What do we not want?
Posted: Fri Apr 05, 2013 2:00 pm
Here's an interesting thought I just had.
Though it has changed over the years and gotten more sophisticated, the big selling point of Minecraft has always been its lack of constraints. You can build anything you want and go anywhere you like and do things which the developers had never explicitly planned for. When redstone came out, all we had was wires and inverting torches, but with those two things, we could do anything up to and including Turing-complete CPUs. When I joined, back in the heyday of /indev/, we were making logic gates with infinite water and torches holding up sand blocks.
The point is, we had simple tools and were able to do decidedly non-simple things with them. At its heart, that is one of the special things about Minecraft. I feel like we've been getting away from that spirit in these discussions, making Futurecraft into a game where there is one correct way to do things, which we decide.
So my question is, what can we do without, and what can we do more simply? There are some things, like piloting controls, which needs to have a unified interface just to be playable, but what about something like factories, or moving pieces? How specific do they really need to be?
I was recently pointed towards a mod in development called Ugocraft, which looks like an attempt to recreate the Zeppelin mod, only with block-based motivators rather than remote control. It's pretty flaky for now, but it had some interesting ideas. There was a block which rotates the moving piece, another which slides it, another mounted on the moving piece catches when passing the slider, and another propels it like a cannonball. It was elegant in its simplicity. Redpower is more complex but the same rule of no fixed-purpose parts still applies, so on a fundamental level, what do we actually need? Or more to the point, what do we not?
Though it has changed over the years and gotten more sophisticated, the big selling point of Minecraft has always been its lack of constraints. You can build anything you want and go anywhere you like and do things which the developers had never explicitly planned for. When redstone came out, all we had was wires and inverting torches, but with those two things, we could do anything up to and including Turing-complete CPUs. When I joined, back in the heyday of /indev/, we were making logic gates with infinite water and torches holding up sand blocks.
The point is, we had simple tools and were able to do decidedly non-simple things with them. At its heart, that is one of the special things about Minecraft. I feel like we've been getting away from that spirit in these discussions, making Futurecraft into a game where there is one correct way to do things, which we decide.
So my question is, what can we do without, and what can we do more simply? There are some things, like piloting controls, which needs to have a unified interface just to be playable, but what about something like factories, or moving pieces? How specific do they really need to be?
I was recently pointed towards a mod in development called Ugocraft, which looks like an attempt to recreate the Zeppelin mod, only with block-based motivators rather than remote control. It's pretty flaky for now, but it had some interesting ideas. There was a block which rotates the moving piece, another which slides it, another mounted on the moving piece catches when passing the slider, and another propels it like a cannonball. It was elegant in its simplicity. Redpower is more complex but the same rule of no fixed-purpose parts still applies, so on a fundamental level, what do we actually need? Or more to the point, what do we not?