The “vibrant” update of Minecraft makes me think about video games like time capsules

The "vibrant" update of Minecraft makes me think about video games like time capsules

In the latest Minecraft Live, Mojang developers have revealed a “vibrant visual” overhaul for a game today older than many people (most?) Among the players. Initially planned for the Bedrock version of the game, with the Java version update to track, it has decorated the wild area of ​​the minecraft block with oriented light, volume fog and other gimcrackery that you can recognize from the open world people recently published.

Back when I was a vanilla player, I would mock all this. Minecraft is not thought to have “scattering under the surface”, whatever means ordinary mortals. It is not thought to look highly honest, or high technology. It is said to look like, good, Minecraft. Today, my reaction is less indignant and more curious, mixed with dizziness with the entanglement of these trendy prosperity with Pixelgrain of what is still, to some extent, Infiniminer touches the grass. Whatever you think about these vibrant images, it is interesting to follow Mojang’s efforts to revise and determine a beauty that is said to be ‘perfect’ in 2009. It is interesting to think about what Vibrant can look like, 16 years.

Before and after comparing green surface areas with blooming trees using the vibrant image update of Minecraft

Image credit: Microsoft

I was always tempted to be called Minecraft’s aesthetics, which was opposition, which was opposed for a series of reasons. It is at risk of removing the way the developers have tinkled with that aesthetics since the first public alphabet – developers like the main artist of Mojang, Jasper Boerstra, who joined the crew in 2017 and was quickly redrawed to all the last block structures while introducing themselves to fans.

In general, the timeless time is a completely empty description. There is no work of art and non -visual aesthetics with some essential grilled magic but ensures it will always find one thing the following. The context of changes and expectations of change. Everyone died and others were born. Art works find attention and lose it and find it again. However, if it is silly to propose that certain aesthetic is simply to have more power, I wonder if there is something constructive. target To become timeless people, because it is another way to frame the problem of conservation of video games. Timeless cultivation is a form of anti -investment novel first and gentle: Different individuals, groups and generations will consider what is vivid, a few decades from now? What they will hold, between efforts constantly selling them completely new, soon at fault.

I wonder if the creative and disgraced creator of Minecraft Markus “Notch” Persson asked himself that question, returning to the Noughies. I never met Persson, but I talked to a lot of people working with him back then, and his initial approach to create the structure seemed to end effectively.

Steve's vanilla minecraft screenshot under cherry blossom trees.

Image credit: Shotgun Paper Shotgun/Mojang Studios

Minecraft is a proud example of what creative director Mojang Markus ‘Junkboy’ Toivonen has been highly appreciated for me as Brute-Forcing’s art production. The initial block structures are based on the minimum official training in visual art. To create them, Notch has created a series of small squares 8 x 8 or 16 x 16 pixels and Futzed around with the mouse until he has something like earth, stone and trees. The limited fabric size helps in that it creates a virtue close and abstract.

Combining the structure without that art with the landscapes created, created according to the process, introducing a rainbow of fabric blocks for fancer builders, and you have a mixture of pastor LEGO sand box and 3D Pixelart editor Pixelart that is good for YouTube. Another advantage of this ‘programming art’ is that it is easy to copy and copy and copy to improve: Just download the structures in Microsoft Paint, and Jimmy those pixels as you want. If this is a strategy of the Notch, it has been paid off: now there is an industry of those who specialize in making Minecraft look like everything, from an X -ray size that cannot be done until the Middle Ages of Europe. Mojang’s efforts to make Minecraft more exciting are just a series of this whole community experiment with Minecraft aesthetics.

Ironically, developers who are currently most hard -working about their aesthetics may be the creator of direct products and services, with business models that require a certain life expectancy. These are projects aimed at becoming a “foundation” while also committing to the precarious of an online request (and the crushing ambition of executives, those who dream of the next Fortnite) – but endless of their routes, they are barges and sandstian sand at sea.

However, I can think of at least one living service project that is deliberately fishing in the life of Minecraft in the direction of its art, although in a very different way: Billy Basso’s great creature has animal characteristics. As I wrote to The Guardian in 2022, Basso formed animals as well as a “time capsule”, designed to be able to play and worth playing for a decade or more. The game avoids some features that make storage more difficult: it has no online requirements and no update strategy or DLC, although basso must definitely patch a few errors after launch. The game file is compact in a ridiculous way below 50MB – you can send it as an email attachment. It also contains software libraries that other games will find installed on your computer, making it more independent of the operating system changes.

A complex and colorful area in animal wells with large animal heads on the wall around a central platform

Image credit: Bigmode

However, it is not only about ‘future protection’. The time of basso in parallel also expands for animal design and aesthetics. The most difficult puzzles of the game are designed for many years to resolve, and the faintness of the design is suitable for the emphasis on storage, because a secret game keeps a player will continue to return. This idea is put into Pixelart and iconic vocabulary or prototype of its tools and objects. Discussing the use of a spinning phone as a good animal, Basso told me that he wanted to “do something that feels timeless, in a sense, but also outdated” – a landscape of the objects is weird in the context and “immortal”, like the way it

I like the vague echo here: Basso wants the phone to feel like they belong to a certain era, but just like they passed the age. It is an indispensable contrast between those things, you can say, which makes animals immortal, in which the disconnection sharpens the doubt that the distance of these organisms still has a few more discoveries.

A line of zig-zagging of spooky rats glowing in animal wells

Image credit: Bigmode

Basso’s project is a pattern for what I will call a “construction” approach to preserve video games, consider life expectancy as a positive and comprehensive art principle, notify the whole concept and practice the game. I want developers to think and talk more about how a game can become a timeless time – not only in real or external issues “completely” as the compatibility of the operating system, but also in terms of structure and choice of the objects and how these can make players curious, even if you remove all modern context. Once again, while timeless time is an empty ideal, the design for it can be a useful social project. It can help the game conservation culture seem to be less sad and remember to remember – less about rescuing old games, and more about nurturing trust that good art should be extended.

This is a completely terrible end, with the above emphasis on positive, but perhaps the next visual update of Minecraft will be inspired by another, less romantic time: Storing long -term nuclear waste. Back in 1992, the National Sandia Laboratory of the United States authorized a group of experts to design a 10,000-year marking system for radioactive burial sites-the vivid places of Islam in the sense of vibration with energy. The Sandia panel has published a report in detail that some hostile architecture may feel that they can prevent guests from doubting from future cultures: the large light -shaped land works emanating from an open center, and the fields of injured forms, such as thorns and spikes, even lightning.

A diagram of a surface -level architecture that can mark a place of nuclear waste treatment, published in a report from the US National Laboratory Sandia in 1992. It looks like a landscape of the landscape

Image credit: Michael Brill / United States Energy

In the context of Minecraft, my eyes were arrested by banned blocks, a maze of irregular and distorted deliberate people, each block about 25 feet one side, forming paths leading to where, and … too narrow to live, or even meet. The writers summarized it as beautiful as a great effort to refuse to use, but certainly, these descriptions and the accompanying illustrations were as attractive as they were worried. They look like something you find on the notorious 2B2T server of Minecraft. They absolutely look like somewhere you expect to find the treasure, regardless of the era. Game developers can be inspired by that feeling of seduction. Is it helpful to consider the mixed emotions that your creativity can evoke, a hundred centuries from now on?


Before joining RPS, our news editor, Edwin Evans-Tirlwell wrote a book about Minecraft’s history in collaboration with Mojang and Microsoft. He did not receive any royalties or payments that were happening similarly.

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