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	<title>Minecraft: The Best Example Of Games As Art - Versionsgeschichte</title>
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	<updated>2026-05-07T13:09:29Z</updated>
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		<title>BlytheKarn0 am 12. März 2026 um 09:24 Uhr</title>
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		<updated>2026-03-12T09:24:17Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Nächstältere Version&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Version vom 12. März 2026, 09:24 Uhr&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Zeile 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Zeile 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Minecraft: Story Mode has managed &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;surprise fans of episodic games with every episode released. While the second episode might not have proven that, both Episode 1, Episode 3 and now Episode 4 have not disappointed. Probably the best episode yet in both content and character development, Minecraft: Story Mode - Episode 4: A Block and a Hard Place will leave &lt;/del&gt;you &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;emotionally defeated&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Lasting &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;little bit over two hours, &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;episode gives closure &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the events &lt;/del&gt;that &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Jessie and his friends &lt;/del&gt;are &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;facing &lt;/del&gt;in &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;saving the world from the Witherstorm. It begins right &lt;/del&gt;where &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;you left off last, either Ellegard or Magnus having died (according &lt;/del&gt;to the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;decision &lt;/del&gt;that &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;you make) and Gabriel having been rescued &lt;/del&gt;but &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;with no recollection of what has happened (a side effect from having Wither Sickness). You all run from the storm only to find safety &lt;/del&gt;in a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;cave, still within &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;storm's range&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The episode also alludes to death; a lot. Considering &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;fact &lt;/del&gt;that &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;both Olivia and Axel are completely omitted from &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;episode save for the prologue, there &lt;/del&gt;is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;basically no comic relief. Not &lt;/del&gt;that &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;you should play a game simply for its humor&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Minecraft: Story Mode has &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;reputation for having humor and making friendship stand above all else&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;While this episode does focus &lt;/del&gt;on &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;friendship and how your decisions can shape &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;future&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;death always seems &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;be around &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;corner &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;everyone you come in contact with seems &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;want you to die&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;or at last Aiden openly expresses &lt;/del&gt;it. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;It also doesn&lt;/del&gt;'&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;t help that Aiden and &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Blaze Rods were basically considered obsolete until now, so it's difficult to really believe that he would want &lt;/del&gt;to do &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;this &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the citizens of Sky City just because he's jealous. Had this episode focused on why they are being brought back rather &lt;/del&gt;than &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;throwing them into &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;whole new story&lt;/del&gt;, the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;episode would have made a little more sense&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The episode in itself offers &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;lot &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;promise for the rest of the announced episode&lt;/del&gt;, but &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;it also cuts them short. The next slew of episodes will be adding new story arcs to the new Order of &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Stone as they go on new adventures to build up &lt;/del&gt;their &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;legacy&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;That being said&lt;/del&gt;, in the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;two hours it took to finish the episode to its completion&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;it made &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;entire premise feel very unimportant&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;SO much had happened and so much story and character development &lt;/del&gt;was &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;involved that Telltale could have made the entire plot itself into &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;single season if &lt;/del&gt;they &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;wanted to. The entirety of Sky City itself has so much more that &lt;/del&gt;could &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;have been explored and so many more characters could have been introduced&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;but &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;story was limited to a couple of hours &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;gameplay. It creates a &lt;/del&gt;new &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;kind of gameplay &lt;/del&gt;that &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;forces you to pay attention and actually play the game rather than just putting your controller down and making a decision every once in a while&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Minecraft has &lt;/del&gt;been &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;around so long that it's easy &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;take &lt;/del&gt;it &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;for granted&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The decade of its existence has seen it explode &lt;/del&gt;from &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;an indie project &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;financial juggernaut, but at &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;heart &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;all &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;licensing has been a game that's never stopped growing its list &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;features&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;One of &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;biggest parts of Minecraft's longevity has been its multiplayer options &lt;/del&gt;with &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;endless servers available almost since &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;beginning&lt;/del&gt;. The &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;reason for this &lt;/del&gt;is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;simple -- it's fun &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;build things with friends&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Whether or not that means everyone works together &lt;/del&gt;on &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a massive project or people &lt;/del&gt;go &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;off and do their own thing in a communal &lt;/del&gt;area &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;doesn't matter&lt;/del&gt;, so &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;long as there's something new to see&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Working with a group where everyone's online&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;working alone or just tooling around &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;world sightseeing, it's all better when doing it in a shared world&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The thing about Minecraft, though, is that it's become so generic it's easy &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;forget how entertaining it is&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Over the years I've obsessed over &lt;/del&gt;[https://www.mcversehub.com/ &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;minecraft dlc&lt;/del&gt;], &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;walked away for extended periods &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;time&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;come back&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;then left again. I've explored single&lt;/del&gt;-&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;player worlds and gotten involved in multiplayer servers, and the one constant is &lt;/del&gt;that each time &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;I play there's something new to do&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;There are endless worlds stretching on forever made of giant blocks that&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;despite their size&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;are still enough to suggest &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;shape of almost anything &lt;/del&gt;you &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;want &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;create, &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the nice thing about Minecraft's ubiquitous nature &lt;/del&gt;is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;just about everyone &lt;/del&gt;is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;already familiar with it&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Now may be the best time to dig out an old log-in &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;see what huge&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;inspiring&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;strange, ridiculous&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;epic creations you &lt;/del&gt;and a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;group &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;friends can come up with&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Minecraft: Story Mode &lt;/del&gt;- &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Episode 5: Order Up! shapes up to be an incredible introduction to &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Order &lt;/del&gt;of the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Stone's newest adventures&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;but still manages &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;fall a little short. Telltale introduces new concepts&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;characters &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;worlds, but their biggest mistake was shoving it all into &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;single episode&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Had they created a separate season talking about &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;events of Sky City &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;expanding a little bit more on &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;environments &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;characters, this episode would have been much more successful&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;That being said, however, this episode does deviate &lt;/del&gt;from &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;previous installments as being much more adult and changes &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;characters as once being small time builders &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;being full-fledged heroes risking their lives to save common folk&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Hopefully Telltale will continue &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;capitalize on that aspect &lt;/del&gt;of the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;characters and convey it &lt;/del&gt;in the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;following episodes&lt;/del&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;(boisterous laughter) We haven't tried this or see anyone do that but we want &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;know what happens when &lt;/ins&gt;you &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;try it&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;This is &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;title that is designed to be family friendly but &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;freedom &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;play &lt;/ins&gt;that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;way is definitely there. There &lt;/ins&gt;are &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;many online videos posted &lt;/ins&gt;in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Japan of people playing in that style &lt;/ins&gt;where &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;they do bad things &lt;/ins&gt;to the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;NPCs. We have not seen any that do &lt;/ins&gt;that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;specifically, &lt;/ins&gt;but &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;behaving &lt;/ins&gt;in a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;sadistic way toward &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;NPCs is apparently very popular&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;This has been gone over in many other articles, but &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;short version is &lt;/ins&gt;that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;what &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;player sees in VR &lt;/ins&gt;is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;strong enough to trigger an instinctual expectation of motion &lt;/ins&gt;that, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;when the body doesn't feel it, causes &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;nausea reaction&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;You're seeing something that the brain knows is wrong based on physical feedback; the most likely cause based &lt;/ins&gt;on &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;data from &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;last several million years of evolution is some kind of ingested toxin&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;so systems get purged &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;remove the poisons from &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;body as fast as possible. Personally I just get a nasty headach &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;woozy feeling, but other people need an emergency bucket available. The cost/benefit ratio &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;FPS VR is completely off&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;no matter how cool &lt;/ins&gt;it &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;seems before the reaction kicks in&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;At this point I&lt;/ins&gt;'&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;ve learned &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;best thing &lt;/ins&gt;to do &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;with a VR FPS is &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;poke in for no more &lt;/ins&gt;than &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;two to three minutes to get &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;sense of the environment&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and then switch back to the monitor and never use &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;headset for it again&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;See, Mario and Sonic weren't mascots because they fulfilled &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;certain percentage &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;demographic requirements or someone felt they could best be easily packed into a happy meal&lt;/ins&gt;, but &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;rather because they clearly represented exactly what you got with &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;product &lt;/ins&gt;their &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;faces were associated with. If you bought Sega, you got Sonic games&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;If you went Nintendo&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Mario was your man.&amp;lt;br&amp;gt;In a way its reminiscent of the film industry &lt;/ins&gt;in the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;'90s, when guys like Quentin Tarantino were causing as much buzz as names like Steven Spielberg&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and for a fraction of &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;cost&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;It &lt;/ins&gt;was a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;time when film studios were snatching up every indie film &lt;/ins&gt;they could &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;get&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;while others like Miramax were becoming among the most successful around for being known as &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;home &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;daring &lt;/ins&gt;new &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;independent films &lt;/ins&gt;that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;not only excited audiences with their infinite artistic possibilities, but equally thrilled their producers with insane profit margins&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Having &lt;/ins&gt;been &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;introduced &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the world of Dragon Quest when Nintendo Power included the NES copy of Dragon Warrior with a subscription, &lt;/ins&gt;it &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;should surprise no one that one of the upcoming games I am anticipating is Dragon Quest Builders&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Taking gameplay elements &lt;/ins&gt;from &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Minecraft and mixing them with story driven adventure led &lt;/ins&gt;to the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;creation &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a unique experience within &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;world &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Dragon Quest&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;After spending some time playing &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;demo, I sat down &lt;/ins&gt;with &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;producer Noriyoshi Fujimoto to discuss &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;upcoming game&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;In addition to learning about Dragon Quest Builders, I also learned that Mr. Fujimoto and I share a common love of inflicting unspeakable horrors unto The Sims.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/ins&gt;The &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;expansive nature of Minecraft ’s world &lt;/ins&gt;is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;also what contributes &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;this fully realized sandbox vision&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The worlds are virtually infinite (&lt;/ins&gt;on &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;PC) and provide ample opportunity to adapt and explore multiple biomes and topography. There’s no real reason to &lt;/ins&gt;go &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;to one &lt;/ins&gt;area &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;over the other&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;but players are frequently compelled to do &lt;/ins&gt;so. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;It’s an embrace of wanderlust&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;one that has influenced many other games like the upcoming No Man’s Sky . You have no objective beyond &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;horizon and there might be seriously dangerous monsters out there&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;You might not be well-equipped or even supposed &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;go there at the current equipped state&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;But you keep &lt;/ins&gt;[https://www.mcversehub.com/ &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Going to www.mcversehub.com&lt;/ins&gt;], &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;just to see. Just to explore.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Now Minecraft has no overarching objective, so it instantly challenges McGonigal’s claim that a goal is required in a game. But actually, Minecraft ’s main goal is composed &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;multiple smaller goals. It doesn’t have a &amp;quot;grand&amp;quot; objective&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;but it has smaller objectives&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;little bite&lt;/ins&gt;-&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;size incentives &lt;/ins&gt;that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;replace &lt;/ins&gt;each &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;other over &lt;/ins&gt;time &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and take the role of a larger objective&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;First you collect resources&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;then you build a house&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;then you survive &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;night, then &lt;/ins&gt;you &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;wake up and continue, but each with steadier and steadier increases in scope and scale. Even better, there’s no one direction to go. Being able &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;explore in multiple regions &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;build whatever you feel &lt;/ins&gt;is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;satisfactory &lt;/ins&gt;is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;open-ended&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;You are given tools &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;no direction&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;yet you are still creating. You’re making the direction. This is a massive undertaking&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;one that changes everything that anyone knew about videogames before&lt;/ins&gt;, and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;it’s &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;bigger embodiment &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the &amp;quot;sandbox&amp;quot; mentality than Grand Theft Auto has even been&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Sometimes, though, developers go the extra mile and build a vertical slice to demonstrate their game. This is a lot of work – even re&lt;/ins&gt;-&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;using assets from &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;game, you’re looking at many hours &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;scripting and scenario design – but &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;payoff speaks for itself. Bravely Default’s demo is essentially its own mini-RPG, with three dungeons to conquer&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;five bosses &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;fight&lt;/ins&gt;, and a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;whole bunch of enjoyable grinding to do in the interim&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;It has condensed versions of &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;streetpass &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;job mechanics from &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;main game that allow you to familiarize yourself &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;get to the fun quickly&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The demo may take all of its assets &lt;/ins&gt;from the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;main game, but it uses them &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;craft an experience entirely distinct from it&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;In doing so, it gets straight &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the essence &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;what makes the full game fun. What’s more, if you master &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;demo, you get rewards to help you out &lt;/ins&gt;in the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;early game, as well as a head start on streetpasses&lt;/ins&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>BlytheKarn0</name></author>
		
	</entry>
	<entry>
		<id>http://dustlikestars.de/index.php?title=Minecraft:_The_Best_Example_Of_Games_As_Art&amp;diff=33728&amp;oldid=prev</id>
		<title>AlfredDowd85 am 12. März 2026 um 07:03 Uhr</title>
		<link rel="alternate" type="text/html" href="http://dustlikestars.de/index.php?title=Minecraft:_The_Best_Example_Of_Games_As_Art&amp;diff=33728&amp;oldid=prev"/>
		<updated>2026-03-12T07:03:18Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Nächstältere Version&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Version vom 12. März 2026, 07:03 Uhr&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Zeile 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Zeile 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The pace &lt;/del&gt;of the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;game is dictated entirely by how the player wants to approach the game&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;If someone only cares about completing &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;main story&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;it is possible to rush through the game &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;complete it in approximately ten &lt;/del&gt;hours, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;but because of &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;volume of optional quests &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;activities it can extend well beyond one hundred hours. It is possible to build anywhere &lt;/del&gt;in the world&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, the player is not restricted to only having construction done in &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;base camp area&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;This will not effect the camp growth &lt;/del&gt;or &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;progress &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;story &lt;/del&gt;but &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;should the player desire it is possible to cover every square inch of land &lt;/del&gt;with &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;construction. The scope &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;world is huge, and exploring to the end of it will give the player more things to build with nearly limitless potential&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;There are four different stages, &lt;/del&gt;all &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;are unique &lt;/del&gt;from &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;each other with different challenges and unique things &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;do&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;[N&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Fujimoto] Dragon Quest Builders is an open world sandbox game where item &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;town construction &lt;/del&gt;is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a major component so that similarity to Minecraft does exist&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Beyond &lt;/del&gt;that &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;it is &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;story driven adventure &lt;/del&gt;game &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;with many RPG elements&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;so even though there is some common ground, it is &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;very different game&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The big semi-mystery of Minecraft Dungeons, though&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;is what this has &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;do &lt;/del&gt;with &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Minecraft&lt;/del&gt;. It'&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;s a fun, light action-RPG, sure, &lt;/del&gt;and the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;world needs more games parents can play with their kids&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;but [https://www.mcversehub.com/ Minecraft tips] is a skin draped over the action rather than having any real effect on the game&lt;/del&gt;'s &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;design. Everything looks right but &lt;/del&gt;that's &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;as far as it goes&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Not &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;single block in &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;game is breakable and there's nothing to build. This could just as easily &lt;/del&gt;have &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;been My First Diablo as anything else, and the Minecraft license ends up feeling like &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;check box filled in on the marketing list&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Yes&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;you could say that. This is a free building game &lt;/del&gt;but it &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;is story driven, and what is built drives the progression &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the &lt;/del&gt;story &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;which we feel is one of &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;more interesting aspects &lt;/del&gt;of the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;game. As you &lt;/del&gt;build up &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;your town it attracts more NPCs&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;but &lt;/del&gt;it &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;also attracts monsters that will come &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;attack your town and try &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;destroy &lt;/del&gt;it. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;There is an ending to the &lt;/del&gt;story and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;there are major events at certain points in &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;story but these can be reached at any pace the player chooses&lt;/del&gt;. The &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;player can only focus on completing the story &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;rush through the game or they can complete &lt;/del&gt;the story &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;at &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;leisurely pace and spent &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;lot &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;time building what they want &lt;/del&gt;to and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;exploring &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;world. Dragon Quest Builders was designed to be played &lt;/del&gt;in &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;whatever style someone chooses to&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br&amp;gt;While fairly simplistic and crude mechanically, this romp does just enough &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;get players hooked&lt;/del&gt;. The &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;core game is somewhat short at five or six hours&lt;/del&gt;, but &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Minecraft Dungeons keeps players coming back with a cool magic system, rewarding progression, and vast dungeons crawling with foes. It doesn't hurt that &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;sprawling DLC packs and tough Apocalypse mode add even more to &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Now, Palworld is not especially similar to Minecraft . Pocket Pair's early access project takes inspiration from quite &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;few sources, and Mojang&lt;/del&gt;'s &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;masterpiece is not specifically among them; however, fans &lt;/del&gt;of the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;latter are likely to have a blast &lt;/del&gt;with the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;former as they are capable of scratching very similar itches&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Both are sandbox survival games that grant players quite a bit of freedom, including the ability &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;craft buildings&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;While &lt;/del&gt;not &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;quite as unrestricted as Minecraft , Palworld still provides an enjoyable base-building system &lt;/del&gt;that &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;is elevated by the inclusion of Pals, monsters that players can catch &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;assign roles within &lt;/del&gt;their &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;homest&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If you’re &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;gamer and you haven’t read Reality Is Broken by Jane McGonigal (you might have seen her on The Colbert Report )&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;head on over &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Amazon and check it out&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;It’s &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;fascinating look into how video games are making &lt;/del&gt;the world a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;better place&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;but also &lt;/del&gt;how &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;we look at games overall&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;In &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;first chapter&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;she illustrates four main components &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;any game&lt;/del&gt;, one &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;of which being the &amp;quot;goal&amp;quot;, &lt;/del&gt;that &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;important drive that gives gamers incentive &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;continue&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;It’s essential &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;any kind &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;game because without it&lt;/del&gt;, the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;game doesn’t have a meaning&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;It’s generally pointless &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;play&lt;/del&gt;, and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;therefore, &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;gamer won’t play&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Minecraft &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;is the brainchild of Markus &amp;quot;Notch&amp;quot; Persson, &lt;/del&gt;an &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;independent game developer from Sweden. Persson’s interest in the building elements of games like Infiniminer led him &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;expand upon &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;construction pitch &lt;/del&gt;of the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;game and add in expansive exploratory and dungeon-crawling features as well. In 2009&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Persson released an alpha version of Minecraft , with an overwhelmingly avid public flocking &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;see the game&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Persson continued to develop the game into beta, with users being frequently updated with &lt;/del&gt;new &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;modes&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;mods &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;abilities as &lt;/del&gt;it &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;developed&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Before &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;game even went gold in March 2012&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Minecraft earned over 4 million purchases&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;It is currently &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;sixth bets selling PC game of all &lt;/del&gt;time &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;with over 33 million copies sold across all platforms (over 12 million of those &lt;/del&gt;being on &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;PC alone)&lt;/del&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Minecraft: Story Mode has managed to surprise fans &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;episodic games with every episode released. While &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;second episode might not have proven that, both Episode 1, Episode 3 and now Episode 4 have not disappointed&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Probably &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;best episode yet in both content and character development&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Minecraft: Story Mode - Episode 4: A Block &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a Hard Place will leave you emotionally defeated. Lasting a little bit over two &lt;/ins&gt;hours, the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;episode gives closure to the events that Jessie &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;his friends are facing &lt;/ins&gt;in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;saving &lt;/ins&gt;the world &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;from &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Witherstorm&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;It begins right where you left off last, either Ellegard &lt;/ins&gt;or &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Magnus having died (according to &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;decision that you make) and Gabriel having been rescued &lt;/ins&gt;but with &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;no recollection &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;what has happened (a side effect from having Wither Sickness)&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;You &lt;/ins&gt;all &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;run &lt;/ins&gt;from &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the storm only &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;find safety in a cave, still within the storm's range&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The episode also alludes to death; a lot&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Considering the fact that both Olivia &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Axel are completely omitted from the episode save for the prologue, there &lt;/ins&gt;is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;basically no comic relief&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Not &lt;/ins&gt;that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;you should play &lt;/ins&gt;a game &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;simply for its humor&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Minecraft: Story Mode has &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;reputation for having humor and making friendship stand above all else&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;While this episode does focus on friendship and how your decisions can shape the future&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;death always seems &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;be around the corner and everyone you come in contact &lt;/ins&gt;with &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;seems to want you to die, or at last Aiden openly expresses it&lt;/ins&gt;. It &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;also doesn&lt;/ins&gt;'&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;t help that Aiden &lt;/ins&gt;and the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Blaze Rods were basically considered obsolete until now&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;so it&lt;/ins&gt;'s &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;difficult to really believe &lt;/ins&gt;that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;he would want to do this to the citizens of Sky City just because he&lt;/ins&gt;'s &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;jealous&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Had this episode focused on why they are being brought back rather than throwing them into &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;whole new story, &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;episode would &lt;/ins&gt;have &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;made &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;little more sense&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The episode in itself offers a lot of promise for the rest of the announced episode&lt;/ins&gt;, but it &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;also cuts them short. The next slew &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;episodes will be adding new &lt;/ins&gt;story &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;arcs to &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;new Order &lt;/ins&gt;of the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Stone as they go on new adventures to &lt;/ins&gt;build up &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;their legacy. That being said&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;in the two hours &lt;/ins&gt;it &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;took &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;finish the episode &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;its completion, &lt;/ins&gt;it &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;made the entire premise feel very unimportant&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;SO much had happened and so much &lt;/ins&gt;story and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;character development was involved that Telltale could have made &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;entire plot itself into a single season if they wanted to&lt;/ins&gt;. The &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;entirety of Sky City itself has so much more that could have been explored &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;so many more characters could have been introduced, but &lt;/ins&gt;the story &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;was limited to &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;couple of hours of gameplay. It creates &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;new kind &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;gameplay that forces you &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;pay attention &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;actually play &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;game rather than just putting your controller down and making a decision every once &lt;/ins&gt;in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a while&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Minecraft has been around so long that it's easy &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;take it for granted&lt;/ins&gt;. The &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;decade of its existence has seen it explode from an indie project to financial juggernaut&lt;/ins&gt;, but &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;at &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;heart of all &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;licensing has been &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;game that&lt;/ins&gt;'s &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;never stopped growing its list of features. One &lt;/ins&gt;of the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;biggest parts of Minecraft's longevity has been its multiplayer options &lt;/ins&gt;with &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;endless servers available almost since &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;beginning&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The reason for this is simple -- it's fun &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;build things with friends&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Whether or &lt;/ins&gt;not that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;means everyone works together on a massive project or people go off &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;do &lt;/ins&gt;their &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;own thing in &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;communal area doesn't matter&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;so long as there's something new &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;see&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Working with &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;group where everyone's online, working alone or just tooling around &lt;/ins&gt;the world &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;sightseeing, it's all better when doing it in &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;shared world. The thing about Minecraft, though&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;is that it's become so generic it's easy to forget &lt;/ins&gt;how &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;entertaining it is&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Over &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;years I've obsessed over [https://www.mcversehub.com/ minecraft dlc]&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;walked away for extended periods &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;time, come back, then left again. I've explored single-player worlds and gotten involved in multiplayer servers&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and the &lt;/ins&gt;one &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;constant is &lt;/ins&gt;that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;each time I play there's something new &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;do&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;There are endless worlds stretching on forever made of giant blocks that, despite their size, are still enough &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;suggest the shape &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;almost anything you want to create&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;nice thing about Minecraft's ubiquitous nature is just about everyone is already familiar with it&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Now may be the best time &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;dig out an old log-in and see what huge, inspiring, strange, ridiculous&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;epic creations you &lt;/ins&gt;and a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;group of friends can come up with&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Minecraft&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;: Story Mode - Episode 5: Order Up! shapes up to be &lt;/ins&gt;an &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;incredible introduction &lt;/ins&gt;to the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Order &lt;/ins&gt;of the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Stone's newest adventures&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;but still manages &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;fall a little short&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Telltale introduces &lt;/ins&gt;new &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;concepts&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;characters &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;worlds, but their biggest mistake was shoving &lt;/ins&gt;it &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;all into a single episode&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Had they created a separate season talking about the events of Sky City and expanding a little bit more on &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;environments and characters&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;this episode would have been much more successful&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;That being said, however, this episode does deviate from previous installments as being much more adult and changes &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;characters as once being small &lt;/ins&gt;time &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;builders to &lt;/ins&gt;being &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;full-fledged heroes risking their lives to save common folk. Hopefully Telltale will continue to capitalize &lt;/ins&gt;on &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;that aspect of the characters and convey it in the following episodes&lt;/ins&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>AlfredDowd85</name></author>
		
	</entry>
	<entry>
		<id>http://dustlikestars.de/index.php?title=Minecraft:_The_Best_Example_Of_Games_As_Art&amp;diff=33392&amp;oldid=prev</id>
		<title>DavisAin2346325 am 12. März 2026 um 01:13 Uhr</title>
		<link rel="alternate" type="text/html" href="http://dustlikestars.de/index.php?title=Minecraft:_The_Best_Example_Of_Games_As_Art&amp;diff=33392&amp;oldid=prev"/>
		<updated>2026-03-12T01:13:02Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Version vom 12. März 2026, 01:13 Uhr&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Zeile 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Zeile 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Even better, indie games can afford &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;lose&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;They are often low cost&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;low maintenance, high concept works that don't rely on reaching a certain figure &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;be considered viable&lt;/del&gt;, and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;as such they &lt;/del&gt;can &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;throw caution &lt;/del&gt;to the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;wind and take some big risks while still making a profit off of even &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;most modest sales&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;That means they can also afford &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;remain loyal to a system like an undertaker &lt;/del&gt;with &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a debt &lt;/del&gt;to the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;don, as while they might want &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;money that can come &lt;/del&gt;with &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;being a multi-platform release&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;what they need &lt;/del&gt;is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the backing &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;spiritual support of &lt;/del&gt;a major &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;company like Sony, Microsoft, or Nintendo &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;get their games out there&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;A backing &lt;/del&gt;that is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;no longer lip service and &lt;/del&gt;is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;becoming very&lt;/del&gt;, very &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;real&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Minecraft Dungeons &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;is a capable all-ages dungeon crawl that&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;while doesn't use its license to anything like its full potential (see Dragon Quest Builders 2 for how to do it right)&lt;/del&gt;, is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;still good fun once it gets moving. The variety of enemies keeps you on your toes, and the various skills and weapons make for plenty of experimentation in figuring out the best way &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;take them on&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Each level has at least &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;couple of secrets to chase after&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;ranging from obvious to head&lt;/del&gt;-&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;scratchingly obscure&lt;/del&gt;, and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;finding everything while collecting all &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;gear will keep players busy for hours whether fighting single- or multiplayer. Just be aware that if you've got any experience &lt;/del&gt;with &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the genre&lt;/del&gt;, the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;difficulty selections &lt;/del&gt;on the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;levels are there for a reason&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The younger crowd deserves &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;good intro &lt;/del&gt;to the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;world of dungeon crawling and &lt;/del&gt;Minecraft &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Dungeons provides that nicely&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br&amp;gt;Gamers have since been captivated by the expansive landscapes&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;rewarding &lt;/del&gt;building &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;mechanics&lt;/del&gt;, and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;thrilling survival gameplay. While &lt;/del&gt;one &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;can theoretically pour hundreds &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;hours into this massive digital playground &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;blocks&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;there &lt;/del&gt;will &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;inevitably be those seeking similar content&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;What &lt;/del&gt;are &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;some of the best games like Minecra&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Remember &lt;/del&gt;in the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;beginning of &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;32-bit days when controllers simply weren't designed for 3D cameras? You'd have games that mapped up and down viewing to &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;triggers, &lt;/del&gt;and the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;only way to rotate &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;camera was to turn your character in the right direction &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;manually recenter things with a button press. There were &lt;/del&gt;a lot of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;experiments, some better than others, but none held a candle &lt;/del&gt;to the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;introduction of twin-stick controllers&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;VR FPS is &lt;/del&gt;in &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the same state right now&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;and while there's a lot of interest in getting &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the twin-stick equivalent of whatever the solution ends up being&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;it's not there yet. &lt;/del&gt;Minecraft &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;deals &lt;/del&gt;with &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the motion sickness problem by breaking the immersion during rotation&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;but as long-term solutions go it feels like sticking the up/down view on the shoulder buttons&lt;/del&gt;. It &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;may be graceless &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;awkward, but at least it gets &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;job done. Creating a workable free-roaming FPS viewpoint in VR is still an ongoing task, though, so until a better solution is found this will do&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The other type of item &lt;/del&gt;is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;accessory and each one grants &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;different skill. The feather&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;for example&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;does &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;quick roll that stuns an enemy, while &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;soul cube lets out a powerful arcane jet &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;energy blasting through everything in its path&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;A bundle of wheat summons an attack-llama, there &lt;/del&gt;are &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;healing pendants, berzerk mushrooms, magic shields and plenty more to turn up. These let you create &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;personalized loadout &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;three skills&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;defining character class by what you choose &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;carry&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The more powerful accessories are powered &lt;/del&gt;by &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;souls&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;which are released &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;automatically gathered as you take out monsters, but it doesn't take many to fill the bar. The skills are there to be used rather than hoarded.&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If you’re a gamer and you haven’t read Reality Is Broken by Jane McGonigal (you might have seen her on The Colbert Report ), head on over to Amazon and check it out. It’s a fascinating look into how video games are making the world a better place, but also how we look at games overall. In the first chapter, she illustrates four main components of any game, one of which being the &amp;quot;goal&amp;quot;, that important drive that gives gamers incentive to continue. It’s essential to any kind of game because without it, the game doesn’t have a meaning. It’s generally pointless to play, and therefore, a gamer won’t play.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br&amp;gt;Set in &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;25th century, this one goes well beyond the bounds &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Earth&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;as players assume the role of &lt;/del&gt;an &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;astronaut set to explore, gather materials, and settle interplanetary&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;While not crawling with enemies like Mojang's game, Astroneer tests players' mettle &lt;/del&gt;in &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;different ways, namely through &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;hostile environment. Everything from deadly plants &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;suffocation and active geysers can harm this brave astron&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;No game has done what Minecraft has done. No game even remotely associated with &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot;sandbox&amp;quot; element has realized that truest sense &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;childlike wonder &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;exploration that Notch &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;his friends at Mojang have achieved&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;They’ve changed how you can approach the fundamental necessities of a game&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;while fueling a sense &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;personal freedom that no game has ever reached. It’s clear that [https://www.mcversehub.com/ &lt;/del&gt;Minecraft &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Beginner guide] is a commercial success and a cultural milestone&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;but if as gamers you look into what Minecraft is and what it does, you realize that it’s not just about goofy blocks of sands, hissing Creepers or that square sun rising over &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;horizon. Minecraft is a landmark title in games as a whole; it does things that no &lt;/del&gt;game &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;before it has achieved, at least not at this level&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Making a game a work of art isn’t about flowering up &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;graphics or enlisting big-name voice talent; it’s about using what you can only do in a &lt;/del&gt;game &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;and making something fresh and &lt;/del&gt;new&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;. It’s about taking these distinctive qualities of the gaming medium &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;breaking free of convention&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Minecraft does all that. In spades. If we’re to show &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;world that games can do amazing things, things that film or TV can never hope to ever achieve, Notch’s indie-&lt;/del&gt;game&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;-that-could is our best weapon. Plainly and simply&lt;/del&gt;, Minecraft is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a work &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;art&lt;/del&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The pace of the game is dictated entirely by how the player wants &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;approach the game&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;If someone only cares about completing the main story&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;it is possible &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;rush through the game and complete it in approximately ten hours&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;but because of the volume of optional quests &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;activities it &lt;/ins&gt;can &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;extend well beyond one hundred hours. It is possible &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;build anywhere in &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;world, the player is not restricted to only having construction done in &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;base camp area&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;This will not effect the camp growth or progress the story but should the player desire it is possible &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;cover every square inch of land &lt;/ins&gt;with &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;construction. The scope of world is huge, and exploring &lt;/ins&gt;to the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;end of it will give &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;player more things to build &lt;/ins&gt;with &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;nearly limitless potential. There are four different stages&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;all are unique from each other with different challenges and unique things to do.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[N. Fujimoto] Dragon Quest Builders &lt;/ins&gt;is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;an open world sandbox game where item &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;town construction is &lt;/ins&gt;a major &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;component so that similarity &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Minecraft does exist&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Beyond &lt;/ins&gt;that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;it &lt;/ins&gt;is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a story driven adventure game with many RPG elements, so even though there &lt;/ins&gt;is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;some common ground&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;it is a &lt;/ins&gt;very &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;different game&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The big semi-mystery of &lt;/ins&gt;Minecraft Dungeons, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;though&lt;/ins&gt;, is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;what this has &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;do with Minecraft&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;It's &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;fun&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;light action&lt;/ins&gt;-&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;RPG, sure&lt;/ins&gt;, and the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;world needs more games parents can play &lt;/ins&gt;with &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;their kids&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;but [https://www.mcversehub.com/ Minecraft tips] is a skin draped over &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;action rather than having any real effect &lt;/ins&gt;on the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;game's design. Everything looks right but that's as far as it goes&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Not &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;single block in the game is breakable and there's nothing &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;build. This could just as easily have been My First Diablo as anything else, and &lt;/ins&gt;the Minecraft &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;license ends up feeling like a check box filled in on the marketing list&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Yes&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;you could say that. This is a free &lt;/ins&gt;building &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;game but it is story driven&lt;/ins&gt;, and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;what is built drives the progression of the story which we feel is &lt;/ins&gt;one of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the more interesting aspects &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the game. As you build up your town it attracts more NPCs&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;but it also attracts monsters that &lt;/ins&gt;will &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;come to attack your town and try to destroy it&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;There is an ending to the story and there &lt;/ins&gt;are &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;major events at certain points &lt;/ins&gt;in the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;story but these can be reached at any pace &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;player chooses. The player can only focus on completing &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;story &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;rush through &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;game or they can complete &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;story at a leisurely pace &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;spent &lt;/ins&gt;a lot of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;time building what they want &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and exploring &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;world&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Dragon Quest Builders was designed to be played &lt;/ins&gt;in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;whatever style someone chooses to.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;While fairly simplistic and crude mechanically&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;this romp does just enough &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;get players hooked. The core game is somewhat short at five or six hours&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;but &lt;/ins&gt;Minecraft &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Dungeons keeps players coming back &lt;/ins&gt;with &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a cool magic system, rewarding progression&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and vast dungeons crawling with foes&lt;/ins&gt;. It &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;doesn't hurt that the sprawling DLC packs &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;tough Apocalypse mode add even more to &lt;/ins&gt;the &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br&amp;gt;Now, Palworld &lt;/ins&gt;is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;not especially similar to Minecraft . Pocket Pair's early access project takes inspiration from quite &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;few sources&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and Mojang's masterpiece is not specifically among them; however&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;fans of the latter are likely to have &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;blast with &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;former as they are capable &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;scratching very similar itches&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Both &lt;/ins&gt;are &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;sandbox survival games that grant players quite &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;bit &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;freedom&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;including the ability &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;craft buildings&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;While not quite as unrestricted as Minecraft , Palworld still provides an enjoyable base-building system that is elevated &lt;/ins&gt;by &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the inclusion of Pals&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;monsters that players can catch &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;assign roles within their homest&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If you’re a gamer and you haven’t read Reality Is Broken by Jane McGonigal (you might have seen her on The Colbert Report ), head on over to Amazon and check it out. It’s a fascinating look into how video games are making the world a better place, but also how we look at games overall. In the first chapter, she illustrates four main components of any game, one of which being the &amp;quot;goal&amp;quot;, that important drive that gives gamers incentive to continue. It’s essential to any kind of game because without it, the game doesn’t have a meaning. It’s generally pointless to play, and therefore, a gamer won’t play.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Minecraft is &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;brainchild &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Markus &amp;quot;Notch&amp;quot; Persson&lt;/ins&gt;, an &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;independent game developer from Sweden&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Persson’s interest &lt;/ins&gt;in the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;building elements of games like Infiniminer led him &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;expand upon &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;construction pitch &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the game &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;add in expansive exploratory &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;dungeon-crawling features as well&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;In 2009&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Persson released an alpha version &lt;/ins&gt;of Minecraft , &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;with an overwhelmingly avid public flocking to see &lt;/ins&gt;the game. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Persson continued to develop &lt;/ins&gt;the game &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;into beta, with users being frequently updated with &lt;/ins&gt;new &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;modes, mods &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;abilities as it developed&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Before &lt;/ins&gt;the game &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;even went gold in March 2012&lt;/ins&gt;, Minecraft &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;earned over 4 million purchases. It &lt;/ins&gt;is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;currently the sixth bets selling PC game of all time with over 33 million copies sold across all platforms (over 12 million &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;those being on PC alone)&lt;/ins&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>DavisAin2346325</name></author>
		
	</entry>
	<entry>
		<id>http://dustlikestars.de/index.php?title=Minecraft:_The_Best_Example_Of_Games_As_Art&amp;diff=33135&amp;oldid=prev</id>
		<title>GabrielSanford am 11. März 2026 um 23:04 Uhr</title>
		<link rel="alternate" type="text/html" href="http://dustlikestars.de/index.php?title=Minecraft:_The_Best_Example_Of_Games_As_Art&amp;diff=33135&amp;oldid=prev"/>
		<updated>2026-03-11T23:04:12Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Nächstältere Version&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Version vom 11. März 2026, 23:04 Uhr&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Zeile 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Zeile 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The Classic Control is what you&lt;/del&gt;'&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;d normally put up with in &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;standard FPS&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;where head movement moves &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;view &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;body orientation is controlled smoothly by &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;right stick or mouse&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;This &lt;/del&gt;is the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;heart &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the VR FPS problem&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;because while moving forward&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;back&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;and strafing isn&lt;/del&gt;'t &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;much of an issue&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;turning the view without &lt;/del&gt;moving your &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;body is when bad things start to happen at &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;base &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;your lizard brain&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Even in &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;blocky Minecraft world the sense &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Real is too strong&lt;/del&gt;, and while &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;you know &lt;/del&gt;you'&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;re playing a game &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;part that keeps things like your heart pumping and lungs breathing without conscious thought hasn't &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;slightest idea what's wrong&lt;/del&gt;. The &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;trick is &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;break &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;idea &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Real, &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;this is where the special VR Control mode comes into play&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Galactic Café went a step further with their Stanley Parable demo&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;creating new &lt;/del&gt;content &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;not just for &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;free demo on steam, but for various venues that showcased &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;game. While all offered a short bit &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;meta&lt;/del&gt;-&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;commentary on &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;nature of demos (pretty much &lt;/del&gt;the only way &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;you could convey the core concept of &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;game without spoiling it), each &lt;/del&gt;was &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;tailored &lt;/del&gt;to a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;specific scenario&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The demo at PAX took &lt;/del&gt;some &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;lighthearted jabs at Octodad (which was just across from it &lt;/del&gt;in the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Indie Megabooth)&lt;/del&gt;, and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;at one point made &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;player stand &lt;/del&gt;up &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;and apologize to &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;audience for playing &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;demo so poorly&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;A special version made for Game Grumps addressed Danny &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Ross by name. In this case&lt;/del&gt;, the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;demos were &lt;/del&gt;an &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;unbridled success&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;building enough hype for the small indie game to garner 100&lt;/del&gt;,&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;000 sales in 3 days.&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Capcom took &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;similar approach in 2010 with Dead Rising 2: Case Zero&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;although &lt;/del&gt;that &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;was turned from &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;demo into a 10 dollar downloadable title&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Set in a small town entirely separate from fortune city&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;it still offered a streamlined version of the core Dead Rising experience – a sandbox packed with improvised weapons&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;hundreds of zombies&lt;/del&gt;, and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;scattered survivors &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;save within a set time limit&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Players got &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;cheap taste &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the full game without spoiling anything&lt;/del&gt;, and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;their stats carried over &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;reward &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;investment of their time and money&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;It’s impossible &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;say exactly how Case Zero impacted Dead Rising 2 in terms of sales, but I can testify that it’s what sold me on buying the full game&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Of those contributions, none were greater than Rock Band. In fact, &lt;/del&gt;you &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;could argue that a big part of the reason the entire genre seemed to disappear so quickly is because there was no way &lt;/del&gt;you &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;were going &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;top Rock Band as far as advancing the genre is concerned&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;It didn't matter who you were or your thoughts towards &lt;/del&gt;video &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;gaming&lt;/del&gt;, the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;feeling of getting &lt;/del&gt;four &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;friends together and rocking across the globe with the help &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a massive list &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;classic hits had an appeal &lt;/del&gt;that &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;could seize infinite nights and weekends away&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Many games work endlessly &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;pursue that level &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;zen that accompanies &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;perfect multiplayer gaming experience&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;but Rock Band manages to mass produce that euphoria to the point where you almost become burned out on it like &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;raging weekend drug bender&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Despite being &lt;/del&gt;in &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Early Access&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;many players consider Valheim to be &lt;/del&gt;one of the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;best survival games ever made &lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The objective of gaining Odin&lt;/del&gt;'s &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;favor &lt;/del&gt;in &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a world inspired by Norse mythology makes for a truly great time in every &lt;/del&gt;&amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;You may notice, at least as my personal preferences go, &lt;/del&gt;that &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;many &lt;/del&gt;of the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;games which don't encourage you to gun your friends down&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;instead emphasize actually working with them&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Nowhere is this more obvious than the multiplayer in &lt;/del&gt;[https://&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Www&lt;/del&gt;.mcversehub.com/ Minecraft &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Online Guide&lt;/del&gt;]&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Over the past few weeks I’ve spent &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;frankly irresponsible amount of time on my 3DS&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a great deal of &lt;/del&gt;it &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;with A Link Between Worlds . But when I wasn’t busy rescuing princesses from other princesses (or&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;uh, doing actual work for the site) I was delving into Bravely Default . Not &lt;/del&gt;just &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the full game, but the demo. Most &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;us have&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;at one point &lt;/del&gt;or &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;another, obsessively played a demo for a game &lt;/del&gt;that &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;had us hyped, but what may surprise you &lt;/del&gt;is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;that I’ve sunk over 10 hours into &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;single playthrough of this one. Any way you slice it, that’s &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;lot of content for free software. Well, I say &amp;quot;any way,&amp;quot; but &lt;/del&gt;it &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;comes pre-sliced, vertically.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;What do I mean by &lt;/del&gt;that&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;? In &lt;/del&gt;game &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;development terms&lt;/del&gt;, a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot;vertical slice,&amp;quot; is &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;gameplay segment &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;finished &lt;/del&gt;or &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;near&lt;/del&gt;-&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;finished quality that showcases all the planned features of &lt;/del&gt;a game &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;to potential investors&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;At &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;start of a project, these are a massive sink for time &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;effort, since they essentially involve doing all the hard parts &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;finishing a game to complete one 10-minute section&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Generally, they’re seen as a bad practice&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;However, toward the end of development, it’s a lot easier to pull assets together for a vertical slice&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Of course, if you’re shopping your game around &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;publishers at &lt;/del&gt;that &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;stage&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;you’re probably in a lot of trouble, but a standalone &amp;quot;vertical slice&amp;quot; &lt;/del&gt;can &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;also serve as a strong alternative &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a traditional demo.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I’m not going to argue &lt;/del&gt;that &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;every game should sell itself vertical slice demos&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;There’s obviously a lot of cost involved in giving away a standalone product, &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;not every game lends itself to this sort of distillation. However&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;both Dead Rising and The Stanley Parable went the extra mile with their demos and garnered excellent sales. The same seems to be holding true of Bravely Default. Developers capable &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;building a short standalone scenario should definitely consider it when it comes time to market their games&lt;/del&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Even better, indie games can afford to lose. They are often low cost, low maintenance, high concept works that don&lt;/ins&gt;'&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;t rely on reaching &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;certain figure to be considered viable&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and as such they can throw caution to &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;wind &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;take some big risks while still making a profit off of even &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;most modest sales&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;That means they can also afford to remain loyal to a system like an undertaker with a debt to the don, as while they might want the money that can come with being a multi-platform release, what they need &lt;/ins&gt;is the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;backing and spiritual support &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a major company like Sony, Microsoft&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;or Nintendo to get their games out there. A backing that is no longer lip service and is becoming very&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;very real.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Minecraft Dungeons is a capable all-ages dungeon crawl that&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;while doesn&lt;/ins&gt;'t &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;use its license to anything like its full potential (see Dragon Quest Builders 2 for how to do it right)&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;is still good fun once it gets &lt;/ins&gt;moving&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;. The variety of enemies keeps you on &lt;/ins&gt;your &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;toes, and &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;various skills and weapons make for plenty &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;experimentation in figuring out the best way to take them on&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Each level has at least &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;couple &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;secrets to chase after, ranging from obvious to head-scratchingly obscure&lt;/ins&gt;, and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;finding everything &lt;/ins&gt;while &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;collecting all the gear will keep players busy for hours whether fighting single- or multiplayer. Just be aware that if &lt;/ins&gt;you'&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;ve got any experience with the genre, &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;difficulty selections on &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;levels are there for a reason&lt;/ins&gt;. The &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;younger crowd deserves a good intro &lt;/ins&gt;to the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;world &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;dungeon crawling &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Minecraft Dungeons provides that nicely&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br&amp;gt;Gamers have since been captivated by the expansive landscapes, rewarding building mechanics, and thrilling survival gameplay. While one can theoretically pour hundreds of hours into this massive digital playground of blocks&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;there will inevitably be those seeking similar &lt;/ins&gt;content&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;. What are some of &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;best games like Minecra&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Remember in &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;beginning &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the 32&lt;/ins&gt;-&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;bit days when controllers simply weren't designed for 3D cameras? You'd have games that mapped up and down viewing to &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;triggers, and &lt;/ins&gt;the only way &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;to rotate &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;camera &lt;/ins&gt;was to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;turn your character in the right direction and manually recenter things with &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;button press&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;There were a lot of experiments, &lt;/ins&gt;some &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;better than others, but none held a candle to the introduction of twin-stick controllers. VR FPS is &lt;/ins&gt;in the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;same state right now&lt;/ins&gt;, and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;while there's a lot of interest in getting to the twin-stick equivalent of whatever &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;solution ends &lt;/ins&gt;up &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;being, it's not there yet. Minecraft deals with the motion sickness problem by breaking the immersion during rotation, but as long-term solutions go it feels like sticking &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;up/down view on &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;shoulder buttons&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;It may be graceless &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;awkward&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;but at least it gets &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;job done. Creating a workable free-roaming FPS viewpoint in VR is still &lt;/ins&gt;an &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;ongoing task&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;though&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;so until a better solution is found this will do&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The other type of item is accessory and each one grants &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;different skill. The feather, for example&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;does a quick roll &lt;/ins&gt;that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;stuns an enemy, while the soul cube lets out &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;powerful arcane jet of energy blasting through everything in its path&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;A bundle of wheat summons an attack-llama&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;there are healing pendants&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;berzerk mushrooms&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;magic shields &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;plenty more &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;turn up&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;These let you create &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;personalized loadout &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;three skills, defining character class by what you choose to carry. The more powerful accessories are powered by souls&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;which are released &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;automatically gathered as you take out monsters, but it doesn't take many &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;fill &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;bar&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The skills are there &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;be used rather than hoarded&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;If you’re a gamer and &lt;/ins&gt;you &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;haven’t read Reality Is Broken by Jane McGonigal (&lt;/ins&gt;you &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;might have seen her on The Colbert Report ), head on over &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Amazon and check it out&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;It’s a fascinating look into how &lt;/ins&gt;video &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;games are making the world a better place&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;but also how we look at games overall. In &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;first chapter, she illustrates &lt;/ins&gt;four &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;main components &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;any game, one &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;which being the &amp;quot;goal&amp;quot;, that important drive &lt;/ins&gt;that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;gives gamers incentive to continue&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;It’s essential &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;any kind &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;game because without it, &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;game doesn’t have a meaning. It’s generally pointless to play, and therefore&lt;/ins&gt;, a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;gamer won’t play&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Set &lt;/ins&gt;in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the 25th century&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;this &lt;/ins&gt;one &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;goes well beyond the bounds &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Earth, as players assume &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;role of an astronaut set to explore, gather materials, and settle interplanetary&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;While not crawling with enemies like Mojang&lt;/ins&gt;'s &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;game, Astroneer tests players' mettle &lt;/ins&gt;in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;different ways, namely through the hostile environment. Everything from deadly plants to suffocation and active geysers can harm this brave astron&amp;lt;br&amp;gt;&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;No game has done what Minecraft has done. No game even remotely associated with the &amp;quot;sandbox&amp;quot; element has realized &lt;/ins&gt;that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;truest sense &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;childlike wonder and exploration that Notch and his friends at Mojang have achieved. They’ve changed how you can approach &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;fundamental necessities of a game&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;while fueling a sense of personal freedom that no game has ever reached&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;It’s clear that &lt;/ins&gt;[https://&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;www&lt;/ins&gt;.mcversehub.com/ Minecraft &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Beginner guide&lt;/ins&gt;] &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;is a commercial success and &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;cultural milestone&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;but if as gamers you look into what Minecraft is and what &lt;/ins&gt;it &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;does&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;you realize that it’s not &lt;/ins&gt;just &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;about goofy blocks &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;sands&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;hissing Creepers &lt;/ins&gt;or that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;square sun rising over the horizon. Minecraft &lt;/ins&gt;is a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;landmark title in games as &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;whole; &lt;/ins&gt;it &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;does things &lt;/ins&gt;that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;no &lt;/ins&gt;game &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;before it has achieved&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;at least not at this level. Making &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;game &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;work &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;art isn’t about flowering up the graphics &lt;/ins&gt;or &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;enlisting big&lt;/ins&gt;-&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;name voice talent; it’s about using what you can only do in &lt;/ins&gt;a game &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and making something fresh and new&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;It’s about taking these distinctive qualities of &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;gaming medium &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;breaking free &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;convention&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Minecraft does all that&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;In spades&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;If we’re &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;show the world &lt;/ins&gt;that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;games can do amazing things&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;things that film or TV &lt;/ins&gt;can &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;never hope &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;ever achieve, Notch’s indie-game-&lt;/ins&gt;that&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;-could is our best weapon&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Plainly &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;simply&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Minecraft is a work &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;art&lt;/ins&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>GabrielSanford</name></author>
		
	</entry>
	<entry>
		<id>http://dustlikestars.de/index.php?title=Minecraft:_The_Best_Example_Of_Games_As_Art&amp;diff=33025&amp;oldid=prev</id>
		<title>IssacShl958 am 11. März 2026 um 22:06 Uhr</title>
		<link rel="alternate" type="text/html" href="http://dustlikestars.de/index.php?title=Minecraft:_The_Best_Example_Of_Games_As_Art&amp;diff=33025&amp;oldid=prev"/>
		<updated>2026-03-11T22:06:03Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Nächstältere Version&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Version vom 11. März 2026, 22:06 Uhr&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Zeile 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Zeile 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Sometimes&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;though, developers go &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;extra mile &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;build a vertical slice to demonstrate their game&lt;/del&gt;. This is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a lot of work – even re-using assets from &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;game, you’re looking at many hours &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;scripting and scenario design – but &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;payoff speaks for itself. Bravely Default’s demo is essentially its own mini-RPG&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;with three dungeons to conquer&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;five bosses to fight&lt;/del&gt;, and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a whole bunch &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;enjoyable grinding &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;do &lt;/del&gt;in the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;interim. It has condensed versions &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the streetpass &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;job mechanics from &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;main game &lt;/del&gt;that &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;allow you to familiarize yourself &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;get to &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;fun quickly&lt;/del&gt;. The &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;demo may take all of its assets from the main game, but it uses them to craft an experience entirely distinct from it. In doing so, it gets straight &lt;/del&gt;to the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;essence &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;what makes the full game fun. What’s more&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;if you master &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;demo, you get rewards to help you out in the early game, as well as a head start on streetpasses&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Even better&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;indie games can afford to lose. They are often low cost&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;low maintenance, high concept works &lt;/del&gt;that &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;don't rely &lt;/del&gt;on &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;reaching a certain figure to be considered viable, and as such they can throw caution to &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;wind and take some big risks while still making a profit off &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;even &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;most modest sales. That means they can also afford to remain loyal &lt;/del&gt;to a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;system like an undertaker with a debt to &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;don&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;as while they might want &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;money that can come with being a multi-platform release, what they need is &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;backing &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;spiritual support of a major company like Sony&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Microsoft&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;or Nintendo &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;get their games out there. A backing that is no longer lip service and is becoming very&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;very real&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The big semi-mystery of [https&lt;/del&gt;:&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;//Www.Mcversehub.com/ Minecraft Patch Notes] Dungeons&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;though, is what this has to do with Minecraft&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;It's &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;fun&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;light action-RPG&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;sure&lt;/del&gt;, and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the world needs more games parents can play with their kids, but Minecraft is &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;skin draped over the action rather than having any real effect on the game's design&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Everything looks right but that's as far as it goes. Not &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;single block in &lt;/del&gt;the game &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;is breakable and there's nothing to build. This could just as easily have been My First Diablo as &lt;/del&gt;anything &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;else&lt;/del&gt;, and the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Minecraft license ends up feeling like a check box filled &lt;/del&gt;in on the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;marketing list&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The episode in itself offers &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;lot &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;promise for &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;rest of &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;announced episode, but it also cuts them short. The next slew of episodes will be adding new story arcs &lt;/del&gt;to the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;new Order of the Stone as they go on new adventures to build up their legacy&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;That being said&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;in &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;two hours it took to finish &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;episode to its completion, it made &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;entire premise feel very unimportant. SO much &lt;/del&gt;had &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;happened and so much story and character development was involved &lt;/del&gt;that &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Telltale &lt;/del&gt;could &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;have made the entire plot itself into a single season if they wanted &lt;/del&gt;to&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;. The entirety &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Sky City itself has so much more &lt;/del&gt;that &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;could have been explored and so many more characters could have been introduced&lt;/del&gt;, but &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the story was limited &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a couple of hours of gameplay. It creates a new kind of gameplay &lt;/del&gt;that &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;forces you &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;pay attention and actually play &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;game rather than just putting your controller down and making &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;decision every once in a while&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Minecraft Dungeons is a capable all-ages dungeon crawl that&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;while doesn't use its license &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;anything like its full potential (see Dragon Quest Builders 2 for how to do it right), is still good fun once it gets moving&lt;/del&gt;. The &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;variety &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;enemies keeps you on your toes, and the various skills and weapons make &lt;/del&gt;for &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;plenty of experimentation &lt;/del&gt;in &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;figuring out the best way to take them on. Each level has &lt;/del&gt;at least &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a couple &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;secrets &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;chase after&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;ranging from &lt;/del&gt;obvious &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;to head-scratchingly obscure, and finding everything while collecting all &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;gear will keep players busy for hours whether fighting single- or &lt;/del&gt;multiplayer. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Just be aware that if you've got any experience with the genre, the difficulty selections on the levels are there for a reason&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The younger crowd deserves a good intro to the world of dungeon crawling and &lt;/del&gt;Minecraft &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Dungeons provides that nicely&lt;/del&gt;.&amp;lt;br&amp;gt;Over the past few weeks I’ve spent a frankly irresponsible amount of time on my 3DS, a great deal of it with A Link Between Worlds . But when I wasn’t busy rescuing princesses from other princesses (or, uh, doing actual work for the site) I was delving into Bravely Default . Not just the full game, but the demo. Most of us have, at one point or another, obsessively played a demo for a game that had us hyped, but what may surprise you is that I’ve sunk over 10 hours into a single playthrough of this one. Any way you slice it, that’s a lot of content for free software. Well, I say &amp;quot;any way,&amp;quot; but it comes pre-sliced, vertically.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Editor’s Note: Before reading this review&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;we highly recommend checking out our review for Episode One: The Order &lt;/del&gt;of the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Stone &lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Episode 2: Assembly Required , and Episode 3: The Last Place You Look as there &lt;/del&gt;are &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;spoilers ahead.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Daggers, &lt;/del&gt;for &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;instance&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;are fast but weak&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;while &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;halberd is noticeably slower but better for slicing enemies at range&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The Spelunker armor comes with &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;pet bat that flies out &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;attack enemies &lt;/del&gt;for &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;you, but the hunter's armor gets &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;bonus ten arrows per pickup&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Equipment also comes with &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;number &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;abilities, further complicating the selection. Abilities such as weaken enemies or lightning strike are only rarely pre-equipped&lt;/del&gt;, but &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;rather must be chosen. A sickle might have two ability slots with three options each, but once you've chosen one the other two go away. There's &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;hard choice to be made between &lt;/del&gt;&amp;quot;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;move faster for five seconds after dodge roll&amp;quot; and &lt;/del&gt;&amp;quot;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;heal allies in small radius&amp;quot; and it &lt;/del&gt;can &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;take &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;surprising amount &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;thought &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;pull &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;trigger&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Each ability also can &lt;/del&gt;be &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;upgraded twice and this is where character leveling &lt;/del&gt;comes &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;in&lt;/del&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The Classic Control is what you'd normally put up with in a standard FPS&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;where head movement moves &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;view &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;body orientation is controlled smoothly by the right stick or mouse&lt;/ins&gt;. This is the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;heart &lt;/ins&gt;of the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;VR FPS problem&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;because while moving forward&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;back&lt;/ins&gt;, and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;strafing isn't much &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;an issue, turning the view without moving your body is when bad things start &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;happen at the base of your lizard brain. Even &lt;/ins&gt;in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a blocky Minecraft world &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;sense &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Real is too strong, &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;while you know you're playing a game &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;part &lt;/ins&gt;that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;keeps things like your heart pumping &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;lungs breathing without conscious thought hasn't &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;slightest idea what's wrong&lt;/ins&gt;. The &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;trick is &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;break &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;idea &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Real&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and this is where &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;special VR Control mode comes into play&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Galactic Café went a step further with their Stanley Parable demo&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;creating new content not just for the free demo on steam&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;but for various venues &lt;/ins&gt;that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;showcased the game. While all offered a short bit of meta-commentary &lt;/ins&gt;on the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;nature of demos (pretty much the only way you could convey the core concept &lt;/ins&gt;of the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;game without spoiling it), each was tailored &lt;/ins&gt;to a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;specific scenario. The demo at PAX took some lighthearted jabs at Octodad (which was just across from it in &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Indie Megabooth)&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and at one point made the player stand up and apologize to &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;audience for playing &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;demo so poorly. A special version made for Game Grumps addressed Danny &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Ross by name. In this case&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the demos were an unbridled success&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;building enough hype for the small indie game &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;garner 100&lt;/ins&gt;,&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;000 sales in 3 days&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Capcom took a similar approach in 2010 with Dead Rising 2&lt;/ins&gt;: &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Case Zero&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;although that was turned from a demo into a 10 dollar downloadable title&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Set in &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;small town entirely separate from fortune city&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;it still offered a streamlined version of the core Dead Rising experience – a sandbox packed with improvised weapons&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;hundreds of zombies&lt;/ins&gt;, and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;scattered survivors to save within &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;set time limit&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Players got &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;cheap taste of &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;full &lt;/ins&gt;game &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;without spoiling &lt;/ins&gt;anything, and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;their stats carried over to reward &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;investment of their time and money. It’s impossible to say exactly how Case Zero impacted Dead Rising 2 &lt;/ins&gt;in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;terms of sales, but I can testify that it’s what sold me &lt;/ins&gt;on &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;buying &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;full game&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Of those contributions, none were greater than Rock Band. In fact, you could argue that &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;big part &lt;/ins&gt;of the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;reason &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;entire genre seemed to disappear so quickly is because there was no way you were going &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;top Rock Band as far as advancing &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;genre is concerned&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;It didn't matter who you were or your thoughts towards video gaming&lt;/ins&gt;, the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;feeling of getting four friends together and rocking across &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;globe with &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;help of a massive list of classic hits &lt;/ins&gt;had &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;an appeal &lt;/ins&gt;that could &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;seize infinite nights and weekends away. Many games work endlessly &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;pursue that level &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;zen &lt;/ins&gt;that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;accompanies the perfect multiplayer gaming experience&lt;/ins&gt;, but &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Rock Band manages &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;mass produce &lt;/ins&gt;that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;euphoria &lt;/ins&gt;to the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;point where you almost become burned out on it like &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;raging weekend drug bender&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br&amp;gt;Despite being in Early Access&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;many players consider Valheim &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;be one of the best survival games ever made &lt;/ins&gt;. The &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;objective &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;gaining Odin's favor in a world inspired by Norse mythology makes &lt;/ins&gt;for &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a truly great time &lt;/ins&gt;in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;every &amp;lt;br&amp;gt;You may notice, &lt;/ins&gt;at least &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;as my personal preferences go, that many &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the games which don't encourage you &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;gun your friends down&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;instead emphasize actually working with them. Nowhere is this more &lt;/ins&gt;obvious &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;than &lt;/ins&gt;the multiplayer &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;in [https://Www&lt;/ins&gt;.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;mcversehub&lt;/ins&gt;.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;com/ &lt;/ins&gt;Minecraft &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Online Guide]&lt;/ins&gt;.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br&amp;gt;&lt;/ins&gt;&amp;lt;br&amp;gt;Over the past few weeks I’ve spent a frankly irresponsible amount of time on my 3DS, a great deal of it with A Link Between Worlds . But when I wasn’t busy rescuing princesses from other princesses (or, uh, doing actual work for the site) I was delving into Bravely Default . Not just the full game, but the demo. Most of us have, at one point or another, obsessively played a demo for a game that had us hyped, but what may surprise you is that I’ve sunk over 10 hours into a single playthrough of this one. Any way you slice it, that’s a lot of content for free software. Well, I say &amp;quot;any way,&amp;quot; but it comes pre-sliced, vertically.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;What do I mean by that? In game development terms, a &amp;quot;vertical slice&lt;/ins&gt;,&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot; is a gameplay segment &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;finished or near-finished quality that showcases all &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;planned features of a game to potential investors. At the start of a project&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;these &lt;/ins&gt;are &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a massive sink &lt;/ins&gt;for &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;time and effort&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;since they essentially involve doing all the hard parts of finishing a game to complete one 10-minute section. Generally&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;they’re seen as &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;bad practice&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;However, toward the end of development, it’s &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;lot easier &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;pull assets together &lt;/ins&gt;for a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;vertical slice&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Of course, if you’re shopping your game around to publishers at that stage, you’re probably in &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;lot &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;trouble&lt;/ins&gt;, but a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;standalone &lt;/ins&gt;&amp;quot;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;vertical slice&lt;/ins&gt;&amp;quot; can &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;also serve as a strong alternative to a traditional demo.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I’m not going to argue that every game should sell itself vertical slice demos. There’s obviously &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;lot &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;cost involved in giving away a standalone product, and not every game lends itself &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;this sort of distillation. However, both Dead Rising and The Stanley Parable went &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;extra mile with their demos and garnered excellent sales&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The same seems to &lt;/ins&gt;be &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;holding true of Bravely Default. Developers capable of building a short standalone scenario should definitely consider it when it &lt;/ins&gt;comes &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;time to market their games&lt;/ins&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>IssacShl958</name></author>
		
	</entry>
	<entry>
		<id>http://dustlikestars.de/index.php?title=Minecraft:_The_Best_Example_Of_Games_As_Art&amp;diff=32964&amp;oldid=prev</id>
		<title>SophiaCulbertson: Die Seite wurde neu angelegt: „&lt;br&gt;Sometimes, though, developers go the extra mile and build a vertical slice to demonstrate their game. This is a lot of work – even re-using assets from t…“</title>
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		<updated>2026-03-11T21:34:36Z</updated>

		<summary type="html">&lt;p&gt;Die Seite wurde neu angelegt: „&amp;lt;br&amp;gt;Sometimes, though, developers go the extra mile and build a vertical slice to demonstrate their game. This is a lot of work – even re-using assets from t…“&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Neue Seite&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;br&amp;gt;Sometimes, though, developers go the extra mile and build a vertical slice to demonstrate their game. This is a lot of work – even re-using assets from the game, you’re looking at many hours of scripting and scenario design – but the payoff speaks for itself. Bravely Default’s demo is essentially its own mini-RPG, with three dungeons to conquer, five bosses to fight, and a whole bunch of enjoyable grinding to do in the interim. It has condensed versions of the streetpass and job mechanics from the main game that allow you to familiarize yourself and get to the fun quickly. The demo may take all of its assets from the main game, but it uses them to craft an experience entirely distinct from it. In doing so, it gets straight to the essence of what makes the full game fun. What’s more, if you master the demo, you get rewards to help you out in the early game, as well as a head start on streetpasses.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Even better, indie games can afford to lose. They are often low cost, low maintenance, high concept works that don't rely on reaching a certain figure to be considered viable, and as such they can throw caution to the wind and take some big risks while still making a profit off of even the most modest sales. That means they can also afford to remain loyal to a system like an undertaker with a debt to the don, as while they might want the money that can come with being a multi-platform release, what they need is the backing and spiritual support of a major company like Sony, Microsoft, or Nintendo to get their games out there. A backing that is no longer lip service and is becoming very, very real.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The big semi-mystery of [https://Www.Mcversehub.com/ Minecraft Patch Notes] Dungeons, though, is what this has to do with Minecraft. It's a fun, light action-RPG, sure, and the world needs more games parents can play with their kids, but Minecraft is a skin draped over the action rather than having any real effect on the game's design. Everything looks right but that's as far as it goes. Not a single block in the game is breakable and there's nothing to build. This could just as easily have been My First Diablo as anything else, and the Minecraft license ends up feeling like a check box filled in on the marketing list.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The episode in itself offers a lot of promise for the rest of the announced episode, but it also cuts them short. The next slew of episodes will be adding new story arcs to the new Order of the Stone as they go on new adventures to build up their legacy. That being said, in the two hours it took to finish the episode to its completion, it made the entire premise feel very unimportant. SO much had happened and so much story and character development was involved that Telltale could have made the entire plot itself into a single season if they wanted to. The entirety of Sky City itself has so much more that could have been explored and so many more characters could have been introduced, but the story was limited to a couple of hours of gameplay. It creates a new kind of gameplay that forces you to pay attention and actually play the game rather than just putting your controller down and making a decision every once in a while.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Minecraft Dungeons is a capable all-ages dungeon crawl that, while doesn't use its license to anything like its full potential (see Dragon Quest Builders 2 for how to do it right), is still good fun once it gets moving. The variety of enemies keeps you on your toes, and the various skills and weapons make for plenty of experimentation in figuring out the best way to take them on. Each level has at least a couple of secrets to chase after, ranging from obvious to head-scratchingly obscure, and finding everything while collecting all the gear will keep players busy for hours whether fighting single- or multiplayer. Just be aware that if you've got any experience with the genre, the difficulty selections on the levels are there for a reason. The younger crowd deserves a good intro to the world of dungeon crawling and Minecraft Dungeons provides that nicely.&amp;lt;br&amp;gt;Over the past few weeks I’ve spent a frankly irresponsible amount of time on my 3DS, a great deal of it with A Link Between Worlds . But when I wasn’t busy rescuing princesses from other princesses (or, uh, doing actual work for the site) I was delving into Bravely Default . Not just the full game, but the demo. Most of us have, at one point or another, obsessively played a demo for a game that had us hyped, but what may surprise you is that I’ve sunk over 10 hours into a single playthrough of this one. Any way you slice it, that’s a lot of content for free software. Well, I say &amp;quot;any way,&amp;quot; but it comes pre-sliced, vertically.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Editor’s Note: Before reading this review, we highly recommend checking out our review for Episode One: The Order of the Stone , Episode 2: Assembly Required , and Episode 3: The Last Place You Look as there are spoilers ahead.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Daggers, for instance, are fast but weak, while a halberd is noticeably slower but better for slicing enemies at range. The Spelunker armor comes with a pet bat that flies out to attack enemies for you, but the hunter's armor gets a bonus ten arrows per pickup. Equipment also comes with a number of abilities, further complicating the selection. Abilities such as weaken enemies or lightning strike are only rarely pre-equipped, but rather must be chosen. A sickle might have two ability slots with three options each, but once you've chosen one the other two go away. There's a hard choice to be made between &amp;quot;move faster for five seconds after dodge roll&amp;quot; and &amp;quot;heal allies in small radius&amp;quot; and it can take a surprising amount of thought to pull the trigger. Each ability also can be upgraded twice and this is where character leveling comes in.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>SophiaCulbertson</name></author>
		
	</entry>
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