Online music game Minecraft Online has been getting a lot of attention lately due to the massive popularity of its hugely popular game Minecraft.
In an interview with Gamasutra, lead creative director Adam Fuchs revealed that while the game has been very popular with the casual audience, it has also had a huge impact on the game industry.
“Minecraft is a massive hit with the hardcore gaming audience,” Fuchs said.
“The hardcore gamer loves the challenge of building a Minecraft world and getting it to work.”
But what does it take to make a game so popular that it becomes so difficult to beat and why is it so difficult?
“The main thing that’s always been missing is a gameplay experience that is really engaging and challenging,” Fuch explained.
“That’s the challenge.
That’s the one thing that makes Minecraft so special.”
For example, there’s no way for a player to walk away from a Minecraft game without spending time building a structure.
This is the primary challenge that Fuchs and his team had when they first started to create the game.
“There’s always something we could do better, and I think the way that we approach things is a little bit more ‘you have to get it right first time’ because we’ve learned a lot from Minecraft,” Fuches said.
In addition to the difficulty in Minecraft, the game also has a variety of other limitations, including a very low number of players, and the game does not scale with the number of people playing.
“We can’t get to the number that people want to play with,” Fucks explained.
The team has been working on increasing the number, and with Minecraft Online being available in beta and being supported by Valve and Microsoft, the company is now able to make more improvements to the game’s design.
Fuchs admitted that while he would like to make the game more challenging, it would take time to do so.
“A lot of the work is still to do in terms of really bringing that game to the point where it’s really challenging,” he said.
The problem with that, however, is that a game that’s hard is not necessarily the most fun.
“I would argue that if we did do that and did it right, that the experience would be pretty fun and maybe the challenge would be more challenging,” said Fuchs.
“And I think we’ve got the right balance between that and just kind of making the experience that you can play, and that’s something that we’re working on right now.”