The gaming phenomenon "Minecraft" may seem like a massive undertaking, but a new book that explores its start finds the popular game was started on the simple notion of being creative. NY1's Adam Balkin filed the following report.
If you are a parent there's a good chance you've spent hours trying to prevent your child from spending hours in a hypnotic trance playing "Minecraft". But, did you know that every time your little gamer logs in, he or she is contributing to one of the most unlikely of Cinderella stories within both the video game and the business world?
"'Minecraft' is a game developed by one person, one single guy called Markus Persson and he started work on it in 2009. So it's been almost a bit more than four years since then and it now has roughly 70 million people playing it across the world," says "Minecraft: The Unlikely Tale of Markus "Notch" Persson Co-Author Daniel Goldberg.
Yup, you read that right. One guy from Sweden is responsible for this phenomenon. So, two of his countrymen decided to tell his story in a new book.
"The need, the hunger for games that were different from the big budget games the ones that always tried to look as realistic as possible but maybe not being as creative as 'Minecraft' can be. So there was an obvious need for that in the gaming community," says "Minecraft: The Unlikely Tale of Markus "Notch" Persson Co-Author Linus Larsson.
"The appeal of the game has nothing to do with the technical stuff it's more the creativity that it allows you to bring to the table, it's very much an open canvas where the players can use their imaginations to create whatever they want and then share their creations with other players," adds Goldberg.
Now keep in mind giant games from giant developers like "Call of Duty", "Medal of Honor", and "Madden" require giant production teams and millions of dollars. So you can probably see why that one person is something of a hero within the independent game developer community.
"It really shows how the Internet and how the new distribution platforms available now really changes the opportunities for independent game makers to reach a large audience with their work," says Goldberg.
The authors insist while the book began primarily as a look at an amazingly unlikely business tale, it eventually became as much if not more about an amazingly unlikely worldwide cultural phenomenon.