Minecraft: Institutions and Audiences
How is Minecraft different from other video games:
Minecraft has
obtained a Bafta and consists of multiple boxes containing merchandise ready to
be distributed to their fans. The game has been downloaded more than 100
million times on the PC, consoles and smartphones since it’s launching in
2009.
A games editor for The Guardian suggests that the games
‘blocky landscape’ with ‘the soothing piano soundtrack’, meant that he believed
it would be perfect for his elder son, Zac, who had been diagnosed with autism.
Zac apparently ‘responded to Minecraft immediately’ and this is why Minecraft
has been deemed to be very effective with autistic children aiding their
learning and ability to focus. The game allows children to experiment, discover
and construct a variety of things ranging from ‘making houses…mansions, then
giant, sprawling castles’. Minecraft even allowed Zac to communicate to his family,
which he had never properly done before. Even though the conversation was
constructed purely on Minecraft, the game gave Zac an opportunity to reduce the
‘grunted responses’ and to communication effectively to his family.
The writer of the article, Keith Stuart, expresses that
through writing about his personal experiences of Minecraft helping his eldest
child Zac with his autism, he had a numerous amount of ‘tweets, emails and
comments from other parents’. The game was a tool for basic learning to be
attained. For instance, in the game the gamer has to collect raw materials and
create a piece of every day furniture. The sense of ownership that every
Minecraft player has- ‘it’s the heart of the game’. For autistic children it is
‘an escape, a safe place, and he was able to model it in his way’.
The article even illustrates that the game is a device in
which family members who are separated from each other can be in communication
and be active with each other not just verbally active. For example, a father
had stated that ‘he’d been based in Afghanistan’ and was unable to retain the
attention of his child, before he would run off and play Minecraft. In saying
that, the game gave him and his child a chance to spend hours of time together,
and it would work as a platform in bringing them together. Minecraft is now being used in schools across
the world. The company have also released an education version, which enables
teachers to set up classroom servers where students can build models of their
towns. Through this system students gain a deeper understanding of geography,
agriculture, architecture and physics. The communication is straightforward and
simple, which acts as part of the appeal.
Minecraft has become a success through the ‘naïve qualities
of the visuals’. Markus Toivonen oversees the games merchandise. He perceives
that these simple and straightforward communication is what makes the appeal of
the game. The benefit of Minecraft is that it is ‘kind of cartoony because of
the low resolution….But a benefit of that is it allows you to fill the world in
with your own imagination’. The writer of the article believes this aspect is
what works for his son Zac. The game having an ‘awkward’ and ‘blocky aesthetic’
which means that Zac feels less self-conscious about what he makes. Anecdote:
“Her son was autistic, and he was having to switch schools-he was really
anxious about it. But they knew he was a fan of Minecraft, so what they was,
they gave him a plan of the school. It showed where his classroom was, and
where he entered the building and everything. And he built the school in
Minecraft. Later, when he actually started at school, he knew exactly where he
was going, and he felt comfortable’.
A programmer of the game Maria Lemoἠ says that she prefers the
high customised versions that were created by the modding community that
designs and shares its own texture maps, items, creatures, as well as stories
making them available online. These files players can immediately download into
Minecraft and then subsequently have a version of the game that looks like it
is set in space. Since the game has become a globalised phenomenon, many have
tried to emulate the game. Mojang embraced hobbyist and hackers as a part of
the experience. Apparently ‘he didn’t care if people copied it’. In fact ‘if
anything it was beneficial- it spread the game more’.
How might the Microsoft takeover be received by
audiences?
The $2.5 billion worth game, has said to have stunned the
millions of fans that it has attracted with the Microsoft takeover of the game.
From the book by Daniel Goldberg and Linus Larsson called ‘The Definitive
History of The Game’, they have updated the book by including the final days of
the Mojang’s independence. A conversation was held between Jens Bergensten and
Markus Persson about if it was true that Mojang was going to be sold to
Microsoft. They apparently talked about how the Minecraft community would react
once the sale went public. Some would be angry, and others may feel abandoned.
Markus believed he would be labelled a sellout, a person who abandoned his
ideas for a sum of money. Markus even thought about taking a break from the
internet to avoid the amount of abuse that would come when it went public.
To what extent do you think that the Microsoft takeover
inhibits the “brand”?
In order to assess the extent to which Microsoft taking over
Mojang has inhibited the brand, it is vital to understand the manner in which
it was done in and the contributory resultant factors after Microsoft bought
the company. The article demonstrates that Jens should not inform anybody about
the Microsoft deal. Jens is the person who is the creative director and the
article implies that Jens would probably not have been told, if it weren’t for
the fact that he needed to get started on the code review. This amount of secrecy,
underpins Mojang to not particularly respect their workers, and by identifying
further about the co-founders they present that they are just only considerate
of themselves. Furthermore, within the article it conveys that by keeping
silent on the deal it would mean that there would not be a vast quantity of
people handing in their notices to leave when the deal had gone through. It
suggests that in order to assure their staff would stay, people at Mojang were
made an offer. The offer entailed that those who stayed on for six months after
the sale would be rewarded with two million Swedish crowns, this accumulates to
after tax $300,000. This creates the debate about companies believing that
money will create a happy and enjoyable work environment for those who stay.
Although, the article does address that through Minecraft’s success, the
employees did go on trips which would make people envious, though in saying
that many of the employees held the perception ‘that their hard work mainly
benefited Markus, Jakob, and Carl’. Looking at the article closely, it captures
the concept of their being a barrier between the employees and those who were
the management. It states that Markus would throw in bonuses and perks ‘when he
felt generous’. This phrase evokes how Markus would treat the employees nicely,
but only treat occasionally. These people are the ones who are making sure the
game continues to be a global success, and they should be paid far more than ‘a
normal salary’, which is evidently far less than what the three co-founders
receive, even though Markus has not worked ‘on Minecraft for over two years
now’. Just by reading these facts it instantly highlights that the brands
reputation for me is significantly decreasing. In the companies defence this behaviour
would be normal at another institution, it is just for the fact that ‘Mojang
was different’. The company gave the impression of a close-knit group who were
friends, but when the company started to grow, there became a distance between
the management and the employees. During the summer of 2014, one Mojang
employee said that “Management have been really good at keeping wages down.
Instead we have been told that Mojang is a nice place to work, that we get free
trips to the Game Developers Conference and that we all receive a Christmas
bonus”. This hostility between the employees and the management does not
enforce a brilliant workforce and so the game and its advancements may be
affected.
A significant piece of information to draw closely to is
that all of the three co-founders would ‘leave Mojang as soon as the sale was
done’. It was hinted that maybe they would be ‘given seats on the board of the
acquiring company’, to be the advisers or ‘to remain in charge during the
transition into the new ownership’. This would be to ensure that there are still
people there from the previous company and it reduces the chance of the business
collapsing. This makes sense to why, the article states that they do not
believe ‘that Microsoft would have accepted Markus’s immediate departure’ so
lightly, there must have been talks about it. The only reason for this is that
Markus presumably wanted to draw away from the company as soon as Microsoft
bought it. By not having essentially the components to where the game started
from, Microsoft has immediately inhibited the brand. The brand has lost all
sense of who it is and its origins, it will now be created by other people who
will not be as emotionally invested into the game as when it was first launched.
This was shown to a higher extent from Daniel Rosenfield who was the composer of
the Minecraft soundtrack, he felt on the day of the sale ‘betrayed by Markus’.
This just alludes to the aspect that emotionally people were invested and when
you receive this contribution a game has a much higher chance to be a success
and from a person’s account of the general manger at Microsoft Games Studios he
is far from being the person to take Minecraft into the next level for its
fans. He spoke on a number of occasions about Mojang’s future, although instead
of mentioning Mojang, he called it Minecraft. This illustrates that Microsoft
confusing the company name with the game, highlights that maybe Microsoft are
not really that interested in Minecraft as a game after all, and if this was
true then evidently the game will not be a true representation of what it once
was and therefore Microsoft owning Minecraft will indeed inhibit the brand to a
high extent, as it shows their incompetence and embarks on the reality that the
game and its features may not have the potential to exceed than if it had the
original team.
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