Question.....Why can't I abbandon 1.7.10?

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Unistic

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Hello all,

I've been MIA in the forums for months due to IRL issues. But I'm trying to come back and enjoy Minecraft once more. I've made a few modpacks from 1.7.10. And I want to make another one even if its just for me to enjoy. I've looked at the new current modpacks both new,popular, and other.

Microsoft is releasing Minecraft updates left and right and modders are doing their best to keep up with the new age. But me, myself, and I still prefer what I call the Golden Age 1.7.10. There's so many mods within that era that I can't leave behind like Rotarycraft, Thaumcraft, and many more. Don't get me wrong some of the new mods are just AWESOME, even some upgrades within RFTools are great and that's one of my favorites as well.

But I just can't seem to move on. Does this post have a point? Probably not just an innocent rant. But what do you think? Why was it so easy for you too move on just to try something new right, I've done that but I still find my way back here :D.
 

triggerfinger12

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Apr 17, 2017
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Personally, I'd say it's because I never really experienced the "Golden Age." I'm relatively new to the modded community, and, coming from Vanilla, prefer the things I'm used to. For instance, I tried to go back and try some of the 1.7 packs, but I never finished them for that very reason. For others, I can make a guess that a lot of it is wanting to try the new thing; recognizing the potential for another "Golden Age."
 

Celestialphoenix

Too Much Free Time
Nov 9, 2012
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Tartarus.. I mean at work. Same thing really.
Too be honest- 1.7 has a lot of interesting content, and a lot of very well made packs. Still playing it myself. A lot of the mods in it are 'feature complete', a lot of bugs have been stomped and it has some old favourites that don't yet exist in later versions. The down side is theres no tech support, and (next to) no newer modded content coming in.

With 1.10/11/12 theres also some neat stuff going on, content that wasn't technically possible in earlier versions such as Chisel'n'Bits, and some other very cool ideas like Modular Machinery. However some old favourite mods are missing features, some are on 1.10 while others only 1.12 (so 2 mods that work well together no longer can be installed side by side). Playing around with 1.10- will make the switch when I find/build a pack I like.

I think 1.7 is likely to become an era of 'cult classics' (for lack of a better term); Mods like Thaumcraft and Rotarycraft might be unique enough for a nostalgia trip and the rebirth of a 1.7 pack. I'll certainly be giving 1.7.10 or 1.5.2 a reboot if the 1.12 plateu lasts long enough.
-Heck, Direwolf went back to the original FTB pyramid map during the 1.7 era- anything is possible​
(and if you want to know how old and grey I am; I still have some modded instances from Minecraft Beta 1.7)
 
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Unistic

Guest
You're right. The next pack I'm going to do will also be 1.7.10. But this time I think I'll try my hand at doing a Let's Play series with it o_O .

1.7.10 is a "complete" edition of modded Minecraft. There's so much stuff to do like super charging a Thaum Node using Rotarycraft or building an inter-dimensional ship that can shift between dimensions using RF Tools.... :D
 

Inaeo

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First off, welcome back.

As stated before, the quantity of quality content for 1.7 leaves it in a wonderful place. Since development had so much time to polish, stabilize, and push the engine to new limits, it is indeed a rare "Golden Age.". It was hard to say goodbye for many of us (especially Thaumcraft and the Reika Suite for me), and some of us have already been back to play some packs we missed during their prime.

The good news is, the content that comes after 1.7 will be waiting for you when you decide to try it. In fact, by staying where you are, you're giving the scene ahead of you time to stabilize, polish, and add content (not to mention decide what resting version will be the next development plateau). So many people are so eager to get the next new thing that they experience it in what is essentially a testing phase of development, which doesn't exactly give the full picture of the final product. By waiting, even for your own reasons, the future will be prime if and when you decide to join it.

Until then, enjoy your Golden Age. Feel free to ask questions and post stories that remind us of the bounty we can revisit.
 
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Unistic

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Thanks!
I was playing and scouting on recent mod. My opinion only, there won't be another "Golden Age" for a while. After 1.7.10, Minecraft has shot through updates with 1.13 being on the horizon. I think it makes it a little harder for modders to keep up. There was some great mods in 1.10 that are no longer around. Sometimes its a little easy to update the mod with a little twerk here or there but in depth mods find it a bit harder. Minecraft is popular because of kids, LPs, and modders. Also Microsoft is turning it into a money grab and will continue frequent updates which is good and bad. Currently in beta, Switch, Xbox, and Win10 users can all play Minecraft together. Another high point is that Win10 users can create content like maps, textures, etc and eventually make some cash from it. Still no telling what the effect this all will have on java Minecraft.
 
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Drbretto

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Mar 5, 2016
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I'm holding out hope that 1.12 will be the next golden age, so by the time you're done with your current pack, it'll probably be time to make the switch anyway.

There are some things that will remain 1.7.10 forever, though. Not even counting abandoned mods like Thaumcraft (I'm still holding out hope that someone ports this one eventually, it seems too good to just let die). The environment shapes innovation, and the 1.7.10 environment was naturally different. The challenges to modding from that era are going to be different from the challenges in this era by default.

To illustrate, when I was a kid first trying to learn how to program a computer, back in the stone ages (I'm guessing I'm an elder statesman here at 35), the programs I would create were born from whatever it was I was learning at the time. The tools I had to work with shaped what I wrote, not the other way around. The environment for 1.10 is very different from 1.7 and the feel of the mods in general will always be different.

In other words, 1.7.10 will never die. But, 1.12 should ultimately bring enough new and exciting experiences that they can both be golden ages with different flavors.
 

Inaeo

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Word from the underground suggested that the transition from 1.12 to 1.13 would likely break all mods currently developed. This is not dissimilar to the jump from 1.7 to 1.8. Ultimately, this hard transition is one of the key components of the 1.7 Golden Age, since developers we're hesitant to abandon all their hard work and start again from scratch. Many modders said outright that they were skipping 1.8 altogether, although I think most of them dabbled a bit to see how the new base worked for what they wanted to do.

So far as the future, it is certainly uncertain. The unification of console and Win10 is a dramatic step forward, in my eyes. The good news is, Microsoft has come out and said that (for the foreseeable future) the Java edition should remain a vibrant thing. From what I've read, their goal is to use a coding language that performs like C# while still being able to read and utilize Java jar files for modding purposes. That is, at least, until they launch their long fabled Modding API, but news on that is speculation and hearsay at best.

If I were in Microsoft's position, I would be working hard on said API, as well as an official mod repository, rather than relying on a third party (Twitch/Curse) to don't for them. Unfortunately, I fear that once that happens, modded content will be monetized in some way shape or form - I hope it's not the case, but I feel it's a legitimate fear, given the track record of the gaming industry.

The best shine to my deepest dreads is that a true Golden Age has existed, and I got to be a part of it. Chances are, even if the scene changes drastically, the existing content will still be there, allowing us to chose to go back to 1.7, 1.10, 1.12, or whatever version we liked best and play. It's possible that a movement of modders will return to those versions as well, providing more new content for our worlds, but again, hopeful speculation on a worst case scenario.

Enjoy the now, even if your now is someone else's past. Let the future come, and make decisions based on actual happenings. Worry gets us nowhere.
 

Hambeau

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Thanks!
I was playing and scouting on recent mod. My opinion only, there won't be another "Golden Age" for a while. After 1.7.10, Minecraft has shot through updates with 1.13 being on the horizon. I think it makes it a little harder for modders to keep up. There was some great mods in 1.10 that are no longer around. Sometimes its a little easy to update the mod with a little twerk here or there but in depth mods find it a bit harder. Minecraft is popular because of kids, LPs, and modders. Also Microsoft is turning it into a money grab and will continue frequent updates which is good and bad. Currently in beta, Switch, Xbox, and Win10 users can all play Minecraft together. Another high point is that Win10 users can create content like maps, textures, etc and eventually make some cash from it. Still no telling what the effect this all will have on java Minecraft.

How, exactly, is Microsoft "turning Minecraft into a money grab"? They haven't raised prices and Mods/packs are still free to download. I have yet to pay a single penny since I bought Vanilla 1.5 for my PC and MCPE for my tablet. I even got Win10beta MC (C++) for free since I already owned Vanilla, and aside from the lack of mods/packs runs a lot smoother than Java MC does.

Sure, you can pay for skin packs and world plugins on the non-Java side of the biome, but I place the blame for that squarely on the Apple, Android and to a lesser extent Microsoft stores as well as the entire game console environment (Thanks to their 'closed ecosystems'). You can pay to lease a server, either 3rd party or using "Realms", but you can also set up your own independent server unlike most AAA games. Besides, everything you would have to pay for is strictly optional for the enjoyment of the game.

All of the recent development activity in Vanilla is focusing on improving the internal systems of Minecraft itself, adding improvements developed in the C++ codebase (All MC versions except Java). For example, did you know that in ver. 1,7 and earlier all chunks down to bedrock were rendered, even if invisible? in 1.8 they started rendering only line-of-sight chunks, updating to a modern technique used to optimize the code for limited ram devices like the cellphones and tablets of the day.

You are correct about MC's recent 'growth spurts', but as I said Mojang is modernizing the inner workings of the Java code a little bit at a time as part of a concentrated effort on both code bases to unify the functionality. The new API being developed on the C++ side will also work with the Java side when it's finished since the scripting language will be C# (both Java and C++ have C# interpreters available).

1.12 is the next plateau, since Mojang themselves are tweeting lists of things that 1.13 breaks weekly, and that's just between Vanilla 1.12 and 1.13.
 
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Unistic

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Thanks for the replies. Its always good to see other people's opinions and thoughts. A year from now when this thread is really old. We'll look back and say yea 1.7.10 was a great version but the current Minecraft ver. 1.45.2 sucks :D (joking). And idk maybe money grab isn't the word. But Microsoft has a long term plan for Minecraft in order to produce a lot of capital hence why they paid 2.5 billion dollars to own it. Just like any other business they must recoup and grow money from their purchases. And you're right all things are optional on the consoles etc and buying skins or realms doesn't limit the enjoyment of people who don't. My son has a realm and every single texture/skin pack ever released so maybe its just my money that's being grabbed :D. Also I'm not a fan of vanilla if there's no mods I lose interest quickly so I do like their updates, treasure maps, mansions, new mobs to entertain me a bit during my vanilla struggles. Anyways if 1.12 is deemed the next plateau I'll eventually join up.
 

Hambeau

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Thanks for the replies. Its always good to see other people's opinions and thoughts. A year from now when this thread is really old. We'll look back and say yea 1.7.10 was a great version but the current Minecraft ver. 1.45.2 sucks :D (joking). And idk maybe money grab isn't the word. But Microsoft has a long term plan for Minecraft in order to produce a lot of capital hence why they paid 2.5 billion dollars to own it. Just like any other business they must recoup and grow money from their purchases. And you're right all things are optional on the consoles etc and buying skins or realms doesn't limit the enjoyment of people who don't. My son has a realm and every single texture/skin pack ever released so maybe its just my money that's being grabbed :D. Also I'm not a fan of vanilla if there's no mods I lose interest quickly so I do like their updates, treasure maps, mansions, new mobs to entertain me a bit during my vanilla struggles. Anyways if 1.12 is deemed the next plateau I'll eventually join up.

Microsoft's long term plan? It's nefarious :D

1) Acquire an Intellectual Property popular with kids that also has a large community who like to change how things work within said property

2) Use said IP to interest kids in software development. Start with simple scripts to cause avatar to move and perform actions, increasing complexity gradually

3) Integrate development of said IP into existing Software Development environment (Visual Studio)

4) Kids go through school learning Visual Studio because it is available at no cost to individuals and very cheap for schools

5) Companies buy Enterprise Licenses for Visual Studio because that is what the new grads know when they enter the job market

6) Profit
 

Inaeo

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Microsoft's long term plan? It's nefarious :D

1) Acquire an Intellectual Property popular with kids that also has a large community who like to change how things work within said property

2) Use said IP to interest kids in software development. Start with simple scripts to cause avatar to move and perform actions, increasing complexity gradually

3) Integrate development of said IP into existing Software Development environment (Visual Studio)

4) Kids go through school learning Visual Studio because it is available at no cost to individuals and very cheap for schools

5) Companies buy Enterprise Licenses for Visual Studio because that is what the new grads know when they enter the job market

6) Profit

You forget to stress the part about training their new batch of developers so that they have a large pool to hire from, but yeah, that sounds like what they've laid out so far.
 

Drbretto

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Mar 5, 2016
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Unfortunately, I fear that once that happens, modded content will be monetized in some way shape or form - I hope it's not the case, but I feel it's a legitimate fear, given the track record of the gaming industry.

I understand your fear here, but I still say it's unfounded. It's thinking too small. For Microsoft to do that, it would be a massive squandering of about $2 billion. The model they've repeatedly stated was their goal, and so far their actions back it, all point to this not happening.

It'd be like slaughtering your cash cow for a steak and cheese. The goal, and only way the investment pays off, is to keep making Minecraft as ubiquitous (not the rapper) as possible. I cannot envision a scenario where they don't understand this. And the only way that works is if they continue encouraging the modding community to keep it relevant.

It's as simple as math. Which makes you more money? Let's use fake, but easy numbers just to illustrate it.

Scenario A (the worst case scenario) : Let's pretend there's a base of 10,000,000 minecrafters. Let's say they fully fix up C++ Minecraft and slap a store on there that lets you buy time shortcuts, like 1000 iron ingots for $0.99 or a diamond pickaxe for $1.99, whatever. This isn't a competitive game. It's not Clash of Clans or Heroes Charge where people feel compelled to spend all that money because their epeen is on the line. End result, lets say a 50% base growth over the next 10 years, with an average of $5 per subscriber in microtransactions (this is generous, IMO). That's 5 million new copies of the game, plus $5 per total sub: $100m + $75m = $175 gross (again, fake numbers for illustration, humor me).

Scenario B (the rosiest scenario) : This time, it's like it looks like already. They're regularly improving the game with free updates, but offering some (quality) texture packs, skins and worlds to download, while still allowing you to build your own. Eventually, the same scenario happens with a modding API. It's open for people to make whatever mods they want, as many as they want, forever. Inspired by some of these mods, they also develop their own custom game experiences once can add to their account for a small fee as well. They're already doing some of this now, only for free, but I'm projecting out scenarios in the future where they develop what would essentially be a full modpack, only professionally done, and charge, say $5 for it. Completely optional, and still doesn't bar anyone from creating or using anyone else's free packs.

Meanwhile, the value of the core product skyrockets. People continue catching on to the potential educational benefits of this kind of game and it becomes a standard essential purchase for every family. Every school system has it, using some third party mods to form the game for educational use. Every parent gets a license for every kid because it's a hell of a lot cheaper than Legos. This might have happened in the previous scenario, but while the world started to sour on the game, another company that "gets it" goes and makes a competing product tailor made for this. But in this scenario, it doesn't happen because there's already this huge, established and malleable core product, so everything gets tacked onto it.

So, now, lets say the average customer only spends $2 on extras. Enough to satisfy the digital stores it's on. But, instead of a 50% increase in the player base, it's a 300% increase over the next 10 years, with no signs of slowing down as it becomes an institution. 20,000,000 new fake customers, plus $2 per sub on extras = $400m + $60m = $460m over that same timespan.

Again, these numbers are made up for easy math*, but you can see how drastic the difference would be. The goal here is to continue to grow the player base, not to sap more money out of the ones that are there. This is KEY, and the only way the the $2 billion investment pays off.

Now, the reality will be a scenario C, where there's a bit of a mix in there, and this is Microsoft, so they'll make some mistakes along the way, I'm sure. But their eye will always be on scenario B.


*If anything, btw, these numbers are conservative. You wouldn't just have 20,000,000 new subscribers. You'd have these same people buying the game over again every time they get a new console. The player base could well be well over 30 million in 2027, too.

The microstransaction estimates are based on a free-to-play voxel game called robocraft that I used to play before I tried the real deal. It uses that kind of microtransaction model and even has the advantage of being a competitive game. The value you get for a few bucks is actually quite good and it has everything going for it. They make like and average of $2 per person. Optional cosmetic upgrades and time savers don't actually make that much money.
 
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Inaeo

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I understand your fear here, but I still say it's unfounded. It's thinking too small. For Microsoft to do that, it would be a massive squandering of about $2 billion. The model they've repeatedly stated was their goal, and so far their actions back it, all point to this not happening.

It'd be like slaughtering your cash cow for a steak and cheese. The goal, and only way the investment pays off, is to keep making Minecraft as ubiquitous (not the rapper) as possible. I cannot envision a scenario where they don't understand this. And the only way that works is if they continue encouraging the modding community to keep it relevant.

It's as simple as math. Which makes you more money? Let's use fake, but easy numbers just to illustrate it.

Scenario A (the worst case scenario) : Let's pretend there's a base of 10,000,000 minecrafters. Let's say they fully fix up C++ Minecraft and slap a store on there that lets you buy time shortcuts, like 1000 iron ingots for $0.99 or a diamond pickaxe for $1.99, whatever. This isn't a competitive game. It's not Clash of Clans or Heroes Charge where people feel compelled to spend all that money because their epeen is on the line. End result, lets say a 50% base growth over the next 10 years, with an average of $5 per subscriber in microtransactions (this is generous, IMO). That's 5 million new copies of the game, plus $5 per total sub: $100m + $75m = $175 gross (again, fake numbers for illustration, humor me).

Scenario B (the rosiest scenario) : This time, it's like it looks like already. They're regularly improving the game with free updates, but offering some (quality) texture packs, skins and worlds to download, while still allowing you to build your own. Eventually, the same scenario happens with a modding API. It's open for people to make whatever mods they want, as many as they want, forever. Inspired by some of these mods, they also develop their own custom game experiences once can add to their account for a small fee as well. They're already doing some of this now, only for free, but I'm projecting out scenarios in the future where they develop what would essentially be a full modpack, only professionally done, and charge, say $5 for it. Completely optional, and still doesn't bar anyone from creating or using anyone else's free packs.

Meanwhile, the value of the core product skyrockets. People continue catching on to the potential educational benefits of this kind of game and it becomes a standard essential purchase for every family. Every school system has it, using some third party mods to form the game for educational use. Every parent gets a license for every kid because it's a hell of a lot cheaper than Legos. This might have happened in the previous scenario, but while the world started to sour on the game, another company that "gets it" goes and makes a competing product tailor made for this. But in this scenario, it doesn't happen because there's already this huge, established and malleable core product, so everything gets tacked onto it.

So, now, lets say the average customer only spends $2 on extras. Enough to satisfy the digital stores it's on. But, instead of a 50% increase in the player base, it's a 300% increase over the next 10 years, with no signs of slowing down as it becomes an institution. 20,000,000 new fake customers, plus $2 per sub on extras = $400m + $60m = $460m over that same timespan.

Again, these numbers are made up for easy math*, but you can see how drastic the difference would be. The goal here is to continue to grow the player base, not to sap more money out of the ones that are there. This is KEY, and the only way the the $2 billion investment pays off.

Now, the reality will be a scenario C, where there's a bit of a mix in there, and this is Microsoft, so they'll make some mistakes along the way, I'm sure. But their eye will always be on scenario B.


*If anything, btw, these numbers are conservative. You wouldn't just have 20,000,000 new subscribers. You'd have these same people buying the game over again every time they get a new console. The player base could well be well over 30 million in 2027, too.

The microstransaction estimates are based on a free-to-play voxel game called robocraft that I used to play before I tried the real deal. It uses that kind of microtransaction model and even has the advantage of being a competitive game. The value you get for a few bucks is actually quite good and it has everything going for it. They make like and average of $2 per person. Optional cosmetic upgrades and time savers don't actually make that much money.

I disagree with your numbers, but since they are ludicrous to illustrate a point, I'll forgive you. :p. I agree that a blended Scenario C is more likely than a pure A or B.

My fear is founded on Scenario D. Minecraft doesn't catch on with the vigor Microsoft expects. This could be due to any number of factors, but I'll use the Modding API to illustrate. If the Modding API continues to be delayed, or worse arrives and sucks, it could turn people off. Even if it doesn't cripple sales, it might be enough, at some point, to make accountants and executives wonder if they invested $2 billion on a sinking ship. Be it a change in overall corperate philosophy, or just one on this project in particular, someone gives the word to turn Minecraft into a profitable enterprise again, and the microtransactions begin to creep in and lay hooks in.

I'm not anticipating this to be an overnight snap decision for them, but something that comes from internal goals and timetables not lining up. I fully expect them to tow the current company line, because, as you said, it offers them the largest possible payoff. But just how much wiggle room is there behind the scenes if things don't go according to Scenario A? Only time will tell, but my fear comes from having seen other (albeit much smaller scale) games bleed a slow death to corperate greed not dissimilar to Scenario D.

I'm not a doomsayer. I'm not preaching the end of Minecraft as we know it. I'm simply saying that just because they want Scenario A to work, sometimes quarterly earnings reports can change their tune. Let's hope they're willing to give it the long leash (which they continue to say they will).
 

Drbretto

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You should disagree with my numbers because they are far, far more conservative than reality. It's exponentially bigger than that. Like I said to you before, you're thinking in millions, and they're thinking in billions. I picked those numbers intentionally as much in your favor as I could. The real world gap is potentially much, much larger. The only real takeaway from the fake numbers is to demonstrate the value of new subscribers over trying (and ultimately failing) to squeeze anything significant from the established base. And to point out how small of a part of the profit optional cosmetics are, and how that's well known and part of the plan (ie, it's supplemental at best)

But, even if we go ahead and grant you scenario D, I point you back to this very thread. I can't envision any scenario where 1.7.10 even dies, let alone Java Minecraft entirely. If Microsoft went full cartoon evil and pulled all support from Java minecraft, how long do you think it'd be before Minecraft: Pirate Edition replaces it? This is the only guarantee you need. It is completely bullet proof. They are very much aware of this. They are completely aware that's a dead end, so they are instead using that momentum to make much more money in much better ways.

I don't think you're a doomsayer. I think the entire concept behind microtransactions in your head is based entirely on fears from when it was new, and not on reality as it stands today. It needs updating, no offense. There are platforms where optional microtransactions CAN be a huge profit, but that's only for certain kinds of games that are designed around it. It wouldn't be profitable for this game.

It's a little bit like worrying if a professional jewel thief is going to steal your bike. Logic (not the rapper) would suggest that a thief is a thief and wants to steal your stuff. But, the thing is, your bike just isn't even worth his time. If he fails to rob that jeweler, the hundred bucks he gets from your bike isn't going to pay off his $25,000 debt, either. It's simply not worth his time, and it'd be an unnecessary risk that might cause him to get caught for something bigger (this last part being an analogy for the reputation hit Microsoft would take for ruining Minecraft that way, which could hurt their entire brand over piddly profits).

I promise, dude. This is not something you need to worry about. They're in business to make money. They will go the path that makes them the most money. The way you're thinking just isn't worth a damn to them. It would have been a bigger fear for Mojang in the long run, TBH. Being a smaller company without the marketing resources Microsoft has, once Minecraft starts dying down, then it'd be worth something to them to cash it in. It's just small potatoes to a company like Microsoft, no matter how little faith you (rightfully) have in that company.
 

Hambeau

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@Drbretto I agree with your scenario "C" 110%, and would like to add that Microsoft itself has stated that they hope to "hook" kids on programming and Visual Studio much like Apple did in the 1980s by selling Apple II computers to K-12 schools at 60% discount. Most kids of that era didn't even see an IBM PC/AT until they got to college.

I've worked for a few large corporations in an Information Technology capacity and can tell you that Enterprise Licensing and Support is Microsoft's cash cow. The current question is whether Minecraft growth follows the path they are planning.

Also, Minecraft has become a laboratory environment for Microsoft's AI research, and they even wrote a VR version to demo their headset.
 
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Nuclear_Creeper0

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Oh god not this again...... Microsoft is not in control of Minecraft.. Mojang is just owned by them, Microsoft can't force Mojang to do anything, they can suggest things but no real control of the company.
Edit. All Microsoft really wants if to have versions of the game on their platforms like XBox and Windows 10.
Its the old cheap printer, high ink cost scenario. If I want to play MC on XBox, I need to buy an XBox, same with Halo. To Microsoft, Minecraft is just one game that you need to buy one of their consoles to play.
 

Quetzi

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Oh god not this again...... Microsoft is not in control of Minecraft.. Mojang is just owned by them, Microsoft can't force Mojang to do anything, they can suggest things but no real control of the company.

At this point I think all the Minecraft decision making is happening in Seattle, not Stockholm. "Microsoft is not in control of Minecraft" couldn't be further from the truth.
 
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Nuclear_Creeper0

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At this point I think all the Minecraft decision making is happening in Seattle, not Stockholm. "Microsoft is not in control of Minecraft" couldn't be further from the truth.
I've inquired the attention of an FTB Mod Dev.. Great, Jeb doesn't get ordered to do anything, he sits down with the team thinking of things to add to the game. From what I can tell. From some sources.
This video somewhat supports my theory.
 
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Unistic

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Oh god not this again...... Microsoft is not in control of Minecraft.. Mojang is just owned by them, Microsoft can't force Mojang to do anything, they can suggest things but no real control of the company.
Edit. All Microsoft really wants if to have versions of the game on their platforms like XBox and Windows 10.
Its the old cheap printer, high ink cost scenario. If I want to play MC on XBox, I need to buy an XBox, same with Halo. To Microsoft, Minecraft is just one game that you need to buy one of their consoles to play.


Still I like everyone's opinion's right or wrong so far :D.
And yes the idea to make Minecraft universal as in you can play with people on Win10, Xbox, Pocket, and Switch (Sony probably won't get onboard) is a real nice touch.