A Serious Improvement For Minecraft
Despite the temptation, given my previous
video’s runaway success, I told myself I
wouldn’t touch the subject again unless
I had something meaningful to say. I’m confident
that I do. I think I’ve found the missing
link. And I think I know how to fix it.
After I published A Serious Critique of Minecraft,
and it reached a wider and wider audience,
the comments started peeling apart. Into two
distinct categories. Those who sung praise,
who believe I had put into words exactly what
they were thinking when they quit Minecraft.
And those who called me a c***. Ok to be fair,
that was a minority, the other group was those
who believed that Minecraft doesn’t need
balance or progression or improved game mechanics,
because the entire point was simply to be
There are those who view Minecraft as a game,
and there are those who view minecraft as
a sandbox. Or to put it into more technical
terms, there are the extrinsically motivated
and the intrinsically motived. We need to
view them as two groups, but more accurately,
they’re two extremes on a spectrum. Do you
act because it’s personally rewarding to
do so? Or because you seek to earn rewards
and avoid punishment.
I think it’s safe to say that younger audiences
have far more intrinsic motivation than older
audiences. I think the fact that minecraft’s
original audience, the class of 09, has aged
10 years since then, is part of the reason
why so many of them have become distant from
Minecraft. They’re far less intrinsically
motivated, far more extrinsically motivated,
and that’s where Minecraft is weak. Though
intrinsic motivation may be relevant to a
game’s worth, it is irrelevant to commentary
on game design. Suggestions for where the
game might go though? There it becomes a lot
The problem I believe Mojang face is that
while you can provide additional intrinsic
motivation with new blocks, new colours, new
commands and such without disadvantaging the
extrinsically motivated, the reverse is not
true. You increase extrinsic motivations,
you remove beds to reintroduce the fear of
the night, and this alienates the intrinsic
audience. How do you fix Minecraft’s flawed
game design without in some way hurting what
Minecraft’s so uniquely good at.
Well you’d think by telling the intrinsic
crowd to sod off back to creative mode and
let survival mode be about survival, but this
isn’t a viable solution. This is a case
where the two groups model is flawed, and
you have to consider people a little closer
to the middle. I’m now aware that there’s
a pleasure in having made the journey from
nothing to something. There’s a satisfaction
in having collected the building blocks, literally,
of what you intend to make. Well then, tell
them to play in peaceful mode, and that’ll
be that. Just turn off the danger if survival
doesn’t please you. But isn’t there a
pleasure in having to fight, to some degree,
for what you’ve collected? Perhaps it’s
more rewarding to raid an ocean monument if
there’s something there that doesn’t approve.
I think easy survival mode today services
the intrinsically motivated very very well.
So making drastic leaps in any aspect of survival
to service the extrinsically motivated will
inevitably disadvantage some. That’s what
necessitates a distinction between a true
survival mode and whatever it is we have now.
In a serious critique of Minecraft, I argued
that today’s survival mode shouldn’t be
called survival. It was an inappropriate title.
So, we’ll have to rename it.
Well I wouldn’t have made this video if
I didn’t think I had a solution. But given
the scale of the situation, it’s certainly
worth understanding the critiques of A Serious
Critique of Minecraft. The most common comment
I got was “you don’t understand minecraft”
or something along those lines. It was always
from an intrinsically motivated player who
believed that the point of minecraft was just
creative expression. I never intended that
video to be an evaluation of Minecraft as
software, simply to be a focused criticism
of Minecraft as a game. But I cannot deny,
I didn’t even consider the intrinsic side
for any more than 15 seconds when making that
video. I certainly identify with the crowd
who have drifted from the initial creative
appeal. What do those people see that they
think I don’t? I’ve always seen it, but
I’ve taken it for granted. We’ve all heard
the talk, Minecraft is a creative sandbox
where the only limit is your imagination.
At this point we’re no longer talking about
a game, we’re talking about a sandbox. The
intrinsically motivated’s objectives are
their own and that’s why it’s so hard
to consider when you’re not among them.
Well, since this isn’t a critique of game
design, I’d like to take the appreciation
of Minecraft as a creative sandbox to a level
beyond building a giant phallus or a self
Minecraft as a sandbox serves far more than
the players. I appreciate the game more as
a sandbox for developers. In the same way
I appreciate Skyrim and Roblox. If you have
a creative vision, you can realise it on this
simple engine without the force of a 500 head
development team. You don’t need to be an
artist to create textures for objects, you
don’t need to be Mr Robot to code their
behaviour. You don’t need to ebeg YouTubers
to promote your game, because the distribution
network is already there, it’s never been
easier to mod than it is now. I know of several
Skyrim modders who are in full time games
employment because they were able to demonstrate
their skill on the accessible base Skyrim
provides, and I know that DrZhark, the creator
of Mo’Creatures has collaborated with Mojang
in the past. It’s not a dead end and if
you’ve got the passion, Minecraft can allow
a brilliant idea to transform into a fantastic
gaming experience, that might be seen by thousands.
It’s certainly limited, the engine is restrictive
and horribly optimised, but just look at what
people have done with custom maps and mods
alone. They’ve changed a solid base into
something magnificent. Minecraft’s accessibility
does games a service.
If you don’t believe me, even the bobby
big cheeses of the games industry have demonstrated
the game’s value as a developmental sandbox
with Ray Tracing. The simplicity of Minecraft
contrasts so greatly with the bleeding edge
titan technology of real time ray tracing,
that now Minecraft, the worst looking game
in the world, is the best looking game in
the world. I think it’s a sign of the end
times that I can no longer tell the difference
between a minecraft screen-shot and real life.
I might be slightly exaggerating, but I’m
not when I tell you that I was blown away
I saw this tech in action for the first time.
A ray traced playthrough is certainly on the
In A Serious Critique of Minecraft, I proposed
a few suggestions as to how Mojang could fix
the problems I saw with Minecraft. There’s
no mechanical point in building a damn thing,
and there’s no where to set your sights
after the pushover of a final boss. The fixes
I proposed were fairly simple. Speed up the
updates. More dimensions. Proper balance.
More farms. Reworking or removing phantoms.
Cave update, everyone wants that.
We can make all these small changes, thinking
inside the box, and we might have fixed Minecraft’s
game design for the extrinsically motivated,
while the intrinsically motivated remain happy
with the fact that Minecraft is just Minecraft.
But I. Think. We. Can. Do. Better. I think
we can breathe new life into conquest progression,
with mechanics that serve both audiences at
the same time.
Minecraft is a canvas, the world is your palette.
But maybe that’s a problem. What good is
a painting of a castle? They say Minecraft’s
only limit is your imagination. I disagree.
You can realise anything, but only in form,
never in function. What good is a castle with
no men to guard it. With no king to rule it.
With no enemies to attack it, and no people
for it protect. What good is a ship if you
can’t sail it? What Minecraft truly lacks,
as a commenter pointed out to me, is simple.
Dynamics. A dynamic is a system of cause and
effect, AI reacting to the player, AI reacting
to other AI. For example, villagers going
inside when it’s rainy is an example of
a dynamic system. Animals reacting to seasons,
if they existed, would be another. All combat
Since dynamic systems typically intertwine
with one another, like an ecosystem of mechanics,
a very small action can cause a very large
effect. As if the reactive gameplay and decision
making found in combat were blown up to a
world scale. For example if I were to burn
down a forest, then a village dependent on
that forest couldn’t burn logs in the winter,
so they die of cold, so their rivals get a
larger share of resources, so they thrive.
That’s an incredibly profound effect. Imagine
how a skilled player could play strings in
just the right way to get the most out of
any situation. Imagine how deep and interesting
and expressive such gameplay could be. Properly
incentivise it, and you’ve got your extrinsic
players satisfied. But the thing is with dynamics,
they are so good at making a world feel alive,
perhaps it was short sighted to believe that
I couldn’t critique Minecraft’s intrinsic
factors. If we play our cards right, I think
we could not only make Minecraft a vastly
deeper game, but also expand the creative
That is my goal today. Dynamic game mechanics
will be properly incentivised, their use will
allow for creative expression, and as per
their nature, they will never be forced upon
So where do we start? 1.14 was the village
and pillage update. Let’s do it again. First,
we expand. Villages require resources, and
they harvest them sustainably where they can.
Every villager will actually do their job,
not just for cosmetics, but because the group
needs them to. Additionally, villages will
have relationships with neighbouring villages
and a reputation mechanic, taking any observed
action from the player into account. You factor
in primarily through hiring. You can now buy
villager’s loyalty with high rep, emeralds
or pledges of protection. See where this going?
Jobs on offer are entirely under player control.
Though there would be a preset menu for simplicity’s
sake but you can fine control timings, the
activation prerequisites and the target. Logical,
refined UI design. Perhaps defining deforestation
zones with markings on a map, and blueprinting
builds with an upgraded scaffolding system.
You could have them hunt spiders, but only
at night, mine gold, but only during the day,
or stand in a specific spot and only engage
mobs within a 15 block radius. Any action
you can do, they can. You need only assign
a bed, a chest and the right payment. With
this simple expansion, options expand a thousandfold.
If villages can pledge loyalties, then surely
the player can build their own country. If
villager housing is under our control, then
we can bring our own cities to life.
Now, we can man a castle with archers and
warriors. We can have a citizenry to protect.
Hey, as a stretch goal, we could have a living
economy. Additional improvements might include
expanding the villager experience system,
allowing the equipment of better weapons and
armour. And the ability for experienced villagers
to train inexperienced ones with time. I think
having a job that has a villager go out and
hire more for a specific task would be fantastic.
I’ll tell you what, this would be a nightmare
if I hadn’t found TekTopia before collecting
the footage, it gives brilliant visualisation
of the kinda thing I’m looking for.
Let’s demonstrate a couple more possibilities.
In my vision, villages would always gather
resources sustainably where possible, but
what if two villages are in competition. Along
the player might come to burn down the rival
village, ensuring their own survives. But
one villager jumps on a horse and bolts. They
warn the neighbouring villages of your villainy.
That’s gonna shoot up the emerald price
of loyalty. So let’s play it smarter. Pillagers
still exist. We’ll find a camp, burn it
down, and get bad omen. Now, we simply waltz
on in to the rival village to trigger a raid.
The pillagers are attacking, so you can’t
be held responsible. Let’s go further. We
allow the pillagers to raid away for a while,
but then, we step in, perhaps even with a
couple soldiers. We save the rivals, and for
doing so, we’re viewed as a hero. Loyalty
in the bag. They’ll never know it was us
who orchestrated the attack in the first place.
Let’s think about some more possibilities.
Villages need resources to survive, so we
could brew a plague that only affects pigs,
lace it on arrows and shoot it into their
pig pen at night. Perhaps that forces the
huntsman to go into the nearby woods which
is where we’ve set a trap. Perhaps we could
break the village walls at night, allowing
monsters to pour in and do our job for us.
Of course, every empire falls. If you take
a brutal approach to amassing your subjects,
the reputation might cause all non loyal villages
to band together under their own flag. They
might just do it to challenge your power.
An enemy army would raid your less defensible
settlements, and unless you put a stop to
that, they’ll come in full force to your
largest. Just like that, defensible building
becomes logical, a castle can serve it’s
function, all those soldiers you trained?
Well they’re put to the test. Can you imagine
being killed in a siege, and having to raise
another army to take the castle you built
back? Can you imagine the tactics? Let’s
get this straight, this AI we’re talking
about, it’s not some next generation alien
technology. It’s been done, just never in
a game with this much potential. The question
then becomes… why? Why make an empire? Sure
it’s cool, it’s rewarding but power for
the sake of power is intrinsic, not extrinsic.
What’s the point? Well that’s where the
new dimensions come in.
Aether, Twilight Forest, some kind of Lovecraftian
nightmare, doesn’t matter, as long as it’s
otherworldly. We’ll need our resources to
thrive in the new dimensions and kill their
associated bosses. Why? Because we’ve fixed
the beacons, which also gives the wither a
more pronounced purpose. With a big enough
pyramid, or perhaps with enough materials,
that beam opens a portal in the sky, just
like in avengers. We could also use the beam
as a forge. Perhaps it can power some kind
of contraption, into which you pour resources
in exchange for vastly more powerful weapons
and armour. Any idea works here, just as long
as what you’ve worked for is rewarded.
For once this would be an extrinsic goal that
isn’t just more content, more to see or
do, because it allows for intrinsic creative
expression. You build your settlements however
the hell you want, you can come up with any
creative plan you want to gain loyal followers
or destroy your enemies.
We’ve gotta be careful though, because the
entire point of what we’re doing here is
expanding the game without hurting anyone.
So it’s important to allow players to not
participate. Survival’s no good for choice,
because if you choose not to survive, you
just sorta die. Conquest will always allow
you to not pursue it. You don’t have to
get to the portal, you aren’t gonna be bullied
with any of the new systems. You’re not
gonna come back to your little wooden house
one night to find it’s been burnt down by
barbaric villagers unless you do something
major to piss them off. If we’re introducing
new cosmetic blocks, chuck em down in the
nether, that’s not a difficult dimension.
The other thing we don’t want to do is take
all the focus away from mining and exploration.
What’s important for a sandbox is freedom,
and that means, this command and conquer village
dynamic is not the only way forward.
Firstly, let’s not drown ourselves in automation.
You can’t ask a villager to pop up a perfect
castle, but they can slowly replicate things
like walls, or standard village housing. Secondly,
mining. Basically… Cave update innit. We’ve
already been over this in the first video.
A far deeper limit using cubic chunks, depth
dependent cave generation, stronger mobs the
lower you go, biome specific caves, more resources
as long as they’re interesting, far more
underground structures with weirdness, danger
and reward increasing with depth and more
interesting dangers. Heat and radiation, pick
one, doesn’t matter which. It’s now a
static effect throughout the entire underground
after a reasonable level, there’s a smooth
transition. You gotta wear a certain standard
of armour to survive, which’ll increase
tension and create some exciting gameplay
because if it breaks, you’ll need to leg
it back to safety. Might encourage different
approaches to mining. The extremely rich resources
at the most dangerous levels of the earth
are enough, if gained in a reasonable amount,
to power up the beacon and prepare you for
what lies on the other side. As a side note;
since only those extensively mining would
be strong enough to get to the bottom of the
world, but everybody needs the nether to construct
a beacon, the nether will remain as is, accessed
The idea for all of this is, where it’s
possible, to mechanically incentivise everything
that expresses creativity. For mining, this
is damn difficult. It’s why I’ve been
saying “where possible”. How you express
creativity when you’re holding left click
on the same blocks, every time? That’s the
million dollar question. The best ideas I’ve
got are as follows. New types of explosive.
Explosives that bore tunnels, get rid of lava,
high explosives that make big impacts, but
spawn lava and fire. Mining explosives to
double up on resources from the same vein.
I think it’d create a kind of mad scientist
playstyle to add variety to our oh so familiar
go down to 12 and start stripping (silence).
My other idea is increasing the impact of
exploration on the underground. We’ve already
discussed new structures, but lets ensure
they’re actually interesting. How about
a maze. Now of course you can mine though
mazes, but here, every block contains silverfish.
Not many to begin with, but once you’ve
mined say 20, you’re swamped, it’s like
a Black Friday and a BTS concert rolled into
one. You could navigate it as intended, you
could even blow it’s nuts off with TNT.
The final type of gameplay to look at is indeed
exploration. First things first, let’s at
the very least, give the impression of a breathing,
dynamic world. Wind’s gotta blow, animals
have gotta migrate and travel in more believable
numbers, predators need to be more plentiful
and have better AI, birds gotta chirp, let’s
just straight up rob Mo’Creatures horses.
There’s gotta be seasons, mods have proven
how beautiful that can be, and animals in
this case could dynamically react to that.
You could find a bear in a cave, hibernating
for winter. Or a hibernating squirrel that’d
pop out of a tree if you break it.
So. How does this get us our beacon? Well,
if you find the right type of carrot. No,
Mojang are already doing it with Woodland
mansions and Ocean Monuments. There would
be a wealth of new, rare dungeons that get
you better and better loot, I’m talking
good loot, terraria type loot, Deus Ex type
upgrades, not just basic stat boosts. Each
one contains a map to either a dungeon of
similar quality, or of higher quality. Follow
the maps for long enough, and you’ll eventually
find yourself at let’s say Herobrine’s
castle. Fight through it, kill the white eyed
whippersnapper himself, and you’ll get a
resource good enough to open the portal. You
could of course make this siege easier with
Just like mining, coming up with systems in
which you can express yourself is difficult.
Because what are you doing aside from walking?
You can introduce dynamics to breathe life
into the world, but for it do what our villages
can, players need some level of influence.
The best I’ve got is the following three
ideas. Ships, plants and horses. I’m sure
ships has been done years ago with mods, the
idea being you don’t have to use this rinky
dink litter box, you can construct a ship
however the hell you please, and depending
on a couple of factors, it’ll sail. Factors
being weight, a simple buoyancy calculation
using empty space under the water line and
how streamlined it is. You can hire villagers
to sail with you, perhaps even to man TNT
cannons, though there is always redstone.
Naval combat with Minecraft’s creativity
and destructibility? Can you imagine the multiplayer.
The appeal of ship would of course be mass
transport, but also accessing an ocean dungeon
like the tower of the gods form Wind Waker.
You could sneak past the guarding ships with
a boat, but it’d be easier to fight them
head on. That’s ships. Let’s look at our
5 legged friends. Extensive horse breeding.
You certainly can’t… y’know. Perform
the act on the go. But collecting the ingredients
sure is. I like the idea of travelling to
far away lands in search of some kind of mythical
beast like a unicorn. Maybe breeding it with
something else to get a Pegasus. Breeding
would control colour, speed, size, health,
horns, wing shape, so you could get fairly
expressive with it. And flying, if balanced
with a stamina bar, sure sounds like a good
mechanical reward. I propose the exact same
concept for trees and crops too. You’d breed
them in search of the ultimate food. It’d
give you a hell of a reason to farm and to
explore in search of the best species. Imagine
breeding a golden apple tree, you could re-enact
So now we’ve expanded upon the sandbox,
and integrated every such system into our
game design. What do we do after we’ve accessed
that portal dimension. Will it just be a chain
of tougher and tougher dimensions? We can’t
replicate these systems for every one, can
we? No, I don’t think we can. I think whatever
dimension the portal leads to has to be near
enough the end, because progression will get
repetitive, and you will get bored. So how
do we integrate the end, I mean the literal
end, into this equation. It’ll make no sense
if there’s a tougher dimension than the
end because the end is the end. Well, I’ve
moved it. Remember Dark Souls? Keep that in
mind. In the portal dimension, there’s a
boss and the among the many rewards for slaying
that boss is a ring. In this vision of Minecraft,
bedrock is breakable. So we break it. And
down we fall into the abyss. At any other
time, you’d just fall out of the world and
die, but with the ring equipped, we continue
to fall, and fall and fall and fall, until
we reach it. The end. I’m trying to go for
some intimidating here, so no more of ugly
ass cheese looking rock. Trees made from shadows
sounds cool. As you’d expect, the ender
dragon is still there, and most certainly,
so is the end poem.
I think the meaning of the end poem is a beautiful
reward in itself. And I think an extrinsic
reward might undermine it. But let’s stick
abyssal weapons and armour in the end cities
as the true endgame gear. For something intrinsic,
let’s go back to that portal. It’ll now
take you to a dimensional switchboard. A field
of portals like that one episode from primeval.
Every one leads to an entirely new randomly
generated world, just like Jay Exci’s proposition.
Biome properties, colours, tree size, day
night cycles, resources, animals, the number
of suns, the size of the suns, the state of
villages from ruined to thriving, gravity,
the terrain gen. All randomly generated. I
imagine this wouldn’t be a monumental task,
it sounds like a matter of tying an RNG tied
to a bunch of values, so don’t expect the
resources to be much more than reskins. Endermen
would also be common to all new realms. The
idea of this is, an infinite loop of new game
pluses but with some added variation. You
could never get more powerful, but you could
always explore new, wonderful worlds. Like
No Man’s Sky, which we should definitely
be taking inspiration from. It’ll be fiiiiiine.
For the finishing touches, why not think about
a light narrative element. The Endermen are
pretty much the only thing Minecraft has going,
lore wise. It’s important that we leave
them as an open mystery, but it would be a
waste of potential if we didn’t go somewhere
with it. In previous versions of Minecraft,
Villager Clerics sold ender pearls, implying
there was some kind of dodgy Lovecraftian
worship afoot. Let’s bring that back. This
is the time for subtlety though. Let’s scatter
the ruins of an ancient Enderman worshipping
cult throughout the underground. In the dimensional
switchboard worlds though, that’s the time
for being overt. Let’s show that the Endermen
have a presence everywhere, that they truly
represent something higher. If they are the
personifications of the ending of all things,
there should be worlds that are completely
dead, no trees, always night, perhaps some
of those, populated entirely by Endermen.
We could first imply that because of the existence
of the dragon egg, we’ve only delayed the
inevitable. All things come to an end, including
our world, but then there should be worlds
with nothing more than a single sapling to
show that death is also a beginning. Call
it ridiculous, but I actually think Minecraft
could be a vessel for very strong, albeit
I should certainly stress that these are just
my own thoughts. The design philosophy is
what’s important, but anyone’s creative
concepts could work just as well or better.
I think that nicely wraps up what I had in
mind for improving on Minecraft’s conquest
But what our approach hasn’t done, is provide
extrinsic motivation though survival gameplay,
as some might have expected. I think my first
video gave a few people the impression that
they only way Minecraft can provide extrinsic
motivation is with survival, like we saw in
alpha, or perhaps that it’s the way Minecraft
should. But Conquest works just as well, Terraria’s
proved that. It just doesn’t feel the same.
Even if we can elevate conquest progression,
does that mean we should abandon the goldmine
that is survival. No. It’d be an insult
to the game’s history and it’s potential.
The night will be reborn. I say “will”.
It already has.
Of all the things that drew me back to Minecraft,
it was ChelonianEgghead that pulled strongest.
No, it’s not a Bulgarian delicacy, it’s
the author of the Rebirth of the Night modpack.
A collection of mods that, though making attempts
to enrich exploration and conquest progression,
seeks specifically to reintroduce the fear
of the night to Minecraft, to create extrinsic
incentive to build, and awaken survival gameplay
that’s lied dormant since alpha.
It showed me just how much power is in our
hands. I’ve always appreciate the modding
scene, but there’s only so many out there
that stay true to Mojang’s creative vision.
There’s only so many out there that don’t
hurt the game as much as they help it.
Rebirth of the Night showed how delicate an
art crafting a survival game really is. It’s
not as simple as remove beds, or make mobs
do more damage. When I first played Rebirth,
tool durability was so harsh, that for every
stone pickaxe you made, 3 of the 6 blocks
you could mine with it would have to be stone
just so you could make another one. It was
a nightmare. Things have since changed, and
all of a sudden, it felt like I was playing
a whole new game. It goes to show that if
any of the necessary systems are just a tad
too tedious, everything else suffers. And
I think it also goes to show that modpacks
are a great, but flawed way of “fixing”
the game. Mods are not created with the same
objective in mind, and so when they’re put
together, more than just files can conflict.
Focuses can. One mod seeks to make Minecraft
a lite survival, the next seeks to introduce
Mods are without question the best chance
we’ve got, Mojang are so slow they seem
to be situated next to a supermassive black
hole, but they are not an easy solution. Making
them is difficult and organising them is delicate.
So was Rebirth of the Night successful at
reintroducing that first night rush? Well,
I’ll tell you a story and you can decide
for yourselves. On my first day, after a while
of screwing about, night starts to fall. I
look for some kind of shelter, but time runs
out, cornering me in the base of a hill. There’s
nothing else for it. I try the old 2×1 hole
with a door on the front technique, that doesn’t
work because the new mobs have logical AI.
A creeper saw me go into my hole, so it blew
up the entrance. My only torch is gone, but
I still have enough room to block myself in.
Except now, I start hearing noises. Burrowing.
Endermen. Caves. They get louder and louder.
This is the new fear mechanic, and I can’t
distinguish the delusions from the mobs trying
to get in. Well, they do get in. A creeper
blows up my hole, I’m forced out, zombies
attack, then another creeper comes along to
finish the job. It’s like a scene from a
horror movie. Rebirth of the Night certainly
lives up to it’s title, and when it’s
finished, it’ll have made vanilla a vastly
more interesting experience.
I wonder though. Does survival have to be
realistic, like RLCraft? Does it have to make
use of the night? Survival just means not
dying, the threat is what matters most. Thirst?
I find that boring. Warmth? Restricts movement
too much. My idea, expanding on Lachlan’s
idea from the comment section, is winter.
Proper winter though, Game of Thrones Winter.
The season cycle would take a carefully balanced
stretch of time, every 24 days sounds fair,
and when winter comes, you will face a number
of challenges. The cold will freeze you to
death without the right armour, there’s
a thick fog restricting visibility, beds no
longer work, farms will die if left exposed,
so will all friendly mobs.
Torches will burn out, and most importantly,
an army of enemy mobs will emerge from the
mists who seek to break into your dwelling,
and kill you. AI shouldn’t be a roadblock,
the incredible Epic Siege Mod proves it’s
doable. It’ll be up to your creativity to
build something that will keep you safe during
the long night. I think this would be great
fun in Minecraft’s 3D sandbox, especially
if we’ve got our dynamic villages. You could
show Game of Thrones what a real finale looks
like. And to make things a little more interesting,
let’s have a mob that represents the night
king. You could get to a point where you’re
so well prepared, you’re so well armed that
you can the fight to might be able to forge
a path to the night king. If you kill him,
you free the world from the winter army forever.
Snow stays, but no death march. That would
be this survival gamemode’s version of the
end. What gets me really excited about this
kind of idea if how good a player like Mumbo
Jumbo would be. Those ingenious, pragmatic
redstone contraptions would finally have an
extrinsic value. You can imagine Mumbo’s
impenetrable bunkers and walking houses being
put to the test.
In my perfect world, we’d see 4 game modes.
Conquest, which is the survival we have today
with all our added systems. Adventure, which
is today’s survival with minor touch ups.
Survival, which is our new and improved extrinsically
focused gameplay. And of course, Creative
mode. Permadeath remains togglable for hardcore
playthroughs, and we also provide an option
to turn off Hunger on every mode bar Survival
because it can slow creative processes down.
The goal of this video was to present what
I believe is design philosophy Minecraft needs.
It’s not my random ideas for content or
structure that’s important. It’s the path
Minecraft should be walking into the future.
What we’re sitting on is a truly unimaginable
goldmine of potential. Over the years, over
the decades, whichever way Minecraft goes,
people will continue to find ways of surprising
us. Bringing something as important and as
beautiful as Lego to the digital marketplace,
has in many ways, made Minecraft more than
a video game. Let’s see just how high it’ll
Anyway, I do believe I haven’t said anything
too controversial in this video, so there
won’t be anyone
having a verbal stroke in the comment section.
Well that’s what my therapist told me. Next
time on the Whitelight show, I might be covering
Watch_Dogs, which’ll mesh nicely with the
theme of potential. As for the giveaway of
a 100$ gift card and 4 25$ gift cards, all
you have to do is hit the link the description.
Thank you to Lex Williams, JustAnima, Ludvig
Sahlen, Leon Katerndahl, Holy Shift, Chance
Tucker, Douglas Griffith, Combat Wombat, Cym,
Noah B Satterlee, Thomas Landel, Juris Purins,
Abi, LHudson, Rozza, Benjamin Carter, Bishop
Nelson, John Lemley, Fabian Flacke, Zachary
Scott, Shade, QuarterGamer, CaptainEggcellent
and Dominik Jaworski. My patrons help a great
deal in getting these videos out in a timely
manner. Thanks again, and thank you for watching.
I hope to see you next time. Goodbye.