeing my two nephews. I usually bring something for the kids, often in the form of a computer game. I recall in late 2011 thinking that on the next visit I'd introduce my nephews to Minecraft.

I never got the chance—early in 2012 my sister emailed me saying essentially, "What is this Minecraft game and where do I get it? The kids want it because their friends are playing."

The story in a nutshell: Minecraft has gone viral among children of all ages, but particularly middle schoolers.

Minecraft has sold 26 million on all platforms, but as far as I know Mojang has no data on the age of the players. While many adult gamers have bought Minecraft, kids make up a large percentage of players. Apparently the autograph lines at Minecon have consisted mainly of children and their parents.

As with any activity that becomes massively popular with children, parents become concerned. Below are some examples of this concern:
The Children Online newsletter devoted its October, 2012 issue to Minecraft: Is Minecraft the Next Parental Concern?
 
In the section Concerns for Parents the Internet Safety Project's wiki entry for Minecraft says:
Due to the immense popularity of Minecraft, pirated copies of the game are easy to find online. Besides being illegal, pirated software can often be a disguise for malware.
I've included the above links as anecdotal evidence about how pervasive Minecraft is among children. I'm certainly not alarmed at how much kids are playing it, but I do support parents who make sure that their kids get outside to run around. (As far as computer games go, I can't think of a more appropriate game than Minecraft, since it gives kids both a creative outlet and practical experience in planning and carrying out projects.)

The Minecraft phenomenon is now a couple of years old and shows no sign of waning. Mojang keeps adding features to the game which keeps it fresh, and there is innovation both in server game styles and Minecraft's lively mod scene. I think this means that the game will remain popular with children for the foreseeable future.

Thus in the next several years there will be a large number of people entering adulthood who grew up playing Minecraft. It may prove to be a defining experience for this group of people as a result of their pervasive and intense play of the game. Skills that they learn while playing Minecraft will be applied throughout their lives, and their outlook on life may reflect their experiences in the game.

Demographers look for shared experiences such as this when defining demographic cohorts (e.g. Baby Boomer, Generation X, and Generation Y). One name assigned to the cohort of kids currently of middle-school age is Generation Z. It may not be long before there will be a solid case to be made for calling it the Minecraft Generation.

I think the Minecraft Generation will have a profound impact on the real world since its members will have cut their teeth modifying their virtual ones.

The game industry will definitely feel the impact.

Saturday, May 4, 2013

Minecraft is the third largest city in the world

Sales of Minecraft continue and the number of players keeps climbing. Here's the latest tally:
Minecraft — Pocket Edition: 10 million
Minecraft: Xbox 360 Edition: 6 million
Minecraft PC: 10.3 million

Total: 26.3 million
Let's remember that these figures are paid sales. We're not talking registered accounts on some free-to-play title here.

We can put these numbers in perspective by comparing Minecraft sales to the largest cities in the world.

It turns out that ranking cities is a bit confusing because there are many criteria that can be used to order them. Wikipedia's entry for world's largest cities describes a number of ways of ranking, so we'll pick a couple which seem to be applicable in this case.

One method is city proper, which is defined as "an urban locality without its suburbs" with the result that this method results in the smallest populations for each city.

Since the PC version is canonical in terms of features, we can consider that to be Minecraft's city proper.

Where does Minecraft PC place in the List of cities proper by population? With 10,368,365 sold it just squeaks into twelfth place ahead of Shenzhen, China:
  1.  Seoul, South Korea (10,575,447)
  2.  Minecraft PC (10,368,365)
  3.  Shenzhen, China (10,357,938)
Minecraft PC sales are larger than every city proper in North America. In the Americas only Sao Paulo, Brazil is larger. In Europe, only Moscow and Istanbul are larger.

Another way to rank Minecraft is to use the total sales of all versions, the 26.3 million figure calculated at the beginning of this article. The total of all versions is perhaps analogous to the concept of a city's urban area.

Where does Minecraft place in the List of urban areas by population?
  1. Tokyo-Yokohama (Keihin), Japan (37,239,000)
  2. Jakarta (Jabodetabek), Indonesia (26,746,000)
  3. Minecraft (26,300,000)
  4. Seoul-Incheon (Sudogwon), South Korea (22,868,000)
  5. Delhi, India (22,826,000)
So when ranked by urban area, Minecraft zooms past many of the other Asian giants and even moves past Seoul into a solid third place.

A couple of other rankings:

List of U.S. states and territories by population:
  1. California (38,041,430)
  2. Minecraft (26,300,000)
  3. Texas (26,059,203)
Minecraft would be the second most populous state in the U.S.

List of countries by population:
  1. Nepal (26,494,504)
  2. Minecraft (26,300,000)
  3. Afghanistan (25,500,100)
  4. ...
  5. Sweden (9,566,945)
Minecraft is the 46th most populous country in the world. Now 46 may not seem like a very impressive rank until you peruse the list and see how many familiar countries rank lower than Minecraft.

The most notable country is Sweden, Minecraft's country of origin. Minecraft easily outranks it by more than a factor of two. Eventually there may be three copies of a version of Minecraft sold for every person in Sweden!

Any way you look at it, there are a lot of people buying and playing Minecraft.

Monday, April 8, 2013

Minecraft is going mainstream (vote for Notch in the TIME 100!)

Signs are everywhere that Minecraft is going mainstream. I'm not talking about mainstream among gamers—most gamers are aware of Minecraft, whether or not they play it.

I mean that Minecraft is going mainstream in the sense that non-gamers are becoming aware of it. Just in the last few days two major old media outlets have recognized Notch (Markus Persson) for Minecraft—both TIME and the New Yorker magazines.

The TIME recognition is currently only a nomination, but it's for the TIME 100 list of the most influential people in the world! The final list is selected by editors; it appears that they're guided by online voting for the 151 nominees. Thus it seems safe to say that Notch will make the cut from 151 to 100, since what other nominees will have so many middle schoolers and teens around the world voting for them? Or gamers of any age, for that matter?

I looked quickly through the list of nominees and it appears that Notch has the youth vote sewn up. Plus, voting is yea/nay for each candidate, so it appears you can support multiple people. Not the most rigorous poll.

You can vote here to approve Notch's appearance on the list. As I write this he holds seventh place(!) with 16K votes. There are four more days of voting. Given the millions sold it will be interesting to see how many votes he gets when the polling closes on Friday. Whatever the total, it's possible that the Minecraft and gamer communities will mobilize to the point that people will be a bit sick of hearing about it by the time Friday rolls around. [Update 4/11: A huge surge of votes has lifted Notch into second place, passing Kim Dotcom. Mohamed Morsi, the President of Egypt, who still holds first place by a large margin has more negative than positive votes, so Notch now holds the top spot for positive votes after deducting votes against.]

It's even more of a sign of becoming mainstream when you make the New Yorker magazine due to its exclusive readership. This is particularly true for games since they're not often covered. Will Wright was profiled in the New Yorker prior to Spore's release in what now seems like a masterful bit of PR and marketing work by Electronic Arts considering how the game turned out.

Unlike the profile of Will Wright, the New Yorker piece about Notch doesn't appear in the print issue. It's a blog entry on the web site, which greatly diminishes its impact. Titled The Minecraft Creator Markus Persson Faces Life After Fame, it's a well-written profile of Notch and how he's coped with the fame and fortune brought on by Minecraft's unexpected success. While not long, it does touch on some fairly personal things such as Notch's relationship with his father, and his divorce. It made the front page of Hacker News where it triggered a lively discussion.

This sudden spate of coverage is coincident with Minecraft sales on PC hitting 10 million copies, which ties it for seventh place on Wikipedia's List of best-selling PC games. My post that Minecraft is still selling like hotcakes holds—in the run up to the 10 million milestone, @jeb_ (Jens Bergensten) tweeted "Not slowing down...":

@jeb_ tweeted: "In January I estimated Minecraft (PC) would hit 10,000,000 on April 8, but now it looks more likely to be on April 5. Not slowing down... :o" 2 Apr


It's also in the wake of Minecraft's sales on all platforms hitting 20 million back in January, which was noted in The New Yorker piece which linked to an earlier tweet by Jeb:

@jeb_ tweeted: "About 10 hours ago, Minecraft (PC) hit 9,000,000 sold copies! Which should bring the total for all platforms to... 20 million?" 22 Jan


If it were any other company I'd assume that PR work was involved in getting this old media coverage, but since it's Mojang I'd be surprised if it was the case. But one never knows.

Thursday, March 7, 2013

Twitter is broken—tweets are missing


Currently the following is displayed prominently at the top of Twitter's I'm Missing Tweets or DMs page:

Bug Alert:
  • Some users are not currently able to see all Tweets posted within the past week from accounts they follow. These Tweets might still show up in third-party applications or in your Mentions tab.
  • Some users are currently experiencing an issue with direct messages disappearing, without the sender or receiver deleting them from their inbox.
  • Some users may experience a delay in DM delivery. A notification may arrive to your email inbox, but the DM won't appear for some time after the email delivery.
Our engineers are hard at work to solve these issues. Follow @Support for updates!

There has been no mention of missing tweets recently on the @Support account, unless those tweets have themselves gone missing *wink*.

Unmentioned in the bug alert are lists.

For the last several hours my Twitter list for Minecraft hasn't been showing all the tweets:

Missing tweets in list @Stratagerm/minecraft (Click to enlarge).

Note the gap between tweets from 2 hours ago and February 16. This list should show dozens or even hundreds of tweets during that time. Notably missing is the tweet made by list member Jens Bergensten 12 hours ago announcing the Minecraft 1.5 pre-release.

I'm not the only user to see this issue with lists but it hasn't been widely reported. I suspect that it is happening more but that people aren't noticing.

Sunday, January 6, 2013

Minecraft is still selling like hotcakes

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.

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
The abandonment issues raised by Notch's move were so strong that many young fans were in denial. This was perfectly illustrated by a comment to an item in Blue's News:

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:

…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":

…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:
  1. 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.
  2. It could have omitted the analogy, and prohibited gifting used games without any explanation.
The first option would likely cause some consumers to think of Valve and the other publishers as being greedy, which is not an image companies find useful to project. The second option would have little effect on consumer behavior. Instead Valve chose an inaccurate analogy regarding gifting used games:

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:

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
  • Minecraft Plugin API
  • Scope and Development
Slide 2
  • 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
Slide 3
  • Where Do You Get Plugins?
  • Download from the web manually
  • Download from the Minecraft repository
Slide 4
  • How Do You Use Plugins?
  • Edit plugin settings per world
  • Upgrade plugin versions
  • Changing plugins may require world file conversion
Slide 5
  • Plugins in Multiplayer
  • Defined in property files
  • Connecting players must have either pre-installed the plugin, or will download it from the repository
Slide 6
  • Developing a Plugin
  • In Java, implementing API interfaces
  • Details still unclear!
Slide 7
  • 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! =)
Slide 8
  • 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)
Slide 9
  • 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
Slide 10
  • Movie Time!
You'll have to watch the presentation to see the short video that was shown.

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).