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Minecraft: Institutions and Audiences


Minecraft differs in multiple ways to other video games on the market and is often compared to as a digital version of Lego and has been downloaded more than 100m times on PCs, consoles and smartphones since its launch in 2009.

It is described as “cartoony” due to the low definition and low fidelity, allowing the player to fill the sandbox with their imagination. The game’s awkward, blocky aesthetic makes players less self-conscious about what they make, something as simple as a multi-coloured stack of wool bricks and stone bricks looks sort of good.

The game is used as an efficient tool to connect children with their friends and family with the use of multiplayer, allowing them to build and construct a digital world together even when they are apart. By doing so it allows players to create something completely unique that is theirs.

As Jens Bergensten, a creative director since 2011, explains, “It’s the way that you build in the first-person perspective, and you only interact with one block at a time, “which makes it unique in comparison to other construction video games. “It’s also very open-ended. It doesn’t tell you what to build.” These attributes contribute to the games global success in the gaming world.

Unlike most video games, it is often used with autistic children as a method to help them communicate and explore, as they respond to its simple visuals, open design and logical, interlocking systems. Furthermore, educational versions of the programme have been released and being used in schools and amongst young people as a way to express themselves.

When attending a Minecon event, there are just as many girls as boys portraying its diversity among the gaming world as it is able to be appreciated by a wider range of audiences. Minecraft is up there with Pokemon as a truly universal gaming experience. This is another reason for its extraordinary success as everyone is welcome.

The fact that Mojang has embraced hobbyists and hackers has been an essential part of the experience. “The way Notch handled the game in the early days – he didn’t care if people copied it,” says Michael Stoyke, who created the tools that a lot of people use to modify Minecraft before getting a job at Mojang three years ago. “If anything, it was beneficial – it spread the game more,”

The Microsoft takeover was one of the biggest acquisitions in gaming history, stunned the game's millions of fans. It also was a big, though not entirely pleasant, surprise for Mojang’s employees. Previously, the company had been projecting an image of itself as a closely knit, easy-going group of friends, where nobody cared much about who was in charge, however, the news of the sale changed things at Mojang as the distance between staff and management had increased. Some felt betrayed by Markus’s decision. Morale plummeted. “People felt like the world was coming to an end,” one long time Mojang employee shared shortly after the news broke. The three founders, Markus, Jakob, and Carl would all leave Mojang as soon as the sale was done.

In relation to the audience and players, it was agreed that some would be angry and that others would feel abandoned. Markus was well aware that he would be labelled a sell-out, someone who’d abandoned his ideals in exchange for a big pile of cash. 

In his mind, Mojang was the shining star of the independent games scene and
Microsoft was well aware of how difficult it would be to retain the trust and loyalty of Mojang’s staff. In consequence of this whoever stayed on board for at least six months after the sale would be rewarded with two million Swedish crowns, approximately three hundred thousand dollars, after taxes. A small fortune was being tendered as a peace offering, in other words.

Although Microsoft had acquired all of Mojang, it was only really interested in Minecraft and as of November 6, 2014, Mojang would cease to exist as an independent company.

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