So I stumbled across a couple videos recently from TED. While they are both about subjects not remotely close to that of minecraft I believe, if viewed with the proper perspective, they relay a powerful message to the two main groups of minecraft; players and mod devs. I'll start with the players as it is a far simpler matter while remaining to be an abundantly powerful message that most seem to have forgotten. I'll ask that you watch the videos to get the most from this but they are not necessarily required to watch.
This video is from Adam Savage and the very last line of it was: "...but really if we're all going to be honest with ourselves I have to admit that achieving the end of the exercise was never the point of the exercise in the first place; was it?".
Words have not been so simply put to express a simple concept that, to many, has become some sort of idea far beyond their reach. Recently Staxed started a thread about filling a DSU with octople compressed cobblestone and he even did the calculations and if he were to use a million extruders it would still take well over 5000 years to achieve, but again, it was never the point in the first place, was it?
We all too often in the massive amount of mods we have become grasped by the idea of some sort of end goal and some sort of point to reach. The old adage to stop and smell the roses was not created in vain. The real destination is the journey toward your goal. Never forget that.
Come to think of it that might be good for some mod devs to read too... Anyway; moving on.
This video is from Dan Pink and offers an amazing insight into the business world because of the invaluable information offered about how humans work. Now mods may not be a business but they stand to profit, on a completely different level than a business, from this knowledge. Far too often are mods following the old business model standard described in the video, carrot and stick; reward and punishment. This may work amazingly well if your mod is designed to follow a specific pre-determined path and have a clear line of A->B->C->End. Most mods do not function this way. The problem is mods that do not function with that end goal in mind still follow the reward-punishment system. This is a major flaw. As Dan shows statistically in the video if any form of creativity is meant to be exuded by the person using the mod a reward or punishment will only hinder their ability to do so. Not only that, it hinders their ability to enjoy the mod and become immersed in it.
This is something of a call to action with the likes of MineFactoryReloaded leading the way following the business model presented by Dan Pink in the video. If you wish for your players to thoroughly enjoy a mod that seeks for players to be creative and use the tools you give them in a creative manner you must move into the "21st century" of minecraft. Though as a warning this is not meant for all mods as many mods do have a set goal and a set path to move forward in. For these the narrowed thought process of reward and punishment is paramount, but that is the only situation it is.
Food for though for all. I hope you enjoyed the videos as much as I did and found them as enlightening as I did.
E: Not sure why the spoilers doubled .-.