4 ms·
Having picked it up a few weeks ago, the game is an odd blend of open-ended creative sandbox, epic-scale exploration and survival horror. It taps into that fee
by MrFoof 16y ago
Having picked it up a few weeks ago, the game is an odd blend of open-ended creative sandbox, epic-scale exploration and survival horror. It taps into that feeling of opening up a bin of Lego and not having a specific model instruction booklet. Its feature-set is still very fluid. Yet it seems to out-do Civilization's "one more turn". This is a game where if you picked it up tonight at 7PM and started out, you'd hear your alarm clock going off in another room as morning rolls in.
The game has essentially gone viral at this point. Multiple webcomics are covering it. There's decent coverage on social news sites. Industry rags have picked it up. Industry veterans (I have a friend at Disney Interactive, and another at BioWare) have absolutely taken notice, Valve in particular. Some review sites are seriously considering it as their "game of the year" candidate. This weekend the website (and authentication service) collapsed under load. With some outside help it's up and fine after some refactoring and offloading things to S3. Today he cracked 25,000 unit sales for the day, or about $340K USD in gross revenue.
Yes, he. Until very recently, it was basically a one-man show. There's a few dedicated folks coming on board now, but that's what's humbling. Today, Markus eclipsed my day's compensation in just 88 seconds.
- drtse4 16y agoIf you'd like to check daily (as i do) the progress of the minecraft sales and other statistics just go here: http://m00d.net/minecraft/sales/ http://m00d.net/minecraft/sales/ (official data taken from the minecraft site graphed with Google Chart API).
- mambodog 16y agoWhat I think is interesting about the free-to-play period (due to website collapse) is that it may actually be a massive boost, because it gets the game client onto a lot of machines. That doesn't sound like much, but here's where it gets interesting: the client auto-updates itself, bringing in new content and features as they are built. To continue to get updates (AFAIK) you must log in with your paid credentials. You can continue to play the 'free weekend' version without doing so, but you won't get any updates. Thus people can continue to play and be addicted, and that 'Register' link is there waiting on the main menu when the urge for the new hotness overcomes them. Also, kudos to Notch for supporting Mac and Linux. I guess we're getting to a point where, for indie games at least, a very compelling experience can be built using a less-than-optimal platform (in this case being Java, which heretofore hasn't been used for games a whole lot). By the way, it has even had TV coverage here in Australia: http://www.abc.net.au/tv/goodgame/video/default.htm?pres=20100920_2030&story=5 http://www.abc.net.au/tv/goodgame/video/default.htm?pres=201...
- TeHCrAzY 16y agoThe free weekend was horrific for the community. I run the (I think) main public server in Australia: the server ended up being a war ground, with impersonators causing havoc. Only now is the normal community of users reappearing, the normal fun state of affairs being restored: the "free" users wouldn't have had a fun experience :/
- Groxx 16y agoI loved it. I actually got to try the alpha, and see what it contained. Major sales point, though I haven't nabbed it yet (for fear of it consuming time I should be spending on my capstone essay). Would love to see Mac performance improve, though. It suffers quite a bit. Methinks Notch is not a graphics wiz, though maybe a closet genius in emergent gameplay. I suppose I can hope, one day, for an OpenGL (ES?) implementation.