People for example often say that Minecraft doesn't feel like Minecraft anymore for example
interestingly, i sympathize with this, but in a weird roundabout way. i think modern minecraft, up until somewhat recently, kept a good consistent balance between the stuff they already had and decidedly
new stuff that either was a completely fresh facet of the game, that rehauled or expanded or what have you on existing parts of minecraft, or (my favorite of the executions) a mix of the two.
as a rough example, update aquatic was a much needed overhaul to the game's oceans, while village and pillage added a lot more facets to the game's villages. both of these updates were first and foremost an enhancement and expansion of existing significant facets of the game, but at the same time kept most (if not all) of the core principles involved.
they probably could have done some wild stuff in, say. village and pillage. they could have done some crazy complex stuff like curing illagers, making the zombification process a lot more complex, having a bunch of like illager decorative blocks or something, but they didn't. the end result was something a bit more narrowly focused; something more intent on enhancing the couple key systems at play for a given facet of the minecraft experience. pretty much every big new system in the update loosely tied back to the core idea and function of villagers: you find varied villages around your world, and can interact with the villagers there in a variety of ways if you so choose. well, this update made villages
more varied, with lots of different types of building and the materials with which they were built varying based on region. it added more depth to the freshly reskinned (and quite dapper looking, might i add) villagers, with professions being a far more developed system. they also expanded on the "protection" side of things as well: while iron golems are all fine and dandy, instead of random zombie ambushes messing with your village and whatnot, now the player is set to contend with the illagers, a somewhat new legion of very evil and messed up villagers that have outposts stationed around the world, as well as patrol parties that can and will skirmish with the player. and if the player ends up killing a patrol captain, well... if the achivement name "Voluntary Exile" was anything to go by, the next time you pay a visit to your friendly local villagers, you had better be prepared.
village and pillage is a very nice example of the flavor i prefer my minecraft updates in, and the one i chose to elaborate on the most. it took an existing part of the minecraft experience that could maybe also use a bit of polish, and
expanded interestingly on it. the core focus and "theme" of the update was centered around that expanded system, and this is what was used to introduce new systems: villages, an existing significant part of minecraft, gave rise to pillagers, an offshoot of the first concept and a new facet of both the village system and minecraft as a whole. (especially if you count woodland mansions!) i also like how there weren't a lot of strictly decorative blocks; most of the new blocks had lots of decorative uses but still had at least one somewhat notable use case. in the case of village and pillage, this was mostly fulfilled by the new workbenches and other various blocks like bells, which all had
some degree of intrinsic use outside of "make build look fancier". it also facilitated this idea that i enjoy of using blocks in unexpected decorative ways, which i think mojang has gone on record saying that they also really like that part of the game and that they didn't add things like vertical slabs because they figured it would defeat the purpose. i wholeheartedly agree.
most big updates (and a lot of the smaller ones like busy bees but im gonna ignore those cause my fingers hurt) keep to this rough archetype of update philosophy, and at the same time still felt varied and unique in their individual execution. the nether update added a bunch of interesting new systems that expanded upon things like gear progression and nether exploration, while still carving out its own identity with a slew of completely new additions of varying sizes. the cave update duology contained a fervent amount of development on one of the game's namesake mechanics, with the first one choosing to expand on the existing systems and the second one doing a 180; completely turning it on its head with the advent of the aptly named deep dark. you think you know y level=0, foolish miner? well it's time to go even deeper than ever before. you think you know big, ominous minecraft structures? finally got over your intrinsic avoidance of ocean monuments because the unintentional elder guardian jumpscare is a bit startling? well i hope you liked
A Quiet Place bucko. all this too scary for you? better build up some courage soon, because the treasure located in ancient cities is some of the most valuable the game has ever seen.
(im also admittedly extremely biased because the duology also added three of my favorite blocks of all time: moss, dripstone, and sculk sensors. all three have super cool presentation and super cool use cases for pretty much every rough archetype of minecraft player.)
trails and tales deserves a shout too. it executes a lot of smaller things in tandem that i can respect and i love the overall theme of the update. mojang has mentioned that their mindset for this update was very focused on "giving players the tools to tell more interesting stories", and i think this epicly broad development goal can be very nicely tied together with the simple theme of "stories". players are now bound to discover suspicious sand and gravel throughout the game's various ruins, including the newly added trail ruins, which spawn in forests and are entirely buried underground. players take on something of an archeologist's role and must be careful not to break these blocks, as they may contain potentially valuable relics; these include the newly introduced pottery shards of various designs that can be crafted into custom decorative pots, as well as the aptly named new music disc, "Relic". the player might even find a very special type of egg, and eventually hatch it into the sniffer, an exctinct dinosaur/cow hybrid goober that uses its powerful, uh, sniffer, to locate and dig up prehistoric seeds. in addition, a broad selection of miscellaneous other things have been added, including hanging signs (my beloved <3), camels as a rare spawn in desert villages, bookshelves that you can
actually store written books in, and more. players are set to carefully explore strange ancient ruins, which are home to unique and special ancient artifacts, potentially finding and hatching a previously exctinct species of mob, and can even place their written works directly onto a bookshelf now. "stories" is an awesome theme that allowed for such a wide range of new systems and expansions of older things like bookshelves to tie nicely together in a well-executed fasion. i don't often see this update explicitly praised, and i'd love to see that change, honestly. even my prior beef with the sniffer (THE TUFF GOLEM WAS ROBBED, MOB VOTE RIGGED MOB VOTE RIGGED) wasn't enough to stop me from realizing that this was a very well-crafted update in a lot of relavent regards.
in another vein, tricky trials took the concept of dungeons and went very "yes, and" with it:
so we have these random underground structures designed to spawn hostile mobs and provide a combat challenge for the player and reward them with loot? alright, let's keep those, but let's also add rarer, visually striking, and procedually generated mega dungeons designed primarily around combat. what if we introduced a mob that toys with the player and disrupts combat, rather than simply directly damaging players, to keep things more interesting? enter the breeze, a counterpart to the blaze whose true danger lies not in any damage caused by its wind charge blasts, but the repurcussions of it (fall damage, getting knocked closer to enemies, getting knocked in any direction really). ooh, so this enemy is a threat because of external factors in the arena! let's expand on that: what if the breeze's wind charges could also toggle objects like buttons and doors, and in conjunction, some areas where the player is likely to fight a breeze have a gaggle of button-activated arrow dispensers and such! a dangerous locale such as this will need great incentives, so let's add a slew of loot sources: pots, chests, maybe even special dispensers that provide rewards when a wave of mobs is killed! (with a cooldown, of course.)
ooh, and the player will probably find the breezes' wind charges cool, so let's make them craftable, and have the breeze drop breeze rods needed for the creation of them! hm, though... if we just add them like that, we run into a problem: you can only really use breeze rods for one thing. that's kind of pointless item bloat. ok. i have an idea. what if we tie together the loot drops from trial spawners, the height and movement based mechanics of the wind charge, and the combat focus of this update, and make at least one other worthwhile item for the player to use their breeze rods for: the mace! a new weapon that requires a rare drop from certain trial spawners and breeze rods to create, with a heavy swing, and does increased damage if the player is falling. (almost like a hyper crit?) this damage scales with how far the player has fallen, making this a very high-risk, high reward weapon in most cases! we could add a few mechanically interesting enchantments for the mace, and have these be primarily obtainable from sources in trial chambers the same way swift sneak books are pretty exclusive to ancient cities. and to top it all off, let's give mediocre resources copper and tuff a bit more use too: a slew of popping decorative copper blocks and many different flavors of decorative tuff should work. for building-minded players, since the trial chambers are going to be mostly built out of these two resources, there's an added layer of incentive: mining the walls is the most efficient way in the game to get large quantities of various copper blocks!
nothing in this update really feels that forced (except
mayyyyybe the mace, but it's not that bad), and i love it for that. pretty much everything seems to have naturally progressed as a result of the initial concept, letting the game explore interesting ideas it maybe wouldn't have otherwise. i can't really imagine a mojang higher-up explicitly going "alright we need a counterpart to the blaze and a weapon that does more damage if the player is falling", although those things could have very well been said. but i think it's far more likely that the cool mechanics this update introduced were just the natural result of a concept being expanded upon.
finally, returning to the original point: more recently, like within the last year or so, this archetype of update that i find very tasteful has kind of... just stopped? maybe it's in line with things like mojang deciding to suffocate the concept of updates with a pillow and instead focusing on smaller *ahem*
content drops (i don't care for that term by the way it just sounds so sterile to me) that are more in line with minecraft's earlier years of development. maybe it's in line with the minecraft movie dropping. whatever the case, roughly starting with the garden awakens and gradually becoming more present, new minecraft additions have felt extremely self contained and... kind of bland. i am a big minecraft builder and i absolutely love that we finally have a monochrome wood set, but like, that... was it. the only tie the pale garden has to the rest of the general minecraft experience as a whole is a new wood and a new decorative block type in resin. for the first time in many, many years, i found a noteworthy minecraft update extremely middling. yeah there's the funny invincible red light green light guy that i forgot the name of, who i like a lot, but there was just not a lot of sauce this time around like there was with stuff like village and pillage or hell even busy bees, which had a not insignificant degree of large scale influence with the pollenation stuff and honey eventually having a bunch of really potent use cases. the garden awakens was extremely self contained. it's not that it didn't "feel like minecraft", it just simply didn't add a whole lot to it. it bloated what was already there.
with the introduction of content drops, this problem is likely kind of facilitated by that system. less development time and smaller scale changes probably means less time and ability to ensure that a new web of mechanics has meaningful and original positive ripples across the rest of the game. armadillo. brush it. armadillo scute. used for dog armor and nothing else. more dog colors. see you next time. aside from my personal "yeah i liked it when new additions had larger scale implications" i think there's also something to be said for the fact that minecraft already has a lot of stuff in it and adding a bunch of semi-pointless new stuff is just bloating and stifling. quantity isn't always better in terms of game content, and especially if it gets in the way of quality. i don't find all the recent new minecraft stuff low quality or boring, but i think there is a notable gap between how high-quality and mechanically interesting new minecraft stuff could within reason be, and how high-quality and mechanically interesting new minecraft stuff actually ends up being. again, this isn't an issue of whether or not i
like x new mechanic; usually it ends up being something more in line with "i like x new mechanic but i wish it was explored further or implimented differently".
tl;dr: the issue i personally have is not with modern minecraft per se, but with a lot of design philosophies and principles that seem to be present right now (which just so happens to be the modern era of minecraft)
thank you for coming to my tnt talk
(quick note: i don't like the steve's lava chicken music disc. please spread this post around the internet so mojang sees it and considers removing the steve's lava chicken music disc. all the other minecraft movie references can stay just nix the disc. of course, they won't actually do that, but i think it would be funny for the notion to gain traction)