4 years ago

About the game
Minecraft is developed by Markus Persson. It`s been under development since about May 10, 2009. You can read the full credits here, or read about support and frequently asked questions here.
I started Minecraft after playing some Infiniminer with a couple of people from TigSource. I realized that a game that simple yet that dynamic had a lot of potential to turn into a really great game, and kept coming up with things I wanted to change and stuff I wanted to add.
I had recently quit my job as a game developer to be able to focus more on indie game dev during my free time, and I was looking for a new game to develop. I had a few ideas floating around, but most required really long development times.
These two factors led to Minecraft.
Development and philosophy
Waterfall is dead, long live agile!
I`ve got a few plans and visions, but my only true design decision is to keep it fun and accessible. There`s no design doc, but there are two lists; one for bugs, and one for features I want to add but think I might forget.
I make sure to play the game a lot, and I`ve built my share of towers, and flooded my share of caves. If something ever doesn`t feel fun, I`ll remove it. I believe that I can combine enough fun, accessibility and building blocks for this game to be a huge melting pot of emergent gameplay.
I strongly believe that all good stories have a conflict, and that all good games tell a good story regardless of if it`s pre-written or emergent. Free building mode is fine and dandy, but for many people it will ultimately become boring once you`ve got it figured out. It`s like playing a first person shooter in god mode, or giving yourself infinite funds in a strategy game.. a lack of challenge kills the fun.
For survival mode, I`d rather make the game too difficult than too easy. That also means I`m going to have to include some way of winning the game (or some other climax) to prevent it becoming too exhausting.
But if it`s no fun, I`ll redesign.
The future
I plan on developing Minecraft until it`s a finished complete game, with a downloadable client (with fullscreen mode), custom key re mappings and possibly modding support.
For as long as people enjoy and purchase the game, I will develop extensions after the game is done.
Once sales start dying and a minimum time has passed, I will release the game source code as some kind of open source. I`m not very happy with the draconian nature of (L)GPL, nor do I believe the other licenses have much merit other than to boost the egos of the original authors, so I might just possibly release it all as public domain.

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