Return to Video

Minecraft: The Story of Mojang (Official Version!)

  • 0:20 - 0:27
    And here we are in Minecraft,
    on a deserted island.
  • 0:27 - 0:31
    There's a few things we need to do
    in order to survive the night.
  • 0:31 - 0:36
    'Cause what's going to happen is that sun
    is going to rise, and then it's going to fall.
  • 0:36 - 0:39
    And when it falls,
    that's when darkness descends on us,
  • 0:39 - 0:45
    and that's when the bad things come out of the dark
    at night and hunt me down and try to eat me.
  • 1:44 - 1:46
    When did I first hear about Minecraft?
  • 1:46 - 1:49
    Where was I when JFK was assassinated,
    basically, kind of thing?
  • 1:49 - 1:53
    Your awareness of Minecraft
    did not come from a magazine cover.
  • 1:53 - 1:56
    It's like you hear it a couple times in the hallway,
    and it's like, "What? What was that?"
  • 1:56 - 2:01
    It accelerated so quickly, obviously,
    that it's hard to recall that starting point,
  • 2:01 - 2:04
    because after that, obviously,
    it caught like wild fire.
  • 2:04 - 2:08
    It's a very unique
    success story, really.
  • 2:08 - 2:10
    In the past, you know,
    five to ten years,
  • 2:10 - 2:17
    there's been some brilliant moments in gaming,
    and Minecraft is definitely one of them.
  • 3:10 - 3:11
    Happy New Year.
  • 3:20 - 3:22
    Everything's, sort of,
    happening at once.
  • 3:22 - 3:24
    You have this very clear, like,
    starting point.
  • 3:24 - 3:28
    Yeah, I know, I took like a week off
    during the Christmas and New Year's,
  • 3:28 - 3:32
    and it was just, like,
    almost emotional, like, kind of weird, like,
  • 3:32 - 3:37
    "Oh, okay, all this has happened
    and I haven't really relaxed until now."
  • 3:37 - 3:43
    And then when I came back, the office felt really good;
    and just; the first thing I did was work, like, 12 hours.
  • 4:05 - 4:10
    Let's just start with growing up in Sweden;
    what area of the country were you originally from?
  • 4:10 - 4:16
    Well, the first seven years of my life I lived
    out in the countryside in a place called Edsybn.
  • 4:16 - 4:20
    It's like, a bit north in the country;
    very snowy winters.
  • 4:21 - 4:24
    At least, that's how I remember;
    and really warm summers.
  • 4:24 - 4:29
    We went out, walked around in the woods,
    just getting lost, basically.
  • 5:02 - 5:05
    And I did that and programming,
    basically my two hobbies
  • 5:05 - 5:08
    No, I've been programming
    since I was eight, or something.
  • 5:08 - 5:14
    I kinda always knew that I wanted to make games,
    and I said so in school to my, like...
  • 5:14 - 5:20
    ...Career Counselor thing, and she said,
    "Oh, well, that's probably not gonna happen."
  • 5:20 - 5:23
    Yeah.
  • 5:23 - 5:28
    That's what he likes to do, you know;
    but he always made games, you know;
  • 5:28 - 5:32
    I always found it interesting
    to try out his games.
  • 5:32 - 5:35
    And I was like,
    "Yeah, you're a genius!"
  • 5:54 - 5:58
    I like hanging out at his place, and he would like,
    "do-do-do-do-do," you know,
  • 5:58 - 6:03
    be on the computer,
    and I like hearing that sound.
  • 6:03 - 6:12
    So, but, it's very much like an artist,
    because he has so much integrity in his work.
  • 6:15 - 6:22
    Markus and I, we've been friends for the four
    and a half years that we worked together at King.
  • 6:22 - 6:27
    And we became close, and we had a lot of fun,
    and then of course he had the success,
  • 6:27 - 6:32
    'cause he left King to start--
    basically he wanted to do games in his free time.
  • 6:33 - 6:38
    And while we were working with King,
    we were allowed to make games in our spare time,
  • 6:38 - 6:40
    but we couldn't do it as a business;
    and he wanted to try that.
  • 6:44 - 6:48
    I was sad, of course, that he left,
    because we had a great time at King.
  • 6:48 - 6:50
    You know, I lost my best buddy,
    my best working buddy;
  • 6:50 - 6:55
    but I wasn't worried for him,
    and we stayed in touch regardless.
  • 6:56 - 7:01
    So I left to make my own games, and the first thing
    I was gonna do was just gonna be, like a,
  • 7:01 - 7:07
    six to twelve month project;
    and it kinda turned into what Minecraft is now, fairly soon.
  • 7:20 - 7:28
    But in the beginning, it was, I mean; it was so basic,
    you can place blocks on other boxes or blocks.
  • 7:29 - 7:32
    So yeah, I got to be there
    and look at it from the start.
  • 7:32 - 7:38
    Of course in the beginning, the world was more limited;
    you had the edges; you would fall off.
  • 7:40 - 7:47
    I don't think anybody could predict
    the success of Minecraft from looking at it back then.
  • 7:52 - 7:57
    I really liked the game from the start;
    it's like a digital Lego, you know?
  • 7:57 - 8:02
    You have blocks, you can build things,
    and people are like, "Oh, this isn't so fun."
  • 8:02 - 8:04
    You know, it's hard to explain;
    I usually say, "Okay,
  • 8:04 - 8:07
    but it's about surviving, as well;
    you have monsters you have to fight,
  • 8:07 - 8:11
    you have to build your house
    and collect stuff to be able to survive."
  • 8:11 - 8:16
    So it's a bit like being stuck at a desert island, like,
    figure out what to do.
  • 8:16 - 8:21
    Let's go to a place
    where everything is made of blocks...
  • 8:21 - 8:25
    ...where the only limit
    is your imagination.
  • 8:25 - 8:31
    Let's go wherever you wanna go;
    climb the tallest mountains,
  • 8:31 - 8:35
    venture down
    to the darkest caves,
  • 8:35 - 8:41
    build anything you want,
    day or night, rain or shine;
  • 8:41 - 8:45
    'cause this is the most significant sandbox
    you'll ever set foot in.
  • 8:45 - 8:50
    Yeah, I usually tell people,
    "Well, you have to try play it; you won't understand."
  • 8:50 - 8:56
    To be honest, I really didn't understand
    the power of the game in the beginning.
  • 8:56 - 9:03
    I think at the point where Markus took me aside
    at the office and said, "I really need to focus on this,"
  • 9:03 - 9:08
    and he told me about the success, and you know,
    what kind of numbers he had.
  • 9:08 - 9:12
    Then I realized that this
    is gonna be something big.
  • 9:23 - 9:29
    At first it was 40 sales for a day,
    then it was like, 10,000 sales a day, you know?
  • 9:29 - 9:32
    I don't remember the date,
    but when I had a million Swedish Crowns in the account...
  • 9:32 - 9:36
    ...was, definitely
    one of the bigger milestones.
  • 9:36 - 9:42
    And I got a print-out of the receipt,
    showed Elin, joking, and jokingly said,
  • 9:42 - 9:47
    "Well, they say the first million is the most difficult,"
    like I didn't expect to make another million.
  • 9:47 - 9:50
    I did.
  • 9:51 - 9:58
    You know, it's been like this process
    of constantly being amazed.
  • 9:58 - 10:03
    Then like, early this year,
    it got a big popularity spike on the site;
  • 10:03 - 10:08
    but I probably need to start a company here,
    'cause I can't keep up with the demand of the game.
  • 10:08 - 10:14
    I called Jacob and just told him,
    "Just quit your job; we're starting a company."
  • 10:14 - 10:19
    With the success of Minecraft,
    we get the chance to actually do something like this.
  • 10:19 - 10:21
    I'm not gonna turn that down.
  • 10:26 - 10:30
    So now we're seven people
    and we have an office.
  • 10:30 - 10:33
    It's a new year,
    and it's finally beta.
  • 10:33 - 10:37
    It's a very unique
    success story, really.
  • 10:37 - 10:42
    The problem is is that Minecraft
    never had a publicity department, a PR department.
  • 10:42 - 10:45
    They just did it all virally
    and through word of mouth.
  • 10:45 - 10:49
    And, you know,
    it sold three million copies off that.
  • 10:49 - 10:53
    If you are not familiar with this game,
    this game is amazing.
  • 10:53 - 10:56
    I love this game so much,
    I've been watching a ton of videos on YouTube.
  • 10:56 - 10:57
    I've been playing
    a ton of this game.
  • 10:57 - 11:02
    There's something really magical about
    when it first came out, and nobody knew much about it,
  • 11:02 - 11:04
    and we're all learning
    at the same time.
  • 11:04 - 11:05
    Have you seen this crazy thing?
  • 11:05 - 11:08
    Look at this, look what you can do with here;
    and people talking about it,
  • 11:08 - 11:11
    and I could not comprehend
    what they were talking about.
  • 11:11 - 11:17
    I was like, "You did what in this game? This is insane.
    I can't imagine it functions like you say it does."
  • 11:17 - 11:20
    Let's talk Minecraft;
    you've probably seen it popping up everywhere lately.
  • 11:20 - 11:23
    If you have not played it yet though,
    we're about to school you,
  • 11:23 - 11:27
    because it's one of the best
    gaming experiences out there right now.
  • 11:27 - 11:35
    I remember loading it up for the first time,
    and nothing; you're just standing there with two hands.
  • 11:35 - 11:39
    And so I hit a tree and wood came out;
    and I was like, "Oh no."
  • 11:39 - 11:45
    Like, I could already see the spiral;
    it was like, I hit this tree and wood came out.
  • 11:45 - 11:47
    And then I, you know,
    hit the ground and rock comes out.
  • 11:47 - 11:49
    I was like,
    "Oh no, this is gonna be bad."
  • 11:49 - 11:52
    And then it's that first night
    that you spend holed up;
  • 11:53 - 11:56
    all you can dig out is like,
    maybe four squares before it gets dark,
  • 11:56 - 11:59
    and you just pile blocks up
    as the zombies running around outside.
  • 11:59 - 12:02
    That moment, like,
    I won't ever forget that.
  • 12:02 - 12:06
    That is a moment in video gaming
    that will always be with me.
  • 12:06 - 12:11
    And to me,
    that was what sparked my interest in the game.
  • 12:11 - 12:14
    Like, holy cow, this is--
    I can do whatever I want here.
  • 12:14 - 12:22
    And so that's the first part of this game;
    which is, you know, exploring and collecting resources.
  • 12:22 - 12:28
    People saw the potential in it,
    and if you had the opportunity to play it at a friend's,
  • 12:28 - 12:33
    or you saw a video on YouTube, for example,
    I think the game pretty much sold itself.
  • 12:34 - 12:37
    This is my house here, as you can see.
  • 12:37 - 12:42
    All you do is you put it in the center here, like this,
    and then set a fire to it.
  • 12:42 - 12:46
    And not always, but most--
    uh-oh.
  • 12:51 - 12:57
    Uh, sorry, sorry guys;
    this is not supposed to happen.
  • 12:57 - 13:03
    Crap!
    Oh, no way!
  • 13:03 - 13:08
    Yeah;
    you have got to be kidding me.
  • 13:08 - 13:11
    You know, a lot of people
    that saw those videos
  • 13:11 - 13:15
    were instantly in love with the game too,
    just by watching someone else play.
  • 13:15 - 13:20
    Okay, it is time I go exploring;
    where should I go?
  • 13:20 - 13:25
    I'm going to climb to the top of this,
    and I am going to see what is up there.
  • 13:25 - 13:32
    I'm joining Stu, and we're in the Minecraft multi-player;
    we're exploring the cave here.
  • 13:32 - 13:36
    Uh, whoa!
    Jesus, that scared the crap out of me!
  • 13:36 - 13:38
    Oh my God, oh my God,
    oh my God!
  • 13:38 - 13:43
    Pull this switch here
    and the flood starts.
  • 13:43 - 13:46
    Plop, plop, plop, plop goes the wheat;
    plop, plop, plop, plop, plop, plop, plop...
  • 13:46 - 13:52
    ...moves its way down here till it gets to the very end,
    drops into my collection tray.
  • 13:52 - 13:55
    Oh shit, oh shit, oh shit!
    Holy shit bro!
  • 13:55 - 13:58
    Dude you're so laggy!
  • 13:58 - 14:01
    I blame it on lag;
    damn it!
  • 14:01 - 14:05
    You guys get--take cover!
    They're firing arrows at us.
  • 14:05 - 14:15
    Ahh, diamond, yes, oh!
    Oh my God, there's more; yes!
  • 14:15 - 14:18
    Oh my God,
    seven diamond from one.
  • 14:19 - 14:23
    What's wrong?
    Ahh, what's that thing?
  • 14:23 - 14:27
    It's a skeleton; I'll kill it for you.
    I killed it, yay!
  • 14:27 - 14:30
    -No, no, no, no!
    -What's wrong?
  • 14:30 - 14:35
    -You're jumping into lava!
    -What do you mean?
  • 14:35 - 14:39
    You're being so bad at Minecraft!
    You're in lava.
  • 14:39 - 14:41
    -Oh, man!
    -You're dying.
  • 14:41 - 14:43
    That's horrible.
    I died.
  • 14:43 - 14:46
    That's okay, Mom.
    That's okay.
  • 14:47 - 14:50
    And you know, this game
    had a really special community around it.
  • 14:50 - 14:56
    And I think that's a fascinating story that before
    the magazines and the TV shows were covering it,
  • 14:56 - 14:59
    there was a whole community
    that was loving this game and supporting it,
  • 14:59 - 15:01
    and it was really
    self-sufficient at that point.
  • 15:01 - 15:06
    So that could have existed, sort of, in its own little bubble,
    but then the world found out about Minecraft.
  • 15:06 - 15:10
    -All right, what are you?
    -Creeper.
  • 15:10 - 15:14
    A creeper?
    What's a creeper?
  • 15:14 - 15:18
    A creeper is something that blows up
    when you touch him!
  • 15:18 - 15:19
    Is that what you are?
  • 15:36 - 15:38
    -Okay, you want to take us in?
    -Sure.
  • 15:38 - 15:43
    This is our fancy sign;
    here we go, welcome.
  • 15:43 - 15:51
    As you can see, it's looking really awful right now;
    we're going to remake a lot of things.
  • 15:51 - 15:56
    Yeah, I can show you around;
    and here we are in the office space.
  • 15:56 - 16:00
    We have a PC section
    and a Mac section.
  • 16:00 - 16:05
    We were thinking about having,
    sort of, a Minecraft wallpaper here.
  • 16:05 - 16:10
    So this is Jacob;
    he's one of the co-founders of Mojang.
  • 16:10 - 16:14
    Over there we have Jeb;
    he's a game developer.
  • 16:14 - 16:19
    He's sort of the first person
    to dive into the Minecraft code.
  • 16:19 - 16:23
    And so over here we have Daniel Kaplan;
    he's the business developer.
  • 16:23 - 16:29
    Exactly; and here he is, Notch.
    I'm sort of showing them around the office,
  • 16:29 - 16:32
    and you're Notch.
    -I am Notch.
  • 16:32 - 16:37
    He's the reason why we're all here.
  • 16:39 - 16:39
    -Yes, that's right.
  • 16:42 - 16:43
    Yes, I think you did.
  • 16:44 - 16:48
    I heard that Notch
    was starting up a company.
  • 16:48 - 16:51
    I played and heard
    about Minecraft before, obviously,
  • 16:51 - 16:54
    but I didn't know that he wanted
    to take it to the next level.
  • 16:54 - 16:59
    So I just sent him an e-mail,
    "Hey do you wanna--do you need an artist?"
  • 16:59 - 17:05
    Got a reply, we met up, and kinda hit it off,
    I think, immediately;
  • 17:05 - 17:10
    started joking about prostituting ourselves
    to elder women and stuff like that.
  • 17:11 - 17:16
    So that's it, really.
    And now I'm here.
  • 17:17 - 17:24
    It's also fun to be a part of this so early,
    and really be with the core team.
  • 17:24 - 17:31
    I don't know how big we are going to be in the future,
    but it's fun to be here from almost the beginning.
  • 17:31 - 17:36
    Well, I started here
    two days ago, on Monday.
  • 17:36 - 17:41
    I went in, signed the contract,
    and started working.
  • 17:41 - 17:43
    -Welcome to Mojang.
    -Thank you.
  • 17:44 - 17:49
    -Great; you've worked here for--
    -I've worked here for four hours now, so.
  • 17:50 - 18:00
    I've had--got 600 followers on Twitter since Monday;
    I had a thread on Reddit discussing me.
  • 18:00 - 18:03
    It's just an awesome place to be right now,
    because it's like...
  • 18:03 - 18:07
    ...I catch myself walking down the street,
    or just thinking it;
  • 18:07 - 18:12
    you know, there's not a job out there
    that I would rather have, that I would trade in for this.
  • 18:25 - 18:28
    I hope he doesn't miss and hit the other guy.
  • 18:28 - 18:32
    Punch his pal in the face
    and they're all gonna fall and die.
  • 18:32 - 18:38
    -Oh, you're going to hit it from the other side now?
    -Yup, here we go...whoa!
  • 18:38 - 18:42
    It feels really good, and it's very interesting,
    what's going to happen.
  • 18:42 - 18:48
    We're going to have, like a, strategy meeting day thing,
    trying to work out what we're actually going to do.
  • 18:49 - 18:52
    Let's do that again;
    can we do that again?
  • 18:52 - 18:55
    -Wow.
    -That's awfully bouncy.
  • 18:55 - 18:59
    We have to decide what actually, like,
    the full version of the game is.
  • 19:00 - 19:02
    That's kind of the first step, I guess.
  • 19:04 - 19:06
    Then the next step is to do that.
  • 19:07 - 19:12
    Minecraft's a very dynamic game,
    and it's 'cause it's still in development at the moment.
  • 19:12 - 19:17
    That means that it's continually being updated
    with new stuff, and things are changing.
  • 19:17 - 19:21
    Back in like the '80s and the '90s
    when you would get a game on PC,
  • 19:21 - 19:24
    or much more often, when you got a game on console,
    when you got the game, that was it;
  • 19:24 - 19:28
    game was done, game wasn't gonna change;
    and we've seen that change bit by bit.
  • 19:28 - 19:32
    And certainly it's happened more on PC
    where people can patch and update games,
  • 19:32 - 19:38
    but I think none of that prepared anybody
    for how malleable and evolving Minecraft was gonna be;
  • 19:38 - 19:41
    I mean, to the point
    that you could buy the game, ultimately,
  • 19:41 - 19:44
    more than a year before
    it was actually going to be finished,
  • 19:44 - 19:49
    and play the game as the creators
    were updating the game.
  • 19:49 - 19:51
    And then slowly but surely,
    it kind of, you know,
  • 19:51 - 19:56
    built attention and anticipation
    about where it was gonna go.
  • 19:56 - 20:00
    So this is just like, the major headline;
    some things we should add now.
  • 20:00 - 20:04
    Yeah, I think it's a bit like--
    it's a weird way of making a game.
  • 20:04 - 20:08
    You just put it out and kind of
    keep working on it as you're making it,
  • 20:08 - 20:11
    so it's kind of hard to say
    is it released, or it's not released?
  • 20:11 - 20:14
    I try to make sure it's like,
    yeah, this is not the game.
  • 20:14 - 20:17
    I'm just working on it and you can play it
    while I'm making it.
  • 20:17 - 20:19
    Kind of, hopefully.
  • 20:19 - 20:23
    Should we go up with the dates, or should we just say this
    will be released when it's done?
  • 20:24 - 20:27
    Or should we like, try to put up a date
    and try to build hype?
  • 20:27 - 20:30
    I think date and hype;
    I vote for that.
  • 20:30 - 20:36
    I think there's a difference between this and many other
    games in that Minecraft has so many...
  • 20:36 - 20:42
    ...so many users and so many players already;
    and as we develop these things,
  • 20:42 - 20:47
    we're gonna--we're not gonna develop in, like,
    in a lump and just put them all overnight and say,
  • 20:47 - 20:51
    "Okay, play this game, and now it's done."
    It's gonna come, you know--
  • 20:51 - 20:54
    every other week or so
    it's gonna be small update or a small change,
  • 20:54 - 20:58
    so can we really live up
    to a hype, you know?
  • 20:58 - 21:02
    This is finally the finished product, and I said,
    "Yeah, but it's the same product as last week."
  • 21:03 - 21:05
    What do you think of that?
  • 21:07 - 21:11
    It is--it's a bit intimidating, yeah.
    I felt much more, just confident,
  • 21:11 - 21:15
    just going day to day
    and just doing things as it went.
  • 21:15 - 21:17
    I don't think that works though,
    if you have a company.
  • 21:17 - 21:21
    I'm a bit like--I don't really know
    what Minecraft final will be yet,
  • 21:21 - 21:25
    but I think we kind of got
    some kind of rough estimate, I think.
  • 21:26 - 21:28
    -The new roadmap.
    -Yes.
  • 21:29 - 21:33
    We probably missed a bunch of things,
    but I think this is a good basis.
  • 21:47 - 21:51
    -Oh, there they are.
    -They want to film us eating the muffins.
  • 21:51 - 21:56
  • 21:57 - 22:03
    Yeah, they announced the IGF finalists,
    and Minecraft got in three categories:
  • 22:03 - 22:09
    it was the main prize,
    technical excellence, and design.
  • 22:10 - 22:16
    So the main one, the grand one,
    technical, and design; which is really cool.
  • 22:29 - 22:33
    You know, Markus, when he e-mailed me,
    he said, you know,
  • 22:33 - 22:35
    "I'm hoping to win
    some Independent Game Awards."
  • 22:35 - 22:39
    And he didn't really know what all these awards were,
    but it was sort of a big trip to America;
  • 22:40 - 22:44
    really to, you know, meet the press,
    and meet the industry for the first time.
  • 23:05 - 23:10
    And yeah, I think everyone then was starting to realize
    that Minecraft wasn't some fluke,
  • 23:10 - 23:13
    it wasn't, you know, something
    that was kind of coming and going.
  • 23:13 - 23:16
    It was building, and it was growing;
    and that's what was great about it.
  • 23:16 - 23:18
    It's this virus
    that was starting to spread.
  • 23:19 - 23:23
    -Hey, nice heads.
    -Thank you; I have to say, it's an honor to meet you.
  • 23:23 - 23:25
    -Yeah, thank you.
  • 23:25 - 23:26
    -Hi.
    -We're from high school.
  • 23:26 - 23:29
    -We just came here to meet everyone and see--
    -Oh, cool, hi.
  • 23:29 - 23:33
    -It's so amazing to meet you.
    -We all play Minecraft.
  • 23:35 - 23:37
    -Hi, it's an honor to meet you.
    -You too.
  • 23:37 - 23:39
    -Man, you inspire us.
    -Oh, cool, awesome.
  • 23:39 - 23:41
    -I gotta shake your hand one more time.
    -Oh, of course.
  • 23:41 - 23:42
    -Notch.
    -Hi.
  • 23:42 - 23:44
    -Pleasure to meet you; my name is John.
    -Hi John.
  • 23:44 - 23:46
    -I was wondering if you could sign this for me?
    -Absolutely.
  • 23:46 - 23:47
    -My name is Marie.
    -I'm Markus.
  • 23:47 - 23:52
    It's amazing, and, I spend so much hours on it,
    I can't believe I'm meeting you.
  • 23:52 - 23:55
    -Oh, cool.
    -It's so fantastic, but um--congratulations.
  • 23:55 - 23:57
    Well, thank you.
  • 23:58 - 24:00
    -Hello.
    -Hi.
  • 24:03 - 24:05
    Hello, how are you?
  • 24:08 - 24:11
    And it's fascinating to me
    to see that happen, and you know,
  • 24:11 - 24:14
    see someone like him show up at GDC,
    not knowing what to expect,
  • 24:14 - 24:19
    and then just have this constant deluge of people
    coming up to him, saying, "I love the game."
  • 24:19 - 24:24
    You know, that's when I think it probably really hit him,
    that, you know, Minecraft had grown...
  • 24:24 - 24:27
    ...into something that people weren't just playing;
    it was something that people were loving.
  • 24:28 - 24:30
    -Should we go on?
    -Yeah, yeah.
  • 24:30 - 24:33
    Going back to what we talked earlier about...
  • 24:46 - 24:49
    How many new friends have you made
    since you became successful?
  • 24:49 - 24:53
    How many relatives that come out of the woodwork?
    How many lost cousins?
  • 24:53 - 24:55
    I probably shouldn't answer that.
  • 24:56 - 25:01
    So I only really just met you, but you seem
    exceptionally cheerful, a cheerful man.
  • 25:01 - 25:07
    You just seem a happy man, and I'm wondering
    if that is because of your success.
  • 25:07 - 25:10
    Are you always
    kind of quite chippy and--?
  • 25:10 - 25:15
    -Jacob has known me for a long time.
    -No, he's a total drag.
  • 25:15 - 25:17
    No he's not.
  • 25:30 - 25:36
    Yeah, I hope so, I try to feel so, but I still have
    this kind of weird feeling that I don't really belong,
  • 25:36 - 25:39
    and I think it's called, actually,
    "The Imposter Syndrome."
  • 25:39 - 25:43
    It's like an actual term for it,
    if you're like, you're just faking it.
  • 25:43 - 25:47
    And I think it's gone too fast or something,
    so I don't really feel like--
  • 25:48 - 25:52
    But yeah, I'm slowly trying to realize
    that people actually do like the game;
  • 25:52 - 25:57
    which is kind of a weird thing to say,
    but when you're just sitting in front of your computer...
  • 25:57 - 26:01
    ...and you just see the numbers,
    it's not the same thing as actually meeting the people.
  • 26:01 - 26:06
    Do you feel like you'll need to do a couple more games
    to really feel confident in your own ability?
  • 26:06 - 26:07
    Yeah, I think so.
  • 26:09 - 26:18
    It's kind of weird; when I kind of grew up,
    famous people, to me, like John Carmack and stuff,
  • 26:18 - 26:20
    were not really like,
    actual people.
  • 26:20 - 26:25
    They were like forces of nature, almost,
    that just did awesome things.
  • 26:25 - 26:28
    And now people tell me, like--
    not everyone, but some people say, like,
  • 26:28 - 26:31
    "Yeah, you're the Carmack of this generation."
    And to me, that's--
  • 26:31 - 26:35
    there's no way that can be true,
    'cause that guy is...
  • 26:35 - 26:40
    ...well, obviously, very talented in what he does;
    and I just made a game.
  • 26:40 - 26:43
    And I kind of realize that on the surface
    it sounds like the same thing--
  • 26:43 - 26:47
    he made a game, I made a game--
    but it doesn't really feel like it's the same thing.
  • 26:48 - 26:51
    I kind of feel that all the time,
    with the success of Minecraft;
  • 26:51 - 26:56
    it's kind of hard to fully understand it,
    even to this day.
  • 26:56 - 27:00
    I mean, we're starting to see it because
    we get so much feedback
  • 27:00 - 27:07
    and so many questions from big companies,
    and people want to do business with and stuff,
  • 27:07 - 27:10
    so we're starting to grasp that.
  • 27:10 - 27:14
    I'm constantly thinking that maybe
    this is just a really fragile thing;
  • 27:14 - 27:18
    that we have this attention now,
    but we have no idea where we're gonna be in one year.
  • 27:18 - 27:23
    I mean, on one hand, it would be kinda cool to have
    this kind of run, and then kinda slide into obscurity again.
  • 27:23 - 27:27
    I'll be like, nobody,
    and just do my own thing again.
  • 27:27 - 27:30
    I think everyone feels
    a bit like that, more or less,
  • 27:30 - 27:34
    and maybe some people don't even know
    how to express that feeling.
  • 27:34 - 27:38
    But, you know, he's very, you know,
    aware of his own feelings.
  • 27:38 - 27:44
    So I think it's just that he knows how to express that,
    because I can recognize that from, you know,
  • 27:44 - 27:49
    when he started a new job, or, you know,
    people say you're good and this or that,
  • 27:49 - 27:51
    and he's like, "Oh, they don't know,"
    you know?
  • 27:51 - 27:56
    And really, just, you know, been lucky,
    or this or that, you know?
  • 27:57 - 28:00
    I think that's just human.
  • 28:01 - 28:04
    Everybody, welcome to an all-new Bonus Round.
    I'm Geoff Keighley,
  • 28:04 - 28:07
    this week, at the Game Developers Conference,
    and this time,
  • 28:07 - 28:09
    we're gonna look
    at the independent game scene.
  • 28:09 - 28:12
    There've been some amazing indie games
    have come out over the past few years.
  • 28:12 - 28:18
    We've got an all-star panel to tell us about
    what's going on in the independent games movement.
  • 28:18 - 28:20
    Although Minecraft,
    you're a bit of a rock star right now,
  • 28:20 - 28:24
    Markus, with the success of Minecraft,
    and all your fans out there.
  • 28:24 - 28:27
    How do you look at the indie movement,
    'cause you've really sort of entered the scene here,
  • 28:27 - 28:30
    you know, in the past year in a big way, with Minecraft.
    How do you define indie?
  • 28:31 - 28:35
    Yeah, for me, I think indie is--
    well, there's a lack of a label for it;
  • 28:35 - 28:39
    it's kind of a concept of people
    making games for the sake of making games,
  • 28:39 - 28:42
    or exploring games
    as an art form, perhaps.
  • 28:42 - 28:47
    I think a lot of the large studios make games
    to make money, or make games to make a sequel,
  • 28:47 - 28:52
    or to make a brand; but to make games
    just for the sake of making a game.
  • 28:52 - 28:54
    Coming from that angle,
    I think that's kind of the definition of "indie" for me.
  • 28:55 - 29:00
    We're gonna get a little philosophical,
    because in my opinion, games have the potential to be,
  • 29:00 - 29:04
    what I call, the preeminent art form
    of the 21st century,
  • 29:04 - 29:08
    sort of in the way that film was in some sense
    the preeminent art form of the 20th century.
  • 29:08 - 29:12
    I figure we're about where film was in 1905;
    whereas you think about it, in 1896,
  • 29:12 - 29:18
    they first filmed Fred Ott sneezing, and like,
    "Oh my gosh, it's a guy sneezing, I can play it back!"
  • 29:18 - 29:24
    But it was a long time between then
    and "Birth of a Nation" in 1915 or 1917,
  • 29:24 - 29:27
    where it's kind of the first quote-unquote,
    modern film, where, you know, hey,
  • 29:27 - 29:32
    they didn't realize early on that you could film a movie
    in a different sequence than you showed it;
  • 29:33 - 29:34
    like the concept of editing;
    they had to figure that out.
  • 29:34 - 29:37
    They couldn't move the--they didn't know
    you could move the camera, all of these things.
  • 29:37 - 29:41
    And so I feel like we're really,
    really early in games, but I think they have the potential.
  • 29:43 - 29:46
    I mean, the way people interact with art entertainment,
    whether it's music, or film,
  • 29:46 - 29:50
    or literature, any of these things,
    is primarily at an emotional level.
  • 29:50 - 29:54
    The emotions that we support as games
    is basically power fantasy right now;
  • 29:54 - 29:58
    whereas if I asked you to like, you know, make a game
    about two people falling in love, you'd be like...
  • 29:58 - 30:02
    ...I have no idea how--
    there's no way to approach that problem;
  • 30:02 - 30:05
    we just don't have any idea.
    And I think you see this in Minecraft, which is like--
  • 30:05 - 30:08
    the thing everybody mentions
    is the huge component of it,
  • 30:08 - 30:11
    but then the game play that everyone talks
    about is just surviving the first night.
  • 30:11 - 30:16
    Like, that's the magical thing that people talk about,
    and that is a very human-scale thing.
  • 30:16 - 30:19
    You're not saving the world;
    you're just trying not to die.
  • 30:20 - 30:21
    -It's very official.
    -Oh yeah.
  • 30:23 - 30:24
    -Ready.
    -All right, thanks guys.
  • 30:25 - 30:26
    -Yeah, it was good.
    -Awesome.
  • 30:26 - 30:29
    -What about you guys?
    -Yeah, it was good, thank you.
  • 30:30 - 30:37
    Ladies and gentlemen, the Game Developers Choice
    Awards will begin in a few minutes.
  • 30:37 - 30:40
    We ask that you please
    take your seats.
  • 30:42 - 30:43
    Video games...
  • 30:46 - 30:50
    ...video game award shows.
    Which came first?
  • 30:50 - 30:54
    In the early days of the games industry,
    it really felt different than it did now.
  • 30:54 - 31:02
    Mostly it felt isolated, 'cause the Internet was not around;
    so you just knew the people at your company,
  • 31:02 - 31:08
    and if you're, you know, lucky, you made friends
    at the Game Developers Conference;
  • 31:08 - 31:12
    it was like the only time during the year you'd see
    other people who had the same problems as you,
  • 31:12 - 31:13
    or, you know,
    were in the same boat as you were.
  • 31:13 - 31:19
    So it was a lot more--kind of like islands,
    like people making games...
  • 31:19 - 31:23
    ...were on their own island making their game,
    and then you put it out there...
  • 31:23 - 31:27
    ...and you'd wait for a magazine review to come in,
    and that was your feedback, you know?
  • 31:27 - 31:29
    But now it's like
    everything is so instant.
  • 31:29 - 31:32
    You put a game--you can put an unfinished game
    up on the Internet, for example.
  • 31:32 - 31:34
    But that would be crazy;
    who would do that?
  • 31:34 - 31:39
    -Best Downloadable Game goes to Minecraft.
    -Thank you.
  • 31:39 - 31:43
    And the Innovation Award goes to Minecraft.
  • 31:44 - 31:48
    And the Choice Awards for the Best Debut Game
    goes to Minecraft.
  • 31:55 - 31:59
    Yeah, GDC, I didn't expect us
    to win in anything;
  • 31:59 - 32:01
    I didn't dare, even hoping, that there was just--
  • 32:02 - 32:07
    well, I kind of had this, "I hope at least, something,
    or I'm gonna cry."
  • 32:07 - 32:12
    Then we won like, five awards,
    which was way beyond what I even dared hoping.
  • 32:12 - 32:16
    We started figuring it out when
    we got to the center front table,
  • 32:16 - 32:20
    something big was gonna happen,
    but I still didn't dare counting on it;
  • 32:20 - 32:27
    but then we won just a bunch of awards,
    and it was just ecstatic, and we didn't know what to do.
  • 32:27 - 32:30
    It's still, like,
    the biggest night of my life.
  • 32:54 - 32:58
    Please join me in honoring
    Creative Director of Microsoft Game Studios Europe,
  • 32:58 - 33:03
    and co-founder of both Bullfrog Productions
    and Lionhead Studios, Peter Molyneux.
  • 33:03 - 33:08
    I never believed,
    never in my wildest dreams did I believe...
  • 33:08 - 33:12
    ...that I would be standing out here
    and getting a Lifetime Achievement Award.
  • 33:12 - 33:18
    The very moment I first saw Minecraft,
    the very second I first saw it, it was like a--
  • 33:18 - 33:21
    it was like, you know,
    the world changed for me a little bit.
  • 33:22 - 33:24
    What I did immediately;
    I went 'round to everyone and said,
  • 33:24 - 33:27
    "Oh, you gotta go and play Minecraft;
    you've got to look at this game."
  • 33:27 - 33:31
    And a lot people, a lot of my colleagues,
    you know, Lionhead and Microsoft,
  • 33:31 - 33:34
    they looked at it, and--
    some people looked at it and said,
  • 33:34 - 33:38
    "This is ridiculous. Where's the tutorial,
    where's the challenges, where's the--?"
  • 33:38 - 33:46
    You know, there's this list of game must-haves;
    and Minecraft broke every single one of those formulas.
  • 33:46 - 33:55
    You know, it is like--it is, in a way,
    a social Lego, when Lego used to be a creative toy;
  • 33:55 - 33:58
    which I don't think it is so much anymore,
    because it's much more prescriptive.
  • 33:58 - 34:05
    It's really interesting how Lego at the moment
    is like traditional games design:
  • 34:05 - 34:11
    it's buy the box, open the box,
    turn to the instruction sheet, make the model,
  • 34:11 - 34:14
    stick it on the shelf,
    buy the next box.
  • 34:14 - 34:20
    That's exactly like traditional game design, you know:
    buy the game, go through the challenges,
  • 34:21 - 34:24
    finish the challenges, stick it on the shelf,
    buy the next game;
  • 34:24 - 34:30
    where Lego used to be just a big box of bricks,
    and you used to take the bricks,
  • 34:31 - 34:36
    pour them on the carpet, and then make stuff;
    and that's exactly what Minecraft is.
  • 34:36 - 34:40
    There was no instruction booklet;
    but that's really what this points to,
  • 34:40 - 34:49
    is just how conventional game studios, how complacent
    they were with the games that they were making.
  • 34:49 - 34:54
    And we need, this industry desperately needs
    things like Minecraft to come along and say,
  • 34:54 - 34:58
    slap us 'round the face and say,
    "Hang on a second. All those things...
  • 34:58 - 35:03
    ...that you thought were absolutely certain in your life?
    They're not certain anymore."
  • 35:19 - 35:20
    Definitely grown;
    I think we all are.
  • 35:20 - 35:27
    I mean, it's an experience that I think very few people
    will ever experience, you know.
  • 35:27 - 35:31
    There are few companies in the world
    that have experienced this kind of growth.
  • 35:31 - 35:33
    It's very inspiring.
  • 35:38 - 35:42
    So we're kind of trying to figure out exactly what
    we're gonna do with the company now.
  • 35:47 - 35:50
    Okay, so, we've discussed this before--
  • 35:58 - 36:00
    I think as soon as--
  • 36:03 - 36:06
    I sometimes find it hard to concentrate.
  • 36:09 - 36:16
    I don't think we have the grand master plan
    of world domination; this seems fun now, let's go for it.
  • 36:16 - 36:18
    And I think that's great.
  • 36:30 - 36:32
    If I would have been Markus,
    I would have, you know,
  • 36:32 - 36:36
    doing blow off hookers' asses;
    that's what I've been telling people.
  • 36:36 - 36:41
    But seeing how he still remains
    so humble and grounded in reality,
  • 36:41 - 36:45
    that's extremely reassuring
    for someone like me, you know?
  • 36:55 - 36:56
    I'm very pleased.
  • 37:00 - 37:01
    Good.
  • 37:12 - 37:15
    -Oh, hello Notch.
    -Hello.
  • 37:34 - 37:39
    We had a great party on Thursday,
    celebrating two million.
  • 37:39 - 37:41
    Do you want to sum it up?
  • 37:41 - 37:44
    I was just gonna ask if it was good,
    'cause I don't remember it.
  • 37:44 - 37:46
    Oh, okay, yeah.
    Anyone else?
  • 37:47 - 37:48
    Cocaine's one helluva drug.
  • 37:50 - 37:55
    I'm really envious of the new crop
    of game-makers out there, like Markus and other people,
  • 37:55 - 38:00
    who are just doing it themselves; like all by themselves,
    with maybe with one or two people on their team;
  • 38:00 - 38:04
    'cause they keep the cost down, they can self-publish,
    and they've just made so much more money.
  • 38:06 - 38:09
    That's the secret; when you take
    someone else's money to make your game,
  • 38:09 - 38:11
    you have to give them
    all your money after you're done.
  • 38:13 - 38:14
    Not that I'm bitter.
  • 38:14 - 38:23
    I think we all want to stay small, and we want to
    stay in control, and we want to stop the world looking in;
  • 38:23 - 38:26
    it's very, very, very,
    very hard to do so.
  • 38:27 - 38:32
    I mean, I think the perfect size for me
    is once you reach over 20 people,
  • 38:32 - 38:35
    that's when it gets really tough;
    because then you need to have...
  • 38:35 - 38:40
    ...another layer of people
    to manage the people that are there.
  • 38:40 - 38:45
    And when you can all fit in one office,
    and you can stick your head up and say,
  • 38:45 - 38:50
    "Oh, what's that you're working on?" or,
    "Look at this everybody," that's a perfect size.
  • 38:50 - 38:53
    But once you get over that,
    it's really tough.
  • 38:53 - 38:59
    So if I was doing it all again,
    I would say exactly what Markus is saying;
  • 38:59 - 39:01
    I would say, "I'm gonna stay small."
  • 39:01 - 39:07
    I don't want, like, a big office with like, 150 people;
    it kind of turns into a 9-5 job.
  • 39:10 - 39:15
    I would say I'm afraid of doing what Id Software did,
    but I'm not gonna say that,
  • 39:16 - 39:18
    'cause that's rude
    against Id Software.
  • 39:18 - 39:22
    But I mean, their games
    aren't as fun as they used to be.
  • 39:23 - 39:24
    I mean, they look better.
  • 39:24 - 39:29
    I mean, the MegaTexture stuff is really amazing,
    but I'd rather play a fun game.
  • 39:30 - 39:33
    And I want us to make fun games,
    not just big production games.
  • 39:33 - 39:38
    Ideally for me, it would just be like,
    me and a box of Red Bull.
  • 39:40 - 39:44
    I'm gonna play dark ritual,
    get some--two cultists.
  • 39:44 - 39:47
    And someone could, like, discard--
    you could discard this.
  • 39:49 - 39:51
    Yeah, I will next time, yeah.
  • 39:56 - 40:00
    -What's the next big event coming up, E3?
    -Yeah;
  • 40:00 - 40:02
    We have the E3,
    which is basically,
  • 40:02 - 40:08
    not for indie game developers at all;
    it's just about spending money, and launching titles.
  • 40:08 - 40:10
    I have to go, apparently.
  • 40:11 - 40:16
    I mean, it's a cool trip
    and I really like going to the E3, but I kinda want to code.
  • 40:23 - 40:27
    Oh cool! That's why I--
    that's why I recognize you.
  • 40:27 - 40:31
    I was like, do I know him?
    I think I know you, what's happening?
  • 40:34 - 40:37
    To ensure we can accommodate
    everyone's carry-on baggage,
  • 40:37 - 40:40
    please place smaller items
    under the seat in front of you...
  • 40:40 - 40:43
    ...and larger items
    in the overhead bins above your row.
  • 40:57 - 41:04
    Yeah, we started the podcast in 2010,
    in October, 2010.
  • 41:04 - 41:09
    This is maybe about a month
    after we actually started playing the game.
  • 41:09 - 41:12
    So in a month's time,
    we knew it was something special enough...
  • 41:12 - 41:18
    ...that we wanted to devote our lives to talking about,
    and to producing a show.
  • 41:18 - 41:21
    So we did know it was going to be
    something big and something special.
  • 41:22 - 41:23
    And I forgot what you asked already.
  • 41:25 - 41:29
    This is for people who don't know;
    this is where we talk about what we've been doing...
  • 41:29 - 41:31
    ...over the past week
    since the last episode.
  • 41:32 - 41:36
    But I've also been watching my son play Minecraft,
    which has been fascinating, because--
  • 41:36 - 41:44
    Like the Shaft podcast guys, for example, I'm like,
    "Wow, this is more than an hour just about Minecraft."
  • 41:44 - 41:50
    It still blows my mind; it's like, wow,
    they're actually just talking about this game.
  • 41:50 - 41:53
    It's amazing.
  • 41:53 - 41:57
    So this is from Nergock who said,
    "I have to thank you guys for suggesting...
  • 41:57 - 42:02
    ...listening to a book while playing Minecraft.
    It's greatly improved my Minecraft enjoyment..."
  • 42:02 - 42:08
    And we try to be on time, never skip one;
    except we missed one episode...
  • 42:08 - 42:12
    ...because tornadoes ripped up our city;
    but that was the one we missed.
  • 42:13 - 42:19
    And honestly, when that happened,
    the community got together, and,
  • 42:19 - 42:25
    awesome girls, too, Tory Love pulled all this information
    from the community and basically--
  • 42:25 - 42:31
    it was an appreciation show for us, that she gathered
    all this material so we didn't have to do anything.
  • 42:31 - 42:33
    I mean, I'm getting chills
    just thinking about it right now;
  • 42:33 - 42:37
    it's just an amazing community
    around the show and around this game.
  • 42:37 - 42:42
    Community is always going to be, probably,
    the most important thing when it comes to Minecraft...
  • 42:43 - 42:47
    ...because that's what makes it
    bigger than itself.
  • 42:47 - 42:53
    It's very cool to see, you know,
    people are so involved and really, like,
  • 42:53 - 42:56
    making something
    that's just about this game.
  • 43:08 - 43:14
    I do think that there is something to be said for the fact
    that so many people are excited about the game,
  • 43:15 - 43:18
    and they are excited to share
    their excitement with other people.
  • 43:18 - 43:20
    And I do think
    there's a synergy from that.
  • 43:20 - 43:23
    I've never seen
    anything like this.
  • 43:23 - 43:28
    It is--it has so much universal appeal
    over so many different kinds of people;
  • 43:28 - 43:30
    I've never seen anything like it.
  • 43:40 - 43:45
    I mean, Minecraft, because
    it's such an open experience, an open world,
  • 43:45 - 43:49
    kind of naturally lends itself
    to be populated by these sub-cultures...
  • 43:49 - 43:54
    ...of machinima creators,
    or podcasters, or live-streamers.
  • 43:54 - 43:56
    Yeah, Yogscast is certainly
    one of them, I think.
  • 43:58 - 44:01
    We met because we both
    were in the same World of Warcraft guild.
  • 44:02 - 44:06
    So we met in a thoroughly nerdy way
    and ended up doing a thoroughly nerdy job,
  • 44:06 - 44:09
    which is, effectively,
    playing Minecraft.
  • 44:09 - 44:14
    -That's our job, isn't it?
    -Well, it's not just--video production, and--
  • 44:14 - 44:17
    but basically we do get paid to play Minecraft.
  • 44:18 - 44:21
    -Dude, there's something up there in that cave.
    -Is there?
  • 44:21 - 44:23
    Yeah, it's a green thing, look, bouncing.
  • 44:26 - 44:30
    -Oh, Christ almighty, it's a creeper.
    -It's gone.
  • 44:30 - 44:32
    -Yeah, those are very, very bad.
    -It's gone, Simon.
  • 44:32 - 44:38
    They follow you and they explode;
    don't go in towards it; it'll see you.
  • 44:38 - 44:42
    We don't script anything; we just play the game
    and record it and put it on YouTube.
  • 44:42 - 44:43
    So, a lot of people watch it.
  • 44:44 - 44:47
    Good morning!
    So we hit a million subscribers this morning.
  • 44:47 - 44:50
    I'm gonna go
    and wake Simon up with one of these.
  • 44:52 - 44:54
    Morning Simon,
    I've got you a coffee.
  • 44:54 - 44:55
    You all right?
  • 44:59 - 45:03
    But it doesn't pay, you know, super well;
    you only get sort of,
  • 45:03 - 45:08
    nought point nought, nought, nought one cent
    per, you know, view.
  • 45:08 - 45:15
    But because we have a million views on a video,
    that actually ends up adding up to enough.
  • 45:15 - 45:22
    So it is a big audience of people, and I think we probably
    do it a bit better than most, which is why we're just--
  • 45:22 - 45:24
    But we're still modest.
  • 45:24 - 45:28
    It's kind of like a journey for me,
    playing Minecraft and watching...
  • 45:28 - 45:32
    ...how it's changed
    over the months and months,
  • 45:33 - 45:37
    and thinking in a few months' time
    how different is it gonna be?
  • 45:38 - 45:43
    And I guess it is kind of nice to have
    almost feel like you're a part of that,
  • 45:43 - 45:45
    because you've
    experienced that as a gamer.
  • 45:48 - 45:49
    And since you're in debug mode;
  • 45:49 - 45:55
    you can just change the code and it just
    instantly changes, which is very, very efficient.
  • 45:55 - 46:00
    Yeah, I can do anything; we can make arrows explode
    when they hit the ground instead.
  • 46:03 - 46:08
    Arrow in ground; there we go.
  • 46:08 - 46:12
    When doing a game, it's more about
    what to expect from a game...
  • 46:12 - 46:16
    ...and trying to play around with those expectations;
    that's kind of the most fun part.
  • 46:22 - 46:24
    Let's give it a bigger explosion!
  • 46:27 - 46:28
    There we go.
  • 46:32 - 46:34
    Oh, is that thunder?
  • 46:46 - 46:49
    -I think it's about 9,000.
    -9,000?
  • 46:51 - 46:53
    Or something;
    it's insane.
  • 46:53 - 47:02
    Minecon is basically a celebration
    of the launch of Minecraft.
  • 47:03 - 47:06
    Do you think it's reasonable
    time to do it in November?
  • 47:06 - 47:08
    Yeah, we can--
  • 47:08 - 47:14
    It would be cool to sort of do a live deployment on stage
    when they deploy the one dot o version.
  • 47:14 - 47:16
    That would be cool.
  • 47:16 - 47:18
    Yeah, I will get nervous.
  • 47:18 - 47:20
    We haven't put up the site
    where people can register yet,
  • 47:20 - 47:26
    so we have no idea how many are gonna show up,
    and we signed the papers already with the hotel.
  • 47:26 - 47:31
    I mean, at least a couple of hundred should show up,
    I think, but I have no idea.
  • 47:52 - 47:56
    It is a collaborative medium;
    developers and gamers collaborate.
  • 47:56 - 48:00
    We are makers, we are creators,
    and that's why we're here today;
  • 48:00 - 48:05
    because we're gonna celebrate
    that collaboration between developers and gamers.
  • 48:05 - 48:09
    So I'm very, very grateful for everyone
    who's come to join us today,
  • 48:09 - 48:17
    and I think it is particularly fitting
    that our first presenter today is Mojang;
  • 48:17 - 48:23
    because it's hard to imagine a game that would,
    like Minecraft, that would flourish,
  • 48:23 - 48:30
    because it breaks so many conventions and basically
    hands the creative keys over to the gamers.
  • 48:30 - 48:33
    And that is truly revolutionary.
  • 48:33 - 48:39
    And so I am very, very pleased to introduce
    Markus "Notch" Persson and Lydia Winters,
  • 48:39 - 48:41
    who are gonna show you
    the Minecraft Adventure update.
  • 48:41 - 48:42
    Please welcome them.
  • 48:54 - 48:58
    Minecraft is why we do what we do,
    because it--
  • 48:58 - 49:02
    you are literally looking into the future
    when you see Minecraft, you know?
  • 49:02 - 49:05
    Like I said, we've always had these genres,
    we always had the traditional stuff,
  • 49:06 - 49:09
    but this is the future of gaming,
    you know?
  • 49:09 - 49:13
    This collaboration, this emphasis on creativity,
    on freedom.
  • 49:13 - 49:18
    And it's thrilling to be able to be here and say,
    "Yes, I was there when it happened."
  • 49:18 - 49:23
    He obviously knew he was creating building blocks;
    but I don't think anybody could have expected...
  • 49:23 - 49:27
    ...how ready so many millions of people were
    to take those building blocks and say,
  • 49:27 - 49:31
    "Okay, I'm gonna create stuff in the game."
    I don't think anybody could see that coming.
  • 51:05 - 51:07
    Sorry, that was
    really horrible.
  • 51:07 - 51:08
    -Oh, it’s okay.
    -It’s a good thing I left...
  • 51:08 - 51:10
    ...because you would have been
    very alarmed...
  • 51:10 - 51:12
    ...that I was gonna die.
  • 51:12 - 51:16
    The fact in God games
    you kind of own the world...
  • 51:16 - 51:19
    ...isn’t as important
    as owning your own house.
  • 51:19 - 51:27
    And that idea of building,
    and creating,
  • 51:27 - 51:30
    and almost moding,
    as part of the gaming experience,
  • 51:30 - 51:33
    is why it’s far better
    than a God game,
  • 51:33 - 51:36
    and a game
    that I’ve done.
  • 51:36 - 51:36
    Sure.
  • 51:38 - 51:39
    You’re, uh--
  • 51:40 - 51:41
    No, for sure.
  • 51:42 - 51:43
    It’s fact.
  • 51:44 - 51:47
    Because of Minecraft,
    I think, it has changed...
  • 51:47 - 51:51
    ...my view of what I do
    on a day to day basis.
  • 51:51 - 51:56
    I still really believe
    that I have got one great game.
  • 51:56 - 52:01
    You know, inside one great game
    idea that I can inspire a team...
  • 52:01 - 52:02
    ...to turn into a real
    idea in me.
  • 52:23 - 52:25
    Well, everyone in the studio
    is huge, huge fans...
  • 52:25 - 52:26
    ...of Minecraft.
  • 52:26 - 52:27
    Oh cool!
  • 52:27 - 52:29
    It is amazing when
    you do something like that,
  • 52:29 - 52:35
    and then it becomes this expression
    of everybody’s creativity.
  • 52:35 - 52:37
    It is such a cool place
    to build,
  • 52:37 - 52:39
    and grow a community,
    and meet friends.
  • 52:40 - 52:41
    I wouldn’t even call Minecraft
    a game anymore.
  • 52:41 - 52:43
    It’s come so much further
    than that.
  • 52:43 - 52:43
    It’s a platform.
  • 52:43 - 52:48
    It’s a platform for us to develop
    our architectural side,
  • 52:48 - 52:50
    our creative nature.
  • 52:50 - 52:53
    It let’s us be ourselves,
    communicate with people,
  • 52:53 - 52:55
    and create things
    that we maybe didn’t think...
  • 52:55 - 52:57
    ...we ever could,
    but now we can.
  • 53:02 - 53:08
    Anytime I get on that server,
    I get astounded by the imagination,
  • 53:08 - 53:10
    the creativity of the people
    that are on there,
  • 53:10 - 53:12
    and my jaw just
    hits the ground.
  • 53:12 - 53:15
    I just can’t believe
    what the people;
  • 53:15 - 53:18
    A, have the design sense
    to accomplish.
  • 53:19 - 53:20
    I can’t do it.
  • 53:20 - 53:22
    I don’t know if it’s
    just me,
  • 53:24 - 53:25
    And I’ll tell them.
  • 53:25 - 53:27
    I’ll say, “This is fabulous.”
  • 53:27 - 53:29
    “How do you do this?”
  • 55:03 - 55:04
    Hi there, everybody!
  • 55:04 - 55:07
    This is Halkun,
    and I’m gonna demonstrate...
  • 55:10 - 55:13
    Now, first thing you’re gonna notice
    is I’m kinda staring at a corner...
  • 55:13 - 55:15
    of a very,
    very deep well.
  • 55:15 - 55:16
    And it’s made out
    of bedrock,
  • 55:16 - 55:19
    and it’s very, very high,
    and I’m sure you’re probably thinking,
  • 55:19 - 55:22
    “Why Halkun, that is a very,
    very deep well.”
  • 55:22 - 55:24
    And I’m gonna show you
    the reason why.
  • 55:24 - 55:26
    It is currently holding...
  • 55:26 - 55:28
    ...this!
  • 55:28 - 55:33
    This is a 1:1 scale model
    of the Starship Enterprise.
  • 55:35 - 55:38
    I haven’t slept yet,
    so I’m gonna be a little loopy...
  • 55:38 - 55:40
    ...as I show you what
    I’ve got here.
  • 55:40 - 55:42
    So, as you can see there’s
    still some scaffolding still up there.
  • 55:42 - 55:46
    So, why don’t we take a walk,
    shall we?
  • 55:46 - 55:49
    I reversed 6502 code
    for fun.
  • 55:49 - 55:51
    So, I have like disassembled
    source code...
  • 55:51 - 55:53
    ...from Final Fantasy I.
  • 55:53 - 55:54
    I have disassembled
    source code...
  • 55:54 - 55:58
    ...from ProDOS
    for the Apple II that I’ve taken apart.
  • 55:58 - 56:00
    And that’s what I do,
    I find these programs,
  • 56:00 - 56:01
    and take them apart.
  • 56:01 - 56:05
    I’ve been, I’ve been reverse
    engineering applicate software...
  • 56:05 - 56:06
    ...for like ten years.
  • 56:06 - 56:08
    I’m actually active
    in a community...
  • 56:08 - 56:10
    ...where we’ve been disassembling
    Final Fantasy VII...
  • 56:10 - 56:12
    for the last decade.
  • 56:12 - 56:14
    Pretty much I’m all over
    the map when it comes...
  • 56:14 - 56:14
    ...to just things.
  • 56:14 - 56:19
    Intellectual property law,
    I do reverse engineering,
  • 56:19 - 56:21
    I do the marketing.
  • 56:21 - 56:23
    So, it’s because I live in
    a very tiny apartment,
  • 56:23 - 56:25
    and I’m often bored.
  • 56:30 - 56:33
    Um, let me see if I can find
    my Enterprise.
  • 56:33 - 56:37
    So we’re sitting at...
  • 56:37 - 56:43
    8,984,531,
    and I need to update these badly.
  • 56:43 - 56:45
    What are some of the comments
    here that you have?
  • 56:45 - 56:46
    Nerd!
  • 56:46 - 56:48
    I need a girlfriend!
  • 56:48 - 56:49
    What a geek!
  • 56:49 - 56:51
    The Virgin Diaries,
    because evidently...
  • 56:51 - 56:54
    ...I’m a virgin, too.
  • 56:54 - 56:57
    Uh, I don’t think you guys
    have never really appreciated...
  • 56:57 - 57:01
    ...how absolutely huge
    the Enterprise is,
  • 57:01 - 57:04
    but I don’t know,
    this is kind of a shock to you.
  • 57:04 - 57:06
    This thing is fucking enormous.
  • 57:06 - 57:08
    People who don’t play Minecraft
    just looked at this,
  • 57:08 - 57:11
    and go, “What on earth
    did that nerd do?”
  • 57:11 - 57:12
    And a lot of people,
    when they saw this too,
  • 57:12 - 57:14
    they saw the video,
    and they never--
  • 57:14 - 57:16
    They didn’t know when Minecraft was
    getting all trendy,
  • 57:16 - 57:17
    and everyone’s like,
    “I don’t wanna play.”
  • 57:17 - 57:19
    “It sounds like everyone’s
    just getting on the band wagon.”
  • 57:19 - 57:21
    And I remember when someone
    saw my video,
  • 57:21 - 57:24
    and they posted underneath it,
    “Okay, I get it.”
  • 57:24 - 57:27
    “I understand now.”
  • 57:27 - 57:30
    “Now I see why this is such
    a game that--
  • 57:30 - 57:31
    why everyone’s playing
    this game.
  • 57:31 - 57:33
    Before when you would go
    on YouTube,
  • 57:33 - 57:35
    and you saw somebody
    who modeled the Enterprise,
  • 57:35 - 57:36
    you’d think,
    “Wow, that’s incredible.”
  • 57:36 - 57:38
    I could never do that,
    I don’t have the knowledge,
  • 57:38 - 57:40
    of the modeling software.
  • 57:40 - 57:41
    Like I can’t do that.
  • 57:41 - 57:44
    But when you see Minecraft,
    the Minecraft Enterprise,
  • 57:44 - 57:46
    you’re like,
    “You couldn’t.”
  • 57:46 - 57:47
    Let’s be clear.
  • 57:47 - 57:48
    Like you could never
    do that.
  • 57:48 - 57:50
    But there’s a part of you
    that thinks,
  • 57:50 - 57:51
    “If I just had the time...”
  • 57:51 - 57:54
    It’s sort of democratized,
    right?
  • 57:54 - 57:56
    Because everybody has
    the same pieces.
  • 57:56 - 57:58
    And in this you’re making it
    out of something.
  • 57:58 - 58:01
    And there’s a being in there
    that is doing it.
  • 58:01 - 58:03
    Right?
  • 58:03 - 58:04
    So, it’s much easier,
    I think,
  • 58:04 - 58:06
    to map yourself
    to that.
  • 58:06 - 58:10
    This is Voyager.
  • 58:10 - 58:12
    There’s the Enterprise E.
  • 58:12 - 58:16
    There is the Klingon Bird-of-Prey.
  • 58:16 - 58:20
    So, we can make these ships,
    take these blocks,
  • 58:20 - 58:23
    and put them in this world
    where we can build our ships...
  • 58:23 - 58:26
    ...with these blocks,
    and then, you know,
  • 58:26 - 58:29
    wire them up,
    give them life,
  • 58:29 - 58:31
    and see what happens.
  • 58:31 - 58:36
    But if you have something take it,
    and try going in a completely different direction.
  • 58:36 - 58:40
    Take the seeds of it,
    and then see what else you can do.
  • 58:40 - 58:41
    I don’t wanna see bigger
    and better,
  • 58:41 - 58:44
    I wanna see this way
    or that way.
  • 58:44 - 58:45
    Hey guys, I just want
    to show you a project...
  • 58:45 - 58:48
    ...I’ve been working on
    in Minecraft.
  • 58:48 - 58:49
    It’s up here.
  • 58:49 - 58:52
    At least a good view
    of it is.
  • 58:52 - 58:57
    This is a Arithmetic-Logic Unit.
  • 58:57 - 59:01
    And an ALU is found in every processor
    because it does math.
  • 59:01 - 59:03
    When the Minecraft
    Enterprise came out,
  • 59:03 - 59:08
    the computer came out
    at about that same time.
  • 59:08 - 59:11
    It is 16-bit,
    and somewhat slow,
  • 59:11 - 59:15
    and big,
    and unwieldy,
  • 59:15 - 59:20
    but it’s implemented
    in the video game what do you want?
  • 59:20 - 59:23
    I have it set up, hopefully,
    so that when I add registers,
  • 59:23 - 59:27
    and ram,
    probably not very much ram,
  • 59:27 - 59:30
    and program counter,
    it will be a legit computer.
  • 60:11 - 60:18
    Okay, so this is the ALU
    of a basic computer.
  • 60:18 - 60:20
    So, this is the output.
  • 60:20 - 60:21
    These are the inputs.
  • 60:21 - 60:26
    And these are the controls.
  • 60:26 - 60:27
    I’m gonna do 2+1.
  • 60:28 - 60:31
    I’m gonna turn that on
    so it adds it,
  • 60:31 - 60:34
    and we look over here,
    there’s a huge bus...
  • 60:34 - 60:40
    ...taking all the values
    from the end of the ALU,
  • 60:40 - 60:41
    all the way back over here.
  • 60:42 - 60:46
    So, bit wise I mean,
    we added 2+1,
  • 60:46 - 60:48
    we get three,
    which is one, one...
  • 60:49 - 60:52
    It can only add, really,
    but multiplication...
  • 60:52 - 60:54
    is just adding over
    and over again.
  • 60:54 - 60:56
    division is subtracting
    over and over again,
  • 60:56 - 60:59
    and subtraction is just
    adding a negative number.
  • 60:59 - 61:01
    If pieced together,
    they can do any operation
  • 61:01 - 61:02
    that a regular computer
    can do.
  • 61:04 - 61:07
    Okay, this has four bytes
    of memory.
  • 61:07 - 61:12
    I would say in Minecraft
    you could probably build...
  • 61:12 - 61:14
    ...512 bytes of ram.
  • 61:14 - 61:21
    Which 256 bytes is the amount
    that was in an Atari 2600.
  • 61:21 - 61:24
    So, that kinda gives you
    a feel.
  • 61:24 - 61:26
    So, you could probably
    double that.
  • 61:26 - 61:28
    So, here’s the entire computer.
  • 61:29 - 61:30
    Here you can see.
  • 61:30 - 61:37
    You can see the connections,
    you can see the cross over.
  • 61:37 - 61:45
    You get a very visceral way
    to appreciate what’s going on...
  • 61:45 - 61:49
    ...inside these things
    that we can’t see anymore.
  • 61:49 - 61:52
    There’s not just a disconnect
    between regular people,
  • 61:52 - 61:55
    even programmers,
    just usually taking on faith...
  • 61:55 - 61:58
    ...that they click a button,
    and now all this stuff they wrote...
  • 61:58 - 62:01
    ...can be run.
  • 62:02 - 62:05
    That this disconnect can even
    translates into people...
  • 62:05 - 62:07
    ...who are suppose to know
    what’s going on...
  • 62:07 - 62:09
    ...is really interesting.
  • 62:09 - 62:14
    but there’s definitely this class
    of machines we have now...
  • 62:14 - 62:17
    ...that are tantamount
    to magic,
  • 62:17 - 62:22
    and we just see them go,
    and watch them do...
  • 62:22 - 62:24
    ...all these amazing things,
    and nod,
  • 62:24 - 62:27
    and say, “Okay, this is where
    we are right now.”
  • 62:27 - 62:30
    And know that the chain
    of us moving from the present...
  • 62:30 - 62:31
    ...to the future.
  • 62:31 - 62:34
    And now there’s gonna be
    even cooler things.
  • 62:34 - 62:36
    And that’s just kind of where
    it stops,
  • 62:36 - 62:40
    and you don’t say,
    “Okay, how does this work?”
  • 62:40 - 62:41
    “What are we really doing?”
  • 62:50 - 62:52
    I hope you guys
    check in later...
  • 62:52 - 62:57
    ...to see this once
    I have a few other...
  • 62:57 - 62:58
    ...finished chunks done.
  • 62:59 - 63:00
    Thanks for watching.
  • 63:00 - 63:03
    Infrastructure is such a key part
    of Minecraft’s success, I think.
  • 63:03 - 63:05
    Because it’s a game
    about sharing,
  • 63:05 - 63:07
    so you just need that infrastructure
    in place to share...
  • 63:07 - 63:11
    ...either your creations,
    or your things...
  • 63:11 - 63:12
    ...that you’ve engineered
    in game...
  • 63:12 - 63:16
    ...like a color printer
    I saw somebody made last week.
  • 63:16 - 63:18
    To share those ideas,
    right?
  • 63:18 - 63:20
    Those ideas need places
    to move around.
  • 63:21 - 63:22
    Without YouTube,
    without Twitter,
  • 63:22 - 63:26
    message boards,
    community sites,
  • 63:26 - 63:28
    it wouldn’t have been
    as successful, for sure.
  • 63:28 - 63:31
    So, I’m gonna now show you
    some pictures of some...
  • 63:31 - 63:33
    ...of the cooler things we found,
    and people have built...
  • 63:33 - 63:33
    ...in Minecraft.
  • 63:34 - 63:35
    Whoa, the Eiffel Tower!
  • 63:35 - 63:36
    What?
  • 63:36 - 63:38
    That is so cool!
  • 63:38 - 63:39
    How did they do that?
  • 63:39 - 63:41
    Okay, that’s--
    Okay, that is a lot of work.
  • 63:41 - 63:42
    That looks pretty cool.
  • 63:42 - 63:44
    I would, like,
    never thought of that.
  • 63:44 - 63:45
    Ooh, a castle!
  • 63:45 - 63:47
    Is that Hogwart's?
  • 63:47 - 63:47
    It is!
  • 63:47 - 63:49
    I’m smart!
  • 63:49 - 63:50
    No, you’re a nerd!
  • 63:50 - 63:53
    It’s self-perpetuating in that way
    of because people create things,
  • 63:55 - 63:56
    They wanna share
    those things.
  • 63:56 - 63:58
    So, automatically more people,
    and new people are hearing...
  • 63:58 - 64:01
    ...about that game
    in a contextual way.
  • 64:01 - 64:03
    They’re not watching an add,
    they’re saying,
  • 64:03 - 64:03
    “Hey, I made this.”
  • 64:03 - 64:05
    “You can do this too!”
  • 64:05 - 64:06
    “Do you wanna play?”
  • 64:06 - 64:09
    I found out through,
    was it Tyco's post...
  • 64:09 - 64:10
    ...on Penny Arcade?
  • 64:10 - 64:14
    I’m not sure,
    but I heard about it there,
  • 64:14 - 64:17
    and my best friend was like,
    “Hey, it’s a game where all you do...
  • 64:17 - 64:19
    ...is mine and craft.”
  • 64:19 - 64:21
    And I was like,
    “Really now?”
  • 64:21 - 64:23
    I definitely wanted to
    spread the word too, like.
  • 64:23 - 64:26
    Yeah, there was an evangelical,
    sort of...
  • 64:26 - 64:28
    It was at the very beginning
    of the--
  • 64:28 - 64:30
    -The big, like--
    -The take off of the game, right?
  • 64:30 - 64:31
    -Yeah.
    -So there wasn’t a lot...
  • 64:31 - 64:34
    of material out there
    about what it was like...
  • 64:34 - 64:36
    ...to actually play it.
  • 64:36 - 64:37
    Like this game will suck
    you in,
  • 64:37 - 64:38
    and you are in trouble.
  • 64:38 - 64:40
    And then you introduced
    your son to it,
  • 64:40 - 64:41
    and every time I would go over
    to your house,
  • 64:41 - 64:42
    he was playing it
    the entire time.
  • 64:42 - 64:43
    Yeah, still is.
  • 64:43 - 64:44
    Hours.
  • 64:44 - 64:45
    Every night,
    hours.
  • 64:45 - 64:46
    Hot.
  • 64:46 - 64:51
    I pictured him sorta getting in there,
    and not knowing what to do.
  • 64:54 - 64:55
    So, where’s you’re, uh,
    don’t you have...
  • 64:55 - 65:08
    ...a train station
    in here somewhere?
  • 65:08 - 65:09
    Oh wow,
    that’s cool.
  • 65:09 - 65:13
    I saw the one that--
    they had a bunch of music blocks,
  • 65:13 - 65:17
    and it played the song
    from Portal.
  • 65:17 - 65:18
    He’s my boy.
  • 65:22 - 65:25
    I love you son.
  • 65:25 - 65:26
    What?
  • 65:27 - 65:28
    -What?
    -Oh nothing.
  • 65:29 - 65:33
    You know, it’s interesting,
    because especially as a parent,
  • 65:33 - 65:36
    you think, “Boy, I really need
    to limit--”
  • 65:36 - 65:38
    You just hear you have
    to limit his time--
  • 65:38 - 65:40
    You have to limit their time
    in video games.
  • 65:40 - 65:43
    You don’t really know why,
    and I think that’s...
  • 65:43 - 65:45
    ...I think that’s just ridiculous now,
    because you know,
  • 65:45 - 65:47
    what is a video game anymore?
  • 65:47 - 65:49
    When he’s been playing
    for a couple of hours,
  • 65:49 - 65:50
    and I come in,
    and I’m like,
  • 65:50 - 65:52
    “Alright, Gabe, I think
    you need to take a break.”
  • 65:52 - 65:55
    And I look,
    and he’s built a functioning aqueduct.
  • 65:56 - 65:56
    That’s no joke.
  • 65:56 - 65:58
    Like he figured out
    how to get water...
  • 65:58 - 66:00
    ...from one place to another
    by building this contrap--
  • 66:00 - 66:03
    It’s like I’m not gonna tell you
    to stop.
  • 66:05 - 66:07
    You know?
    Parenting has changed.
  • 66:15 - 66:17
    We have, uh,
    these nice people.
  • 66:17 - 66:20
    They’re from a real
    film company...
  • 66:20 - 66:23
    ...making a real movie
    about Minecraft.
  • 66:24 - 66:26
    And they’re just gonna be watching
    what we do.
  • 66:26 - 66:27
    We’re gonna be doing
    what we normally do.
  • 66:27 - 66:28
    We’re gonna be
    playing Minecraft.
  • 66:28 - 66:31
    I’m gonna be--
    have activities for you.
  • 66:31 - 66:32
    You guys are gonna get
    to do your own things.
  • 66:33 - 66:36
    But really just,
    we’re gonna be ourselves today.
  • 66:36 - 66:36
    Kyle, yes.
  • 66:37 - 66:40
    I have always been
    a gamer.
  • 66:40 - 66:43
    I still remember the day
    my cousin brought over...
  • 66:43 - 66:44
    ...a Pong machine,
    and that was sort of...
  • 66:44 - 66:47
    ...like a life-changing moment,
    and I kinda grew up...
  • 66:47 - 66:49
    ...with computer games
    in my life.
  • 66:50 - 66:53
    Right now, I’m teaching
    our Lower School Technology classes.
  • 66:53 - 66:55
    So, I’m mostly working
    with first and second grade,
  • 66:55 - 67:00
    and I’m a big believer that
    in bringing games into the classroom.
  • 67:00 - 67:02
    I think it gets the kids really excited
    about being here,
  • 67:02 - 67:04
    being in school,
    being in my class.
  • 67:04 - 67:05
  • 67:11 - 67:14
    Well, what's your favorite--
    do you like the Minecraft stuff?
  • 67:15 - 67:17
    Yeah, computer is
    my favorite subject.
  • 67:17 - 67:19
    Kids are excited
    about games.
  • 67:19 - 67:20
    This is where they live.
  • 67:20 - 67:24
    You know, they go home,
    they play games,
  • 67:24 - 67:28
    that’s what they’re excited
    to talk about with their friends.
  • 67:28 - 67:30
    It’s this generation.
  • 67:30 - 67:31
  • 67:31 - 67:33
    Yeah, we have
    a Wii,
  • 67:33 - 67:34
    an XBOX,
    A PS3.
  • 67:34 - 67:36
    My older brother
    has a PlayStation.
  • 67:36 - 67:39
    And they’re talking about
    doing well in a class,
  • 67:39 - 67:39
    and leveling up.
  • 67:39 - 67:41
    I mean this is where
    they live.
  • 67:41 - 67:43
    This is kind of where
    their mental head space is.
  • 67:44 - 67:47
    And when I started playing Minecraft
    this past summer,
  • 67:47 - 67:50
    I just, you know,
    there was just such...
  • 67:50 - 67:52
    ...amazing amounts of potential
    that I really knew...
  • 67:52 - 67:53
    ...that I had to try
    to make it work,
  • 67:53 - 67:56
    and find a way to bring this
    into my classroom.
  • 67:56 - 67:58
    I’m gonna break you guys
    into groups.
  • 67:58 - 68:01
    And each group is gonna
    make their own house...
  • 68:02 - 68:04
    ...out of these different materials.
  • 68:08 - 68:10
    Max is off and running
    making some tools.
  • 68:10 - 68:12
    Guys, I’ll make doors
    for us.
  • 68:12 - 68:14
    -In the desert.
    -Oh, I see it.
  • 68:14 - 68:16
    You got it.
  • 68:17 - 68:18
    You guys like the game?
  • 68:18 - 68:19
    Yeah.
  • 68:19 - 68:21
    It is really,
    really fun.
  • 68:21 - 68:23
    Like, it’s kinda like
    a free world.
  • 68:23 - 68:26
    It’s not like New York City
    with all the traffic,
  • 68:26 - 68:27
    and all,
    I love it.
  • 68:27 - 68:30
    I’m able to dream up
    these different worlds,
  • 68:30 - 68:32
    and different adventures
    that the kids can have...
  • 68:32 - 68:34
    ...that I think they’re gonna
    get something out of.
  • 68:34 - 68:35
    That they’re gonna have--
    that’s gonna have...
  • 68:35 - 68:37
    ...some lasting value for them.
  • 68:37 - 68:41
    Well, Minecraft is basically
    another version of your life,
  • 68:41 - 68:43
    except it’s a magical version.
  • 68:43 - 68:44
    Lots of great team work today.
  • 68:45 - 68:48
    And I had a lot of positive feedback.
  • 68:48 - 68:51
    You know, our network administrator
    told me really early on...
  • 68:51 - 68:54
    ...this is one of the coolest
    things I’ve ever seen done...
  • 68:54 - 68:57
    ...in all the years of working
    in schools.
  • 68:57 - 68:59
    Then the teachers who
    are not gamers,
  • 68:59 - 69:01
    yeah, I mean,
    I guess they would kind of...
  • 69:01 - 69:03
    ...scratch their heads,
    and they’d say that’s nice, Joel.
  • 69:03 - 69:05
    You know, I’m glad you’re doing
    something fun with the kids.
  • 69:06 - 69:10
    But, once I would get them
    in the room for five minutes,
  • 69:10 - 69:12
    once they would see
    just how excited,
  • 69:12 - 69:14
    and how engaged
    the kids were,
  • 69:14 - 69:16
    you know, almost everyone
    of these teachers...
  • 69:16 - 69:17
    ...would walk out of the room
    a believer...
  • 69:17 - 69:20
    ...that I was really
    on to something here.
  • 69:20 - 69:22
    Not sure I fully
    understand it.
  • 69:26 - 69:29
    I’m not sure I understand it at all,
    to be honest with you.
  • 69:29 - 69:31
    When I first saw this game,
    I thought,
  • 69:31 - 69:35
    “Wow, this is really pixelly,
    and this reminds me...
  • 69:35 - 69:36
    ...of my Atari 800 days.”
  • 69:36 - 69:40
    And I couldn’t believe that the kids
    were satisfied with the graphics.
  • 69:40 - 69:43
    But they don’t even seem
    to notice that part of it.
  • 69:44 - 69:45
    It’s awesome!
  • 69:46 - 69:47
    It’s so much fun.
  • 69:47 - 69:49
    That’s the only part
    I don’t like.
  • 69:49 - 69:52
    Listening to everyone
    talk about it all the time.
  • 69:52 - 69:55
    The kids come in,
    and you literally...
  • 69:55 - 69:57
    ...have to rip their hands
    off of the keyboard.
  • 70:00 - 70:01
    It’s annoying.
  • 70:01 - 70:03
    And I love to talk
    about it.
  • 70:09 - 70:10
    -No.
    -Yeah.
  • 70:12 - 70:14
    But let’s remember
    there’s things they can do...
  • 70:14 - 70:17
    ...in Minecraft that they can’t
    do in the real world.
  • 70:17 - 70:21
    I mean, I can’t drop a bunch of kids
    in a forest,
  • 70:21 - 70:24
    and tell them to build
    a shelter in real life.
  • 70:24 - 70:27
    And even if it’s not quite
    real life,
  • 70:28 - 70:29
    they’re thinking,
    “Well, what would I do...
  • 70:29 - 70:30
    ...in this situation?”
  • 70:30 - 70:34
    What must it be like to build
    a castle on top...
  • 70:34 - 70:35
    ...of a mountain,
    and try to fortify it.
  • 70:35 - 70:38
    What must it be like
    to explore a jungle.
  • 70:38 - 70:40
    What must it be like
    to farm,
  • 70:40 - 70:41
    and raise crops.
  • 70:41 - 70:43
    I mean, these are things
    they can do in the game.
  • 70:43 - 70:47
    And then if a teacher is able
    to spend a little time customizing it,
  • 70:47 - 70:53
    setting up these scenarios,
    the potential is limitless.
  • 70:53 - 70:55
    Well, with the teaching,
    we’re gonna go talk to...
  • 70:55 - 70:57
    ...the Minecraft teacher
    in New York.
  • 70:57 - 70:58
    Okay.
  • 70:58 - 71:00
    And we’ll see him teaching classes,
    and things like that.
  • 71:00 - 71:02
    I mean is that something
    you ever expected...
  • 71:02 - 71:04
    ...would come with the game?
  • 71:04 - 71:04
    No.
  • 71:05 - 71:07
    I think his nickname is “Notch”.
  • 71:07 - 71:08
    Oh yeah, “Notch”.
  • 71:08 - 71:11
    Nacho,
    you’re a great man!
  • 71:11 - 71:12
    “Notch”.
  • 71:12 - 71:18
    I think the person
    would be very smart...
  • 71:18 - 71:20
    ...to make Minecraft.
  • 71:20 - 71:25
    I think he likes adventures.
  • 71:25 - 71:28
    I actually look forward
    to 15 years from now...
  • 71:28 - 71:32
    ...when these kids--
    well, not my age necessarily,
  • 71:32 - 71:34
    I’m a bit older than that,
    but when they’re grown up,
  • 71:35 - 71:38
    and to have a conversation
    with someone...
  • 71:38 - 71:39
    ...it’s like,
    “What, you worked on Minecraft?”
  • 71:40 - 71:42
    Well not really,
    but I sat next to the guy who did.
  • 71:42 - 71:44
    Because I’ve--
    just like you’re saying,
  • 71:44 - 71:47
    some of the games,
    you played when you were young,
  • 71:47 - 71:49
    just, they stick with you.
  • 71:49 - 71:51
    And it’s gonna be that
    over Minecraft as well.
  • 71:51 - 71:54
    It’s gonna be awesome to hear that
    in 15, 20 years talking to people.
  • 71:54 - 71:57
    And it’s also gonna be very fun
    to see what Minecraft means...
  • 71:57 - 71:58
    ...at that point, so.
  • 71:58 - 72:02
    I’m very much looking forward
    to that.
  • 72:02 - 72:04
    It’s gonna be interesting,
    because they’re gonna...
  • 72:04 - 72:06
    ...be looking back on it
    nostalgically...
  • 72:06 - 72:07
    in like ten years
    from now.
  • 72:08 - 72:10
    Ah, that’s a scary thought.
  • 72:11 - 72:12
    Yeah, that means,
    yeah.
  • 72:13 - 72:14
    That means we really need
    to do it right.
  • 73:07 - 73:11
    We have so much to do,
    and not much time...
  • 73:11 - 73:13
    ...until the release date.
  • 73:13 - 73:18
    And I was kind of joking
    that the release date...
  • 73:18 - 73:20
    ...that we’re told is not
    really a release date,
  • 73:20 - 73:23
    it’s like, well,
    it’s more like an aim.
  • 73:23 - 73:25
    But Carl didn’t agree.
  • 73:25 - 73:29
    He said, “It’s going to be released
    that day regardless.”
  • 73:30 - 73:35
    My attempt to push it
    a little failed.
  • 73:35 - 73:36
    Hey.
  • 73:37 - 73:38
    What's up, sir?
  • 73:39 - 73:40
    How's it going?
  • 73:40 - 73:40
    Good.
  • 73:44 - 73:46
    I don't feel like one.
  • 73:48 - 73:49
    It's going good.
  • 73:49 - 73:52
    I'm a bit stressed out.
  • 73:52 - 73:56
    Definite--the pressure is increasing
    in the team I would say.
  • 73:56 - 74:01
    I need to finish this,
    so I'm really focused on it,
  • 74:01 - 74:03
    so right now it doesn't feel like
    we'll ever work on something new,
  • 74:03 - 74:05
    but I have all these
    ideas that I want to try.
  • 74:06 - 74:10
    And I've actually like spoken to Jens
    and he would be willing to take over...
  • 74:10 - 74:15
    ...like the head of Minecraft
    and he's really good at it.
  • 74:15 - 74:20
    So, I feel comfortable that he's someone
    who could do a very good job at it,
  • 74:20 - 74:23
    but right now it feels like I'm gonna
    keep working on Minecraft forever.
  • 74:23 - 74:24
    We'll see.
  • 74:24 - 74:30
    I'm very excited about it being done
    because it's like a milestone, I think,
  • 74:30 - 74:32
    that would be really worth celebrating.
  • 74:32 - 74:37
    Like, "Yeah, now you've made
    it, this game, now it's finished."
  • 74:37 - 74:40
    So, yeah, I don't
    think it's sad like that.
  • 74:40 - 74:47
    I mean, maybe, you know, I don't know how
    long this game will live and be popular,
  • 74:47 - 74:50
    but maybe when it fades,
    then you would feel a bit sad like,
  • 74:50 - 74:52
    "Oh, yeah,"
    I'd be nostalgic.
  • 74:52 - 74:56
    You know like, "Oh, I remember when
    it was so popular," you know.
  • 74:56 - 74:59
    But, no, it definitely
    doesn't feel like that.
  • 74:59 - 75:02
    I think it will keep
    gaining, so.
  • 75:04 - 75:07
    Oh yeah, another bug, the bow doesn't
    get damaged when you use it.
  • 75:09 - 75:11
    We're just taking today
    as a final, like, polish day.
  • 75:11 - 75:18
    We have a few reported crash bugs that
    we can't reproduce, so it's like,
  • 75:18 - 75:21
    we would like to fix them,
    but we don't know how.
  • 75:21 - 75:22
    Yeah.
  • 75:22 - 75:28
    I'm a bit nervous because, mostly because
    there are gonna be, hopefully reviews,
  • 75:28 - 75:31
    and those are gonna give the game
    like a score and they're gonna say,
  • 75:31 - 75:36
    "No, this game is five percent less good
    than the Super Mario Galaxy" or something.
  • 75:36 - 75:38
    Like here's a bug.
  • 75:39 - 75:43
    "Redstone torch randomly
    burn out and never recover."
  • 75:43 - 75:45
    Okay, where do I start?
  • 75:45 - 75:46
    I have no idea, so.
  • 75:52 - 75:54
    Oh, so fun this is.
  • 75:54 - 75:56
    Oh, there we go.
  • 75:56 - 75:57
    Now that's right, correct.
  • 75:57 - 75:58
    Oh, damn it.
  • 76:02 - 76:04
    I'll mark this as
    can't reproduce.
  • 76:07 - 76:09
    So you said you just
    sent the game off?
  • 76:09 - 76:15
    Yeah, I put it on the USB sticks and then
    I sent the final like zip file to Tobias,
  • 76:16 - 76:17
    so he can make
    the upload script.
  • 76:17 - 76:25
    Now it's 20 minutes past 3
    and I have one-and-a-half days to go...
  • 76:25 - 76:26
    ...and then we go to Minecon.
  • 76:27 - 76:29
    So I figured I'd
    play with Legos.
  • 76:31 - 76:34
    It's a bit weird 'cause
    I still feel like I probably
  • 76:34 - 76:36
    should still be polishing stuff
    'cause there's stuff to polish,
  • 76:36 - 76:39
    but I don't want to risk getting new bugs,
    so we're not doing that.
  • 76:39 - 76:44
    And I'm super nervous about the flight,
    not nervous, more like giddy or something,
  • 76:45 - 76:48
    like I can't wait
    until the flight goes.
  • 76:49 - 76:50
    See you guys tomorrow.
  • 76:50 - 76:51
    Yup, see you then.
  • 76:52 - 76:55
    So, I think he feels that,
    okay I can't do anything more now,
  • 76:55 - 76:58
    it's done and
    I'm going to Vegas.
  • 76:58 - 77:02
    So, I think that's why
    he's giddy and, uh,
  • 77:02 - 77:05
    and I started to feel that as well,
    so probably tomorrow.
  • 77:05 - 77:08
    I'm gonna lock down the Scrolls
    version tomorrow morning...
  • 77:08 - 77:11
    ...and then I'm gonna just kick back
    and put my feet up and play some...
  • 77:11 - 77:14
    ...Virtua Tennis 4 and go out
    and have a beer with Markus,
  • 77:14 - 77:18
    and you know, just cool down
    before the trip to Vegas.
  • 78:01 - 78:02
    It took a whole truck.
  • 78:05 - 78:06
    It's very cool.
  • 78:16 - 78:20
    I mean, there's been talk
    about 5,000 people.
  • 78:20 - 78:24
    I don't think there's gonna
    be that many, but who knows.
  • 78:32 - 78:33
    Yes.
  • 78:36 - 78:37
    It doesn't work at all.
  • 79:46 - 79:49
    But, uh, we only have
    a few more minutes left,
  • 79:49 - 79:52
    so we really do want to thank
    all of y'all for coming here,
  • 79:52 - 79:56
    and this has been the highlight
    for us of this past year...
  • 79:56 - 80:00
    ...and what Minecraft
    has done for all of us.
  • 80:15 - 80:18
    Because Minecon is finally
    released, it's the end times.
  • 80:18 - 80:19
    No one thought it
    would ever happen.
  • 80:19 - 80:21
    It's Minecon--sorry,
    it's Minecraft.
  • 80:21 - 80:22
    That's okay.
  • 80:22 - 80:24
    I'm getting all of
    your games wrong.
  • 80:24 - 80:25
    I've played it
    a few times.
  • 80:26 - 80:27
    I heard you did, yeah.
  • 80:27 - 80:27
    Yeah.
  • 80:27 - 80:29
    -He's still learning.
    -Yeah.
  • 80:30 - 80:34
    I guess just to close out,
    I think you're obviously idolized...
  • 80:34 - 80:37
    ...by a lot of, uh--I'm sure
    that must make you feel...
  • 80:37 - 80:38
    ...kind of weird at times,
    but you're obviously idolized...
  • 80:38 - 80:41
    ...by a lot of indie developers
    and people that want to make games.
  • 80:41 - 80:44
    You know, they look at what you've
    done as a kind of success story,
  • 80:44 - 80:46
    you know, like you went from being
    a guy making an indie game...
  • 80:47 - 80:50
    ...to a guy that can have 5,000 people
    come out to a convention to see him.
  • 80:50 - 80:53
    So, do you have any words of advice
    to people out there that are,
  • 80:53 - 80:57
    you know, trying to become,
    you know, an indie developer?
  • 80:57 - 80:59
    I think that the best advice
    I can give everyone is,
  • 80:59 - 81:02
    "Don't listen to advice,"
    but if you are going to listen to advice,
  • 81:02 - 81:05
    then making sure you actually
    do something is good advice.
  • 81:05 - 81:08
    If you just sit around planning
    something and not doing it,
  • 81:08 - 81:10
    you're not actually
    gonna get anywhere.
  • 81:10 - 81:12
    Cool, yeah, I think
    that's a good.
  • 81:12 - 81:14
    -Yeah, cool.
    -Are we good?
  • 81:14 - 81:16
    -Yup.
    -Great. Awesome.
  • 81:22 - 81:24
    I'm actually not doing
    anything myself,
  • 81:24 - 81:28
    but maybe I fall on
    the stairs or something.
  • 81:32 - 81:35
    Music please for entry.
  • 81:36 - 81:39
    This is how it's gonna look--what it's
    gonna look like when people are entering.
  • 81:39 - 81:43
    So they'll be the music on,
    the lights will be low like this.
  • 81:52 - 81:54
    That's impressive.
  • 81:54 - 81:57
    -He's like a magician.
    -That's so Las Vegas.
  • 81:59 - 82:04
    Everything's gonna get
    dark for the HAT Films video.
  • 82:04 - 82:08
    It's kind of like how I said how I feel
    the game deserves a six or a seven.
  • 82:08 - 82:12
    I do realize it's probably going
    to get higher scores than that,
  • 82:12 - 82:15
    but I don't really dare hope
    for that 'cause to me it's a--
  • 82:15 - 82:18
    There's so much more that
    could be done to the game.
  • 82:19 - 82:22
    It's not really finished yet and I
    don't think it's ever going to be.
  • 82:27 - 82:29
    Yeah, it sounds like
    the closing ceremony started.
  • 82:29 - 82:30
    Yeah.
  • 83:20 - 83:22
    Well, would you like
    to hear him talk?
  • 83:22 - 83:25
    Yeah!
  • 83:25 - 83:31
    Okay, so, Notch, how does
    this feel to you right now?
  • 83:31 - 83:34
    No pressure, yeah.
  • 83:34 - 83:37
    It's very overwhelming.
  • 83:37 - 83:42
    I mean, the reason I started working
    on Minecraft and kept working on it...
  • 83:42 - 83:46
    ...was because of people playing it
    and it's the reason we started a company...
  • 83:46 - 83:51
    ...because there were fans, and now
    we have like 5,000 people here just for...
  • 83:51 - 83:53
    ...the game, for
    Minecraft, and that's...
  • 83:55 - 84:02
    We are so thankful that you guys traveled
    from all over, literally, the world.
  • 84:02 - 84:05
    We have people from all different
    countries here celebrating with us...
  • 84:05 - 84:10
    ...to be part of the official release
    and we are so grateful...
  • 84:10 - 84:13
    ...and absolutely humbled
    that you would come all this way...
  • 84:13 - 84:17
    ...for this game that this team
    has been working on,
  • 84:17 - 84:24
    but now, for the moment that
    you have all been waiting for.
  • 84:53 - 84:56
    Yeah, 2011 was probably
    the weirdest year of my life.
  • 84:56 - 85:00
    It's a--feels like a blur now
    that I think back on it.
  • 85:00 - 85:04
    So much happened and so
    I can't even describe it.
  • 85:04 - 85:06
    The weirdest year
    of my life.
  • 85:14 - 85:18
    It's really hard,
    this summing up things.
  • 85:18 - 85:23
    You know, it's--'cause there's
    so much that has happened...
  • 85:23 - 85:27
    ...and at the same time trying to work and then
    of course manage the family back home.
  • 85:27 - 85:31
    And we had some illness
    in the family as well,
  • 85:31 - 85:36
    we're trying to balance that and it's just,
    it was almost too much in one year...
  • 85:36 - 85:37
    ...I have to say.
  • 85:38 - 85:40
    Let me show
    you around.
  • 85:40 - 85:41
    Watch out.
  • 85:42 - 85:43
    Let's see.
  • 85:43 - 85:49
    Yeah, right as we enter, this is where,
    sort of, everyone will sit and work.
  • 85:49 - 85:51
    A bar will be over there.
  • 85:51 - 85:52
    Next to it will be
    a pool table.
  • 85:52 - 85:54
    Actually, we'll have
    the logo on that wall too.
  • 85:54 - 85:55
    The logo, okay.
  • 85:55 - 85:56
    Yeah, and the logo
    on that wall.
  • 85:56 - 85:56
    Cool.
  • 85:57 - 86:01
    Over here is the Marcus'
    and Jacobs' room.
  • 86:01 - 86:05
    They'll have their own
    sound-proof room.
  • 86:05 - 86:06
    Pretty good.
  • 86:06 - 86:10
    Yeah, it's gonna
    be great.
  • 86:12 - 86:16
    It's really hard to,
    really get your head around...
  • 86:16 - 86:20
    ...everything and summarize,
    but, you know,
  • 86:20 - 86:22
    obviously it's been the most
    amazing year of my life.
  • 86:22 - 86:27
    Just going from, you know,
    sitting in a shitty apartment,
  • 86:27 - 86:31
    you know, working on things
    that I hate and you know,
  • 86:31 - 86:35
    absolutely seeing no
    future for myself aside...
  • 86:36 - 86:39
    ...from the few fleeting
    moments of glory that I had,
  • 86:39 - 86:41
    you know, posting
    some pixel art online,
  • 86:41 - 86:44
    you know, going from that
    to actually, you know, this,
  • 86:44 - 86:49
    travelling around the world
    meeting fans and stuff like that,
  • 86:49 - 86:51
    it's been a pretty
    wild ride.
  • 86:52 - 86:55
    A lot of things
    happened last year.
  • 86:56 - 87:01
    We recently changed
    Minecraft's front page,
  • 87:01 - 87:04
    so it has my Twitter
    account instead of Notch's,
  • 87:05 - 87:08
    so... one difference.
  • 87:08 - 87:12
    So yeah, slightly before Minecraft
    I asked Jens to take over...
  • 87:12 - 87:16
    ...as the new game developer,
    the lead developer of Minecraft...
  • 87:16 - 87:19
    ...and I left the game
    and now Jens is doing it.
  • 87:20 - 87:24
    We, we sat down and made
    a plan in the beginning...
  • 87:24 - 87:30
    ...of last year and that is still,
    we still use the same plan...
  • 87:30 - 87:34
    ...because we only got
    half ways through that list.
  • 87:35 - 87:37
    I mean, I think we should be
    able to do this in half a year,
  • 87:37 - 87:41
    which means we won't, but at least
    that's kind of a base "guesstimate."
  • 87:42 - 87:47
    I barely talk to him
    at all about Minecraft.
  • 87:47 - 87:53
    Sometimes I ask him small things,
    but he said he didn't want...
  • 87:53 - 87:56
    ...to interfere and he
    has definitely not.
  • 87:57 - 88:03
    Well it's a relief and kind of a curse
    'cause I won't ever be able to top that.
  • 88:05 - 88:09
    It's a bit of a relief not to work
    on something that big...
  • 88:10 - 88:11
    ...because I think I've done
    a lot of soul searching that...
  • 88:11 - 88:15
    ...that I'd rather work
    on something smaller like--
  • 88:15 - 88:17
    'Cause I made Minecraft
    kind of for myself...
  • 88:18 - 88:19
    ...and that's the kind
    of games I want to make,
  • 88:19 - 88:22
    but now there are so many like kids
    playing it and parents playing it...
  • 88:22 - 88:25
    ...and I can't really
    understand that audience.
  • 88:25 - 88:28
    So, it feels like there's a huge
    responsibility to keep like...
  • 88:28 - 88:31
    ...your child safe and make sure
    the parents can actually use it...
  • 88:31 - 88:33
    ...the way they want to use it
    with their kids and stuff.
  • 88:33 - 88:38
    So, I'd rather actually work on something
    where I kind of understand the audience more.
  • 88:40 - 88:45
    So, after Minecraft came out,
    the launch was a huge success,
  • 88:45 - 88:48
    and then he handed the development
    off to one of his colleagues.
  • 88:48 - 88:52
    I began to hear whispers of,
    "Oh, he's just counting his money now,"
  • 88:52 - 88:57
    or, "He's not really that into
    making games anymore."
  • 88:57 - 88:59
    And this struck me as strange
    because it didn't really seem to fit...
  • 88:59 - 89:04
    ...with the guy I had met a couple of times
    and interact with over email or what have you,
  • 89:04 - 89:08
    and he seemed to me like somebody
    who's like, he loved doing this kind of thing.
  • 89:08 - 89:16
    And it was, it was comforting and it was exciting
    to find out that those whispers were wrong...
  • 89:16 - 89:21
    ...when his next game, which I'm still not even
    sure how to pronounce, was announced...
  • 89:21 - 89:28
    ...and to find out very quickly thereafter
    that it is potentially as insane as...
  • 89:28 - 89:30
    ...Minecraft was conceptually.
  • 89:36 - 89:38
    Yeah, I kind of burnt out
    towards the end of Minecraft,
  • 89:38 - 89:42
    just the pressure of releasing it and like
    I realized that I was gonna move on,
  • 89:42 - 89:47
    and all that, and then I started getting
    really inspired to make games,
  • 89:47 - 89:51
    started doing the space game and
    it feels like the beginning of Minecraft.
  • 89:51 - 89:55
    It's kind of just--you don't really know
    what the game is gonna be.
  • 89:55 - 89:59
    It's like--it's scary because it could be something
    completely different than what you thought...
  • 89:59 - 90:01
    ...and might not be fun at all,
    it might be super fun.
  • 90:02 - 90:04
    So, it's very inspiring.
  • 90:04 - 90:08
    I'm pretty sure Bethesda doesn't
    have a trademark called "Ten to the C."
  • 90:08 - 90:09
    Damn it, I pronounced it!
  • 90:09 - 90:11
    Damn it!
  • 90:11 - 90:11
    Damn it!
  • 90:14 - 90:20
    I think I could put this up now
    if I wanted to, but it's not really fun yet.
  • 90:20 - 90:25
    So, once it's kind of at the point where I can--
    I would get lost for an hour instead of developing,
  • 90:25 - 90:29
    then that's probably when
    I'm going to release it.
  • 90:29 - 90:33
    I guess I'm kind of afraid of the fans
    being disappointed with the new game.
  • 90:33 - 90:39
    I mean it's a space game, it's not like a fantasy,
    chopping game or whatever.
  • 90:39 - 90:48
    What the first big chance of success and the
    chance of expectation is that when you're...
  • 90:48 - 90:54
    ...the new kid on the block, no one has formed
    any expectations from you whatsoever,
  • 90:54 - 90:59
    and then when you exceeded, way,
    exceeded people's expectations,
  • 90:59 - 91:02
    asking someone to do
    that again is really tough.
  • 91:02 - 91:07
    Usually what happens in a successful
    situation is that the person, you know,
  • 91:07 - 91:09
    the sophomore slump kind
    of thing, or like blows it all.
  • 91:09 - 91:16
    I mean, if this was music, they'd blow it on crack
    and hookers but, you know, I don't think--
  • 91:16 - 91:18
    And he's getting married and like he
    doesn't seem like that kind of guy,
  • 91:18 - 91:22
    but at the same time, like stay focused on the thing
    that you're trying to do and don't worry about all,
  • 91:22 - 91:28
    what I call, weather, right, like when you just can't,
    you know, you can't control--it's gonna storm,
  • 91:28 - 91:31
    it's not, you know, whatever,
    lightning strikes, sometimes it doesn't.
  • 91:31 - 91:35
    You know, do all the variables you can control
    and that's the quality of the game.
  • 91:42 - 91:46
    I've often felt creatively, it's key to have
    a really bad memory and to forget what...
  • 91:46 - 91:50
    ...you did last and really start off each project
    like it's your first one in a way,
  • 91:50 - 91:54
    and I feel like the trick is to do that almost
    every time, just like go back to the beginning...
  • 91:54 - 91:59
    ...and really treat each project like your
    first project and start from scratch again...
  • 91:59 - 92:03
    ...and not worry too much about people
    are expecting or want from you,
  • 92:03 - 92:08
    but go back to the same place that gave you
    your first idea, you know, you didn't get your...
  • 92:08 - 92:14
    ...first idea by listening to some advice from
    a publisher or, you know, you just kind of,
  • 92:14 - 92:19
    you followed what you love and cared about
    and followed what really inspired you and that's...
  • 92:19 - 92:23
    ...where your idea came from and that's
    what you should do every time.
  • 93:42 - 93:44
    Great, sorry about
    the coughing.
  • 93:44 - 93:45
    No, it's fine.
  • 93:45 - 93:46
    I'm sorry that, uh...
  • 93:47 - 93:54
    I had a cold and then I talked too much
    and don't breathe enough and that's what happens.
  • 93:55 - 94:00
    We should probably try to wrap up
    before we get stampeded.
  • 94:00 - 94:01
    Okay.
  • 94:04 - 94:06
    Okay, yeah, I think
    we'll have lots of time.
  • 94:07 - 94:11
    I don't think so, I mean,
    I'll talk forever, so like--
  • 94:11 - 94:12
    You gotta start
    with something.
  • 94:13 - 94:16
    I'd still like you to
    show us the game.
  • 94:16 - 94:17
    You guys should play.
  • 94:19 - 94:19
    All set?
  • 94:22 - 94:24
    That's a
    clapper board is it?
  • 94:24 - 94:24
    Yeah.
  • 94:24 - 94:25
    Wow.
  • 94:26 - 94:28
    Awesome.
  • 94:29 - 94:31
    I wasn't even hot,
    like it didn't even--
  • 94:31 - 94:32
    Shut up.
  • 94:32 - 94:33
    I'm burning up.
  • 94:33 - 94:34
    I mean it's not like we were
    moving around or anything.
  • 94:34 - 94:35
    I was packed between
    you two guys.
  • 94:35 - 94:37
    Minecraft--wait, it's an M.
  • 94:37 - 94:39
    Minecraft.
  • 94:39 - 94:42
    Feel free to use that
    as your logo for your movie.
  • 94:42 - 94:44
    Minecraft--what are
    you calling it anyway?
  • 94:45 - 94:46
    Yeah.
  • 94:46 - 94:47
    Minecraft.
  • 94:47 - 94:48
    Where do you
    get your ideas?
  • 103:54 - 103:58
    There should be enough
    in there to do something.
  • 104:05 - 104:07
    This guy up here.
Title:
Minecraft: The Story of Mojang (Official Version!)
Description:

more » « less
Video Language:
English
Duration:
01:44:18

English subtitles

Revisions