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Posted by Kotaku Feb 10 2012 01:58 GMT
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#minecraft The LEGO Minecraft concept that passed approval with LEGO's petitioning board has a name and has a reveal date. It won't be at Toy Fair this weekend, but it will be at LEGO World Copenhagen on Feb. 16. More »

Posted by Giant Bomb Feb 09 2012 23:47 GMT
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UPDATE 2: Double Fine has now passed $1 million on Kickstarter. Pretty incredible.

UPDATE: Well, they did it. In a single night, Double Fine's Kickstarter campaign earned a whopping $597,036, with 14,372 fans dedicating an average of $41.50 to the project. Many of the top tier donation categories had multiple donations, and the sole $10,000 donation available actually went relatively early in the evening.

As with all Kickstarter projects, the page will remain live for the duration of the planned fundraising period (in this case, another 33 days), so theoretically you can still donate if the mood strikes you. But with the original donation budget now well-exceeded, you seemingly no longer need worry "if" this new adventure game will come to fruition, but rather when.

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Just days after Minecraft creator Markus Persson began talking with Double Fine Productions about funding a sequel to Psychonauts, the studio has announced something equally crazy: it’s raising funds via Kickstarter to produce an adventure game from Tim Schafer.

Double Fine is hoping to raise $400,000 in 33 days, and with that number going up by the hundreds just minutes after the announcement, it seems pretty likely Double Fine will be able to hit that number, and probably have much more to play with.

“Crowd-sourced fundraising sites like Kickstarter have been an incredible boon to the independent development community,” reads the description. “They democratize the process by allowing consumers to support the games they want to see developed and give the developers the freedom to experiment, take risks, and design without anyone else compromising their vision. It's the kind of creative luxury that most major, established studios simply can't afford. At least, not until now.”

The game will be developed over six-to-eight months, with the target being a PC release over Steam in October.

A “small team” will be working on the game at Double Fine under the leadership of Schafer, and getting in on the ground floor--a copy of the game and early access to the beta, access to an ongoing documentary and private discussion forum--requires a donation of $15.

Mac and iOS versions of the game are under consideration, but only if they collect more than $400,000.

“For fans of adventure games,” said the studio, “this is a chance to prove that there is still a large demand out there for a unique medium that inspired so many of us.”

$8,404 and counting.


Posted by Giant Bomb Feb 09 2012 15:30 GMT
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UPDATE: Well, they did it. In a single night, Double Fine's Kickstarter campaign earned a whopping $597,036, with 14,372 fans dedicating an average of $41.50 to the project. Many of the top tier donation categories had multiple donations, and the sole $10,000 donation available actually went relatively early in the evening.

As with all Kickstarter projects, the page will remain live for the duration of the planned fundraising period (in this case, another 33 days), so theoretically you can still donate if the mood strikes you. But with the original donation budget now well-exceeded, you seemingly no longer need worry "if" this new adventure game will come to fruition, but rather when.

--

Just days after Minecraft creator Markus Persson began talking with Double Fine Productions about funding a sequel to Psychonauts, the studio has announced something equally crazy: it’s raising funds via Kickstarter to produce an adventure game from Tim Schafer.

Double Fine is hoping to raise $400,000 in 33 days, and with that number going up by the hundreds just minutes after the announcement, it seems pretty likely Double Fine will be able to hit that number, and probably have much more to play with.

“Crowd-sourced fundraising sites like Kickstarter have been an incredible boon to the independent development community,” reads the description. “They democratize the process by allowing consumers to support the games they want to see developed and give the developers the freedom to experiment, take risks, and design without anyone else compromising their vision. It's the kind of creative luxury that most major, established studios simply can't afford. At least, not until now.”

The game will be developed over six-to-eight months, with the target being a PC release over Steam in October.

A “small team” will be working on the game at Double Fine under the leadership of Schafer, and getting in on the ground floor--a copy of the game and early access to the beta, access to an ongoing documentary and private discussion forum--requires a donation of $15.

Mac and iOS versions of the game are under consideration, but only if they collect more than $400,000.

“For fans of adventure games,” said the studio, “this is a chance to prove that there is still a large demand out there for a unique medium that inspired so many of us.”

$8,404 and counting.


Posted by Rock, Paper, Shotgun Feb 09 2012 15:02 GMT
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I once made the rather facetious remark that if Minecraft made infinite worlds then it would contain all other games within it. Why would I say such a thing? Because I am a stupid person masquerading as someone thoughtful. That’s why I wear two monocles. But there’s at least one part of that assertion that’s correct, thanks to Ramsesakama over on MMO-Champion, who’s attempting to build a 1-1 scale map of World of Warcraft’s Kalimdor in Minecraft. I can’t see: both monocles just fell out.(more…)


Posted by Giant Bomb Feb 09 2012 02:16 GMT
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Just days after Minecraft creator Markus Persson began talking with Double Fine Productions about funding a sequel to Psychonauts, the studio has announced something equally crazy: it’s raising funds via Kickstarter to produce an adventure game from Tim Schafer.

Double Fine is hoping to raise $400,000 in 33 days, and with that number going up by the hundreds just minutes after the announcement, it seems pretty likely Double Fine will be able to hit that number, and likely have much more to play with.

“Crowd-sourced fundraising sites like Kickstarter have been an incredible boon to the independent development community,” reads the description. “They democratize the process by allowing consumers to support the games they want to see developed and give the developers the freedom to experiment, take risks, and design without anyone else compromising their vision. It's the kind of creative luxury that most major, established studios simply can't afford. At least, not until now.”

The game will be developed over six-to-eight months, with the target being a PC release over Steam in October.

A “small team” will be working on the game at Double Fine under the leadership of Schafer, and getting in on the ground floor--a copy of the game and early access to the beta, access to an ongoing documentary and private discussion forum--requires a donation of $15.

Mac and iOS versions of the game are under consideration, but only if they collect more than $400,000.

“For fans of adventure games,” said the studio, “this is a chance to prove that there is still a large demand out there for a unique medium that inspired so many of us.”

$8,404 and counting.


Posted by Rock, Paper, Shotgun Jan 28 2012 13:29 GMT
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So then. I suspect the needle of Minecraft cuteness has swung way too far to the “d’aww” end of the meter with the introduction of tameable, breedable ocelots (which you can see emitting clouds of love-hearts in the video below.) This is a game with zombies and suicide-explosion beasts in! I demand more sinister threat. And I believe that it is only sensible, because horrors lurking outside our castles only make the cute, homely stuff cuter and more homely. Right, minerfolk?(more…)

Claus
*crag* you jeb
I finally stopped playing minecraft
and then this
Nastasia
you should be careful where you say you'd genocide cats

Posted by Kotaku Feb 07 2012 22:37 GMT
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#psychonauts After joking around earlier, Double Fine head Tim Schafer has told Kotaku that a Psychonauts sequel funded by Minecraft creator Markus "Notch" Persson could very well be a possibility. More »

Posted by Kotaku Feb 07 2012 18:00 GMT
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#psychonauts Double Fine head Tim Schafer is just as baffled as the rest of us at news that Markus "Notch" Persson wants to fund a Psychonauts sequel. More »

Posted by Kotaku Feb 07 2012 14:00 GMT
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#psychonauts Tim Schafer's Psychonauts is practically synonymous with the phenomenon of great, under-appreciated games. It didn't set the world on fire with massive sales when it came out years ago but has gone one to become a cult favorite, with a Mac release happening late last year. More »

Posted by Kotaku Feb 07 2012 05:00 GMT
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#minecraft While Minecraft was only officially released a few months back, it's been available and playable for years. The thing is, most people who ever played the game played it later, after a ton of additions and improvements had been made. More »

YouTube
Posted by Kotaku Feb 03 2012 17:30 GMT
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#minecraft Two robots enter, both robots stay, only one has a slightly elevated head. Minecraft craftsman Sethbling has recreated the 1964 sensation that swept an easily-amused nation, Rock'em Sock'em Robots. More »

YouTube
Posted by Kotaku Jan 30 2012 22:30 GMT
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#minecraft Minecraft is not usually known for its impressive graphics and vibrant pallete of colors. Certainly the constructions I tried my hand at tended to be tall, singular pillars of...brownish greenish. This video shames me by showing off some of the most impressive structures that Minecraft can imitate, all set to a soaring soundtrack. More »

Posted by Joystiq Jan 30 2012 22:00 GMT
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You know, as much as we all may enjoy Red Dead Redemption, it doesn't do a very good job of teaching us what it was like to be a settler back in the day, building our own homes with our own blocky hands and giant, pixelated pick-axes. Some new Minecraft maps may do just that.

Red Dead Redemption's Armadillo and Blackwater towns have been recreated in Minecraft and can be downloaded over on fan site Planet Minecraft. You could improve upon the original design, tear it all down or just talk to your computer with an odd-yet-charming old-west accent. Really, it's up to you.

Posted by Kotaku Jan 28 2012 19:00 GMT
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#minecraft Minecraft's head developer has elaborated on how a racial slur made it into a "snapshot build" of Minecraft's PC version, noting that it was not pushed to all users. As such, Mojang, the game's maker, won't remove the offensive language until the next such update. More »

Posted by Joystiq Jan 28 2012 17:00 GMT
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Minecraft has demonstrated some magnificent feats of community creation, but now it's also offering a lesson in the volatile side of crowd-sourcing. Changing the language to Afrikaans, spoken in South Africa and Namibia, yesterday caused the title screen to display the phrase "You are a NIGGER." As Minecraft Forums user EgXPlayer commented, "Thats racist."

Mojang's Jens Bergensten apologized for the slur and encouraged fans to check the new translation via Crowdin -- the Afrikaans home screen now reads "enkelspeler," which translates to "single player," as it should.
[Image via Minecraft Forums user TripleHeadedSheep]

Posted by Kotaku Jan 27 2012 20:00 GMT
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#minecraft The newest version of Minecraft greets players with the sentence "You are a NIGGER," if they switch their language settings to Afrikaans, the native language of South Africa and Namibia. More »

Posted by IGN Jan 27 2012 18:18 GMT
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While Markus "Notch" Persson may have been the developer and Internet superstar behind Minecraft, the reigns were handed over sometime around 2011's Minecon. Notch's friend and long-time partner, Jens "Jeb" Bergensten, is taking over as lead developer on Minecraft. Speaking with Gamasutra, Berge...

Posted by Joystiq Jan 27 2012 10:00 GMT
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We've never seen an ocelot! Well, not one made out of cubes. The latest mob to hit Minecraft spawns in jungle biomes and can be tamed (or bred!) using raw fish, as seen in this video demonstration. The snapshot also changes skeleton AI and updates language files, but we know who the real star is.

Posted by IGN Jan 26 2012 17:50 GMT
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Mojang teased the new Jungle biome creature just yesterday, and have today loosed a pre-release of the client upon the Internet. Of course players ravenously downloaded it, and have since uncovered and even recorded this adorable new creature in video...

Posted by Kotaku Jan 25 2012 22:00 GMT
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When Mojang's hit sandbox game debut in its iOS form late last year, lots of people thought the following: "It looks like Minecraft, sounds like Minecraft but it's not…?" More »

Posted by Joystiq Jan 25 2012 19:50 GMT
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Mojang's Notch is a smart guy, not only in game design terms but also when it comes to managing his company's 20 million or so Minecraft players. The designer has posted a poll on his personal blog to discover whether his cuboid constituents would feel comfortable with the company collecting various types of anonymous data from its players.

Currently, Mojang only tracks when a player logs into the game. Notch's proposal is to also track "non-private data" like gameplay-session length, your PC's OS type, whether you're playing in single or multiplayer mode and whether you're playing via the client or the web applet. The collected information would then be shared with the community, "as usual."

"Naturally, the data sent will be fully anonymous," said Notch. "So it wouldn't contain any session information or your user name, and it wouldn't send any sensitive information that you might not want to share." To be perfectly honest, we're fairly surprised this kind of data wasn't already being collected. If you're part of the Minecraft nation, you can let your voice be heard by voting for or against anonymous data collection here.

Posted by IGN Jan 24 2012 21:14 GMT
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Minecraft LEGO sets are happening. The Danish company did an internal review after an Internet petition, and has decided to move forward with the project. More than 10,000 people asked for LEGO Minecraft sets, and it is now being developed...

Posted by Joystiq Jan 24 2012 20:00 GMT
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Last month, Mojang submitted a Minecraft project on LEGO Cuusoo, a site that gives amateur LEGO artisans a shot at creating an official set of bricks. Said project managed to accrue the required 10,000 supporters in a matter of days and has since been under review by the fine people at LEGO. Until now, as the LEGO Cuusoo blog has revealed that the Minecraft project has passed the LEGO review, meaning it will become an official LEGO product.

While the set isn't quite ready for primetime, LEGO Cuusoo notes that LEGO is "developing a concept that celebrates the best aspects of building with the LEGO system and in Minecraft." The site asks for patience, adding that "these things take time."

Indeed, we don't envy the task of translating the vibrant world of Minecraft into a set of sparsely detailed square blocks.

Posted by Kotaku Jan 24 2012 17:30 GMT
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#minecraft The most popular Lego-like video game ever is getting official Legos. We're getting Minecraft Lego sets, people. More »

Posted by Joystiq Jan 21 2012 17:00 GMT
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Xbox Live Arcade is an excellent platform that's delivered some of our favorite games over the years, but the approval process for XBLA titles (and their subsequent updates) isn't quite as expedient as other platforms. For ever-changing games like Minecraft, where updates are as vital as they are frequent, this can create potentially destructive brand fragmentation where two distinctly difference experiences exist on two different platforms.

Microsoft is aware of the issue, however, and as such will be streamlining the update process for 4J Studio's port of Mojang's runaway hit. "Microsoft knows that to do a similar thing that's on PC where they constantly update it, that's a very difficult thing to do on Xbox because you have to go through the full tests," said chief technology officer Paddy Burns during an interview with Edge. "But they are quite keen to move towards that - they do see it as the future, so I think we might be the first to do constant updates."

Realistically, Burns never expects updates for the XBLA port to come as frequently or as easily as on the PC, but he does believe that "every two months" is within the realm of possibility. Upon release, XBLA's version of Minecraft will be based on the Beta 1.6.6 version of the game, which released just before last year's E3. Burns hopes to reach parity with retail version 1.0 as quickly as possible.

YouTube
Posted by Kotaku Jan 20 2012 15:40 GMT
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#minecraft There's not much an enterprising modder couldn't add to Minecraft, so of course someone has added helicopters. Check out the Minecraft Helicopter Mod if you want to get the choppas. [Thanks, Steve!] More »

Posted by Joystiq Jan 19 2012 18:30 GMT
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We don't know if you guys knew this or not, but Minecraft is, like, super popular. Not only has the desktop version of the game reached 20 million registered users, but Minecraft Pocket Edition for iOS and Android has broken the 700,000 sold barrier, according to Mojang's Daniel Kaplan.

Between iOS and Android versions, Mojang is selling around 5,000 copies per day, which is a pretty amazing feat considering the game costs $6.99 and has no crafting or survival elements. Well, not yet, anyway.
[photolinc via Shutterstock]

Posted by Rock, Paper, Shotgun Jan 16 2012 17:55 GMT
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Mojang’s block-building and survival game is somehow making do with a mere twenty million users, they revealed recently. 20 million? Pathetic. Chump change. I don’t know how they manage to stay afloat – I mean, all those Facebook game companies talk about having 180 million users or something like that, so that’s what Mojang should be aiming for. And yes, I’m completely sure those Facebook figures don’t actually mean ‘people who installed the game to their account, looked once then never came back’ or ‘people who load it once a month because they clicked on the icon by mistake” or “people who played for about a week, until they realised it was a basically a scam that wanted them to to spend real money just to keep playing for longer than 17 seconds.” Yessir, those 180 million GenericVille users are real, daily, paying users, each and every one.(more…)