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Minecraft cheers me up

You certainly have heard of Minecraft. The game is in alpha, it’s made by one main developer with the help of some people.

As a description, it’s a world-building game mixed with a rpg system through a first person view. The world is huge and randomized.

Minecraft
The world is mine

The website is telling us nothing special, the YouTube video just makes you think “what the hell is this shit”.

And yet after about a year of development Minecraft racks up 250 000$-a-day of sales via Paypal. Yeah. I can’t fucking imagine that either but I’m just so happy for him, Markus Persson.

Rock, Paper Shotgun has a Minecraft diary (1 2 3 4 5) and it’s just fascinating. You can see how much a deep gameplay combined with consistent mechanics and freedom to the player is more addictive than crack.

But what really cheers me up with Minecraft’s success is that it kicks off pre-conceived ideas with hard facts:

  • The personal computer is awesome. Nothing like that would have been possible on a closed platform like consoles are. And there’s a ton of free PC games out there, there’s billions of free flash games. Minecraft just didn’t care and made it through nonetheless.
  • There is no such thing as a target market in games (and overall in the entertainment business, it’s been made up). Build your game with a strong vision and the market will be here, whoever they are, little girls, gay nerds, Irak vets. It doesn’t matter.
  • The best Technical mantra: Minecraft works on any PC of the last five years finger in the nose (WoW anyone?). It’s a Java game. Works anywhere and beyond.
  • Visually interesting and quite original while being the most rudimentary ever (8bits 3D).
  • Single player is important. 
  • The only channel of marketing/PR has been word of mouth. Word of mouth made this man with his little team and his Java game millionaire. Read that twice and try to find any product in the world that makes people really wealthy without them spending an insane amount of money to make that happen. I don’t know one.

Lessons learned:

  • Indie game developers are concerned about getting attention for their games. But it seems that if your game is original and deep (and really, this is the hardest part here) it will find its way. Remember, Minecraft is not even finished yet! The thing is we see the market the wrong way, we see it as traditional publishing sees it: you need to make a lot of noise so that a large part of people are hearing about your product and eventually a share of them are going to buy the game. With word of mouth over the internet, it doesn’t work this way: it ramps up with people aggregating and buying from anywhere in the world, silently. It’s a discrete process, totally the opposite of what marketing/PR are doing these days: being obnoxiously in your face all the time, screaming. Trying to sell an indie game this way is not going to work. Never.
  • The insane amount of resources used in games for visuals and 3D is a waste. Focus on your gameplay, more and more and again. Open your game to people early and build what they want too. Nothing better than real world beta test. I mean, we can’t stress that enough.
  • Minecraft’s business model is neat: play for free in your browser, pay for the premium version that makes you able to download a client. It’s kind of scary to go this way but it doesn’t stop people to buy a copy at 10euros. As of today, 27,27% of registered users have bought the game. That’s just insane. On XBLA if the rate of players buying a game goes over 10% developers jizz in their pants. Point is: in a direct relationship like that, trust and don’t screw your users. They will do the same to you. They will buy your game. They will talk about it. They will be more fan of your game than you ever will.
  • The power of communities. Reddit, a news website funnier than Digg was in 2005 mixed with an extraordinary powerful community ala 4chan (without the nsfw tag) played a big role in Minecraft’s success. Don’t go to them to sell your stuff you moron! Just focus on your game and if it’s good enough, a community, somewhere, is going to take action and spread the word. It worked well for Minecraft, the one-man Java game from Sweden. And it’s the case with every success with digital distribution and indie games.

So while people are wondering about the 3DS CPU or how the Bioshock Infinite “gameplay-rollercoaster-without-AI-lol” video is amazing, while the mobile market looks like an awful clusterfuck as the Facebook game thing, a dude from Sweden shows us that you can make some “substantial” money today with a solid Java game for browsers and PCs.

Jesus fucking Christ. Now that’s something.

5 replies on “Minecraft cheers me up”

> "it seems that if your game is original and deep (and really, this is the hardest part here) it will find its way."

I don’t think so.

Between RPS, Reddit and that youtube guy, Minecraft had a very powerful word of mouth marketing campaign going for it. Maybe it was luck, maybe it was orchestrated but in any case, it didn’t magically "find its way".

Whatever the artistic domain, many brilliant pieces never find their public while many POS gather considerable attention. Whether it is old school "in your face" or new school "inbound", the difference is always… marketing.

We might not like it, but it’s the truth.

O.

Yes, there’s a lot of randomness involved with getting attention. I remember seeing some news about Minecraft last year on some indie blog but I just didn’t get it, especially with an Alpha game…

Anyway RPS was very late at the party, Minecraft was already selling like hot cakes. Reddit is an aggregation website and for what I searched, people randomly heard about this game, on a forum, from a funny video, from an indie game blog etc and started to post about it on Reddit. Markus found the name of his game with the help of the #tigirc channel according to his blog.

So it’s part orchestrated and part luck!

And that’s what I call "find its way", meaning he didn’t really do anything but being connected to a community of people making and loving games and focus on his game, hardcore. And the only thing that makes people talk about it is just that it is good, in a lots of way. People are making their own stories and stuff and it’s just the most powerful thing to share.

Minecraft’s word of mouth really comes from the fact that the execution of this game is really, really well done.

It makes me think about Arcent Software. http://www.arcengames.com/

They’re in trouble. They’re making games with positive reviews and marketing on digital distribution, Steam etc.

But I tried Tidalis their puzzle game. The gameplay/twist are impressively deep. But the execution isn’t there at all (looks like any popcap game, terrible music, weird controls over a trackpad…).

So even if they market their game well, there’s something missing in the equation.

That’s where I think that Minecraft, somehow with its execution (the UGC is the keystone imo), made its way against a lot of over-marketed POS.

Extremely well written post, and you linked interesting stuff: I will recommend this to friends! Anyhow, I believe that while you might be right praising the game so much, it would also be appropriate to write clearly that the game was strongly inspired by Infiniminer. Minecraft’s first releases felt like spin-offs of Infiniminer.

The level of refinement in Notch’s work is important to his success, but it is obvious that what is great and unique in Minecraft is the core idea of a whole world that you can build and destroy as you wish, indissolubly coupled with the "cube" 8-bit era look.

So, I understand what Olivier is saying. And I believe that if Infiniminer had been able to generate enough momentum at first, the developers would have kept on working on it, making it more refined and complex than the state it was left into before development on it was abandoned.

Sadly, a lot of great ideas die "young" because they crash against real-life limits. Maybe somebody will pick them up later and make them grow into something that is also financially successful, but I find that a little bit heartbreaking, honestly.

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