Today we’re announcing the development of a new game, BitCraft, which is designed to be just that: a game which feels like an open sandbox game, but gives you a reason to trade, compete, collaborate, and interact with other players over a long period of time. This raises the question, what if you set out to design an ultra-sandbox game like Minecraft as an MMO from first principles? What would change and what would stay the same? What would it look like? The core Minecraft game was never designed for character building, complex social interaction, or social structure, so these things have to be hacked in. Modders frequently try to build in some of the aspects of MMO style social interaction as best they can without breaking the Minecraft client. The closest thing you can get to that in Minecraft is to join a modded Minecraft server. But even Minecraft doesn’t capture a critical aspect of the real world that I’ve always been looking for: a feeling that you’re part of a permanent society. Minecraft is an example of an ultra-sandbox game where the content is only limited by what you can imagine. So why doesn’t this type of video game exist? Where there are no rails and the gameplay is what the players make it.īy and large video game developers still assume that they must create and curate content for players. Even choice based video games pretend to make you free to choose your path, but in reality only give you a handful of the same old rails.įor as long as I have played those games, I’ve dreamed of one which is truly open and free. Since the dawn of the video game era, playing a video game has always meant following along a set of predetermined rails. Tyler’s Medium post announcement back in 2019 painted a very compelling vision: Tyler set up the company with his friend, Alessandro Asoni, back in 2019 to pursue a longtime dream of playing a video game that’s “truly open and free”. As in actual cash, not a speculative and fragile piece of funny money.Tyler Cloutier is a co-founder of Clockwork Labs-an indie studio on a mission to build “a new kind of MMORPG”. As for the game itself, it’s otherwise continuing to make progress on development and has raked in some fresh investment. In other BitCraft news, the game has provided a little lore dump for one of its travelers, Heimlich the Collector. Why not try to make a better or more fun speculation game, rather than trying to have money infiltrate all types of games?” The thing is that speculation is fundamentally a kind of game. “The most successful and popular use case for cryptocurrency is as a tool for speculation. It’s very enticing to go into the blackhole because you make money on the way down, but once you’re in the blackhole you’ve effectively deadlocked your game’s community and there’s no coming back out. “This is a common enough pattern that I have a name for it: the Crypto Blackhole. The blog also reasons that there have been enough use cases to see how adding crypto erodes the game and completely changes design, calling out how integration of crypto schemes are “disingenuous” and ignore making a game fun instead of speculative. Ultimately, the post reasons that the mad dash to add crypto and NFTs to MMOs and gaming in general is FOMO (fear of missing out), particularly when Axie Infinity raked in a boatload of cash (a figure that has since been burned into ash). A blog post from developer Clockwork Labs pushes back against that assumption, intelligently explaining why it will not be integrating crypto into the game. With a name like BitCraft, it was probably easy for NFT and crypto speculators to believe the game would be angling to their side and integrate cryptocurrencies into the MMO.
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