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The appeal of Minecraft

I’ve abortively begun to write a post trying to explain to the world (and secretly, myself) why I have spent so many hours playing Minecraft, each time devolving in to describing the emergent narrative of the game and deleting the draft because no one really cares about one randomly generated world. But someone else didn’t give up, and wrote an article that includes the best summary of the heart of Minecraft that I’ve ever read:

 I started on an island that was no more than 12 squares in total area. As far as my eye could see, there was nothing but ocean. I was stranded on few spaces of grass and soil amidst the endless, flickering blue. Not even a tree. It almost immediately began to rain.

With my bare hands, I dug down. Deep into the soil, then the rock, I spiraled my way down in the staircase pattern I had created on a dozen worlds before. Slowly the rain faded into the distance above me. Then it was gone completely. I was enveloped in darkness. Without wood, I couldn’t make torches. Without wood, I couldn’t make a pick. My progress was slow, and I was completely defenseless, a digital grub burrowing into the soil. I was doing it this way because I needed a change of pace, needed to give myself a challenge.

It was then that the zombies began to call out to me through the stone. Instead of avoiding them, I purposefully dug towards them. I knew that they would be in a pocket of open space, that maybe that open space would lead to a lava deposit more quickly than if I were to dig down myself literally by hand. Near the lava and its light I might gather a little time and space for safety, build a little room to hole up in, away from the dark and the cold rain.

The fight was long. I punched three zombies to death. With two hearts left, I did the only thing I could do: I feasted on their rotting flesh. I was sickened, but slowly I regained my health. I had to eat so much of it… so much dead, rotting corpse flesh. But it made me a kind of healthy, and my sickness faded, and my health was full.

Hours later, I broke through into an abandoned mineshaft. At last: wood! I hastily made a workbench and pick, then began to harvest stone, and iron, and coal. Up until that point, the only thing in my inventory had been gravel, dirt, and flint. Quickly I had a breastplate, a sword, an iron pick, dozens of torches, and several stacks of wood. I resolved to return to the surface with my riches, build a boat, and leave this forsaken island for good.

Because the island I started on was so small, digging straight up would have let in the sea and spelled my doom. I had to backtrack, up through the empty, dark spaces where the zombies and skeletons would have re-spawned. The tunnels were thick with them, and after more fights and meals of rotting corpse flesh, I could see the opening back towards my improvised staircase. It was then that a creeper got me. I corpse-ran back half a dozen times, but I had brought out too many monsters. There was no way back, and I deleted the world.

 

Minecraft is not a game with an end, not an experience with a goal. Deleting the world was not a move of admitting defeat, it was the end of that chapter of the procedurally-generated, personally-unique experience. Minecraft is a game about a journey, of incrementally building something better than what you had yesterday, and when that dream is lost, you wipe the slate clean and begin anew. It is an incredibly satisfying game of exploration where you have a thousand tiny goals: build a shelter, make fire, cook food, make weapons, survive.

But each experience is yours and yours alone.

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