How Minecraft Was Made — Transcript
Full transcript
- 0:00- [Narrator] On a normal evening in 2009,
- 0:03a man gets home from work and boots up his computer.
- 0:07His name is Markus Persson,
- 0:09but he often goes by his screen name, Notch.
- 0:14Based in Stockholm, Sweden,
- 0:15Persson spends his evenings developing passion projects,
- 0:19fun coding exercises that sometimes
- 0:21end up as completed video games,
- 0:24but more typically become abandoned after a short time.
- 0:28But what he doesn't know
- 0:29is that the file he starts today
- 0:32will change the gaming industry forever
- 0:35and will make him one of the wealthiest suites in the world.
- 0:39This is the making of "Minecraft."
- 0:42(gentle electronic music)
- 0:47In the very beginning,
- 0:48the game that Persson was creating
- 0:50wasn't called "Minecraft."
- 0:52It was called "RubyDung,"
- 0:54based on the two main elements of the game,
- 0:56the Ruby Lands and the Dungeons.
- 1:00- [Markus] "It's going to be a fantasy group manager.
- 1:03You don't actually do any quests yourself,
- 1:05but rather assemble, equip and level up heroes,
- 1:08and send among quests you've gotten them the local town."
- 1:11- [Narrator] Persson created a texture atlas,
- 1:14which is essentially one large image file
- 1:16that contains lots of smaller textures.
- 1:19Initially, this atlas only contained two textures,
- 1:22grass and cobblestone.
- 1:24Using these elements,
- 1:25he created a digital landscape filled with trees.
- 1:30Next up, Persson wanted to implement a first person view
- 1:33of the heroes going on their quests,
- 1:36but quickly he realized
- 1:38that it was becoming too pixelated and blurry.
- 1:43Frustrated that he couldn't get all of the features
- 1:46just quite right, Persson scrapped the idea,
- 1:49not realizing that he had just created the first prototype
- 1:53for what would later become "Minecraft."
- 1:56One major limitation
- 1:57was that he could only work on his games
- 2:00during the limited free time after his day job.
- 2:04He worked as a programmer at Midas Player,
- 2:07the Swedish game developers
- 2:08that would later go on to create "Candy Crush."
- 2:11However, his bosses at Midas Player
- 2:14were unsupportive of Persson's hobby,
- 2:17and once they discovered
- 2:18that he was making his own games in his free time,
- 2:21they felt that there was a competing interest
- 2:23and they barred him from continuing making his own games.
- 2:28But Persson couldn't be stopped.
- 2:31Rather than comply, he decided to quit his job
- 2:34in order to continue working on his own passion projects,
- 2:38and he found a new job with the software company jAlbum,
- 2:42where he befriended the CEO Carl Manneh.
- 2:45JAlbum was not a game studio,
- 2:48but a company that made digital photo album software.
- 2:51And Carl Manneh not only didn't mind
- 2:53what Persson did in his free time,
- 2:55but instead he actively encouraged him
- 2:58to continue designing games.
- 3:03At this point, RubyDung still sat on the shelf,
- 3:06a scrap project with little more development.
- 3:11That is until April, 2009
- 3:13when Persson came across a new game
- 3:16that would change everything for him.
- 3:18The game was called "Infiniminer."
- 3:22"Infiniminer" is a multiplayer game
- 3:24where players team up against other players
- 3:27to dig blocks in search of minerals.
- 3:30As blocks are dug up, they can then be used
- 3:33to create structures to impede other teams.
- 3:36Though the objective of the game
- 3:39was to mine up more minerals than your opponents,
- 3:42players quickly abandoned that goal
- 3:45and instead realized it was much more fun
- 3:47to just build things.
- 3:50But despite the game's enormous potential,
- 3:53its development was plagued with difficulties.
- 3:58Zachary Barth, the original creator of "Infiniminer,"
- 4:01had intended to create a large network of players,
- 4:04but with the game's code
- 4:06constantly being modified and rewritten,
- 4:09the game soon fragmented its user base
- 4:12as the different versions of the game
- 4:14weren't compatible with each other.
- 4:16Frustrated, Barth decided to abandon the project as a whole
- 4:20and the game's code became open source.
- 4:26The first time Persson tried "Infiniminer,"
- 4:28he immediately had an epiphany
- 4:30that this was the game he wanted to do,
- 4:33and he had lots of ideas of how he could make it better.
- 4:38He sat back down with the previously abandoned "RubyDung"
- 4:41and got to work tweaking it
- 4:43into the new vision he had in his head.
- 4:46Reusing his existing textures, Persson took a full weekend
- 4:51to rework some of the coding and art style.
- 4:54He called his creation "Cave Game"
- 4:57and with just a little more work,
- 4:58it moved from just a test to a working prototype.
- 5:02Now all he needed were players
- 5:04and he had a plan for where he could get some early testers.
- 5:10Just a few weeks prior,
- 5:12Persson joined an online indie game forum called TIGSource.
- 5:17Here, developers can receive feedback from other developers
- 5:21on games they are creating.
- 5:23Persson began discussing with others in the community
- 5:27who quickly suggested a new name for the project,
- 5:31"Minecraft: Order of the Stone,"
- 5:34named for the two actions you could do in the game,
- 5:37mining and crafting.
- 5:39Though Persson would later drop the subtitle from the name.
- 5:45He then decided that this forum
- 5:46would be the best place to start getting early players
- 5:49and have some immediate feedback
- 5:51for how he could continue developing the game.
- 5:54And so on May 17th, 2009,
- 5:57he shared the first link
- 5:59that would allow others in the forum
- 6:01to begin play testing the game.
- 6:05- [Narrator 2] In "Minecraft," it's an alpha version,
- 6:07so there might be some crashes.
- 6:11- [Narrator] Just 12 minutes after he posted the link,
- 6:14the first person provides feedback.
- 6:16- [Player] "Oh hell, that's pretty cool.
- 6:19I just dig around on the ground a bit
- 6:20and suddenly I'm in this underground cave.
- 6:23Great sense of exploration already."
- 6:27- [Narrator] Just three minutes later, the next reply.
- 6:30- [Player 2] "The animations are fantastic.
- 6:32It's generally really derivative at the moment
- 6:34of 'Infiniminer.'"
- 6:37- [Narrator] Quickly, more and more people are downloading,
- 6:40providing feedback and above all, praise.
- 6:45And though the forum was made for feedback,
- 6:47players couldn't resist posting the things they have made.
- 6:51And since people were showing off screenshots
- 6:52of their creations,
- 6:54more and more people were encouraged to jump in
- 6:56and give it a try themselves.
- 6:59The community also had plenty of feedback
- 7:01for features that could make "Minecraft" even better,
- 7:05and Persson was on it, updating his blog nearly every day
- 7:09with the progress he was making
- 7:10on adding many of the ideas presented.
- 7:15- [Markus] "I plan on having several game modes,
- 7:18creative, survival, team survival, a fortress."
- 7:24- [Narrator] Though players were consistently
- 7:25finding the gameplay addicting in this early stage,
- 7:29there was no way to save what they had built.
- 7:32There was also no way to play with friends
- 7:34or to play on maps that others had created.
- 7:39Persson would often sit down with the intention
- 7:41to add these commonly requested elements to "Minecraft,"
- 7:45but he would repeatedly get distracted
- 7:47due to the challenges of implementing multiplayer
- 7:50and instead would focus on more fun features.
- 7:54- [Markus] "Okay, multiplayer was boring, but here's water.
- 7:59Should 'Minecraft' have blood?
- 8:02No, blood is overused."
- 8:06- [Narrator] Next up was adding multiplayer,
- 8:08which would take quite some time.
- 8:10But Persson was determined to get it up and running,
- 8:13though not without some more side projects along the way
- 8:17and more challenges to overcome.
- 8:19- [Markus] "So I didn't do multiplayer code, but I had fun.
- 8:24Multiplayer will be in the form of a downloadable server,
- 8:27which will broadcast its IP
- 8:29to the main server when it starts up.
- 8:34Ugh, I feel stupid.
- 8:36Server admins could host any data
- 8:37they want on their servers.
- 8:39This means anything, including bad things.
- 8:45Multiplayer's starting to go good.
- 8:48I've got player connect/disconnect going
- 8:51and map streaming on login."
- 8:54- [Narrator] With the release of multiplayer,
- 8:56nearly a month had passed
- 8:57of constant updates, fine-tuning and debugging
- 9:01since "Minecraft" was first introduced
- 9:03to the TIGSource community.
- 9:06And Persson realized
- 9:07that his passion project could be much more
- 9:09than just a game he was making as a hobby.
- 9:12If it was going to continue to grow like this,
- 9:15it was time to put a price tag on it and go commercial.
- 9:21Though today, it may seem completely normal
- 9:23that an indie developer sells their game
- 9:26rather than releasing it for free,
- 9:28this wasn't actually the case in the late 2000s.
- 9:31The expected practice rather,
- 9:33was to release a game as freeware
- 9:35and to make money through the use of ads.
- 9:38Persson, however, came up with a different plan.
- 9:42Having seen how valuable
- 9:43the direct feedback from the forum has been,
- 9:46he designed his pricing to reward early adopters.
- 9:50And despite the warning
- 9:51that people wouldn't pay for such a game,
- 9:54sales started coming in almost immediately.
- 9:58Persson even started seeing such a high influx in his income
- 10:02that his PayPal account was frozen due to suspected fraud.
- 10:07It was also enough that he was able
- 10:09to change his status from full-time to part-time at jAlbum,
- 10:13allowing him to spend even more time
- 10:15on developing "Minecraft."
- 10:18Month after month, Persson followed the same process,
- 10:22listening to feedback from those who were playing,
- 10:24implementing more features that were commonly requested
- 10:28and fixing any bugs that were reported.
- 10:31He also during this time met another person
- 10:34on the TIGSource forum
- 10:35that could help him with the game's sound design.
- 10:40Daniel Rosenfeld is a musician and sound engineer,
- 10:44and he began to collaborate with Persson
- 10:46to provide sound effects for "Minecraft"
- 10:49as well as produce the iconic soundtrack
- 10:52that is still used to this day.
- 10:58By 2010, sales of "Minecraft" had grown to the point
- 11:01where Persson was able to quit his part-time job
- 11:03with jAlbum altogether.
- 11:05And it was clear that as "Minecraft" continued to expand,
- 11:09Persson would need an actual business structure
- 11:11to handle the explosive growth.
- 11:14But since he was uninterested
- 11:16in actually running a business,
- 11:18he decided to call in some help.
- 11:21First was a friend and colleague from Persson's old days
- 11:24at Midas Player, Jakob Porser.
- 11:29Second was yet another colleague,
- 11:32but this time from jAlbum, the former CEO Carl Manneh.
- 11:37Together, the three would establish the company
- 11:39that would officially back "Minecraft," Mojang.
- 11:44Persson was no longer working from home,
- 11:47but had built a small team.
- 11:50The game was still not officially finished,
- 11:52but it already became immensely popular amongst players.
- 11:57And by August of 2010,
- 11:59Minecraft had grown enough to catch the attention
- 12:01of other much larger game developing companies,
- 12:06such as Valve.
- 12:08Persson was invited for meeting to the headquarters
- 12:11of the gaming giant in Bellevue, Washington,
- 12:14and he accepted the meeting halfway across the world.
- 12:18And while there, Persson thought he could also meet
- 12:20some "Minecraft" fans.
- 12:24- [Markus] "I have all day on August 31st free in Bellevue
- 12:28if you guys could organize something on the forums,
- 12:31and I figured we could call it MinecraftCon 2010,
- 12:35even if it's just three people sitting around
- 12:37in uncomfortable silence for 20 minutes."
- 12:41- [Narrator] During the meeting with Valve,
- 12:42the company offered Persson a position.
- 12:45However, he decided to turn the offer down
- 12:48as his focus was solely on Minecraft.
- 12:52After these negotiations, however,
- 12:54Persson joined a small gathering of people
- 12:56that had come around because of his blog post.
- 13:01A little more than 50 people turned up
- 13:04to hang out in a park,
- 13:07a meetup that would go down as the very first MinecraftCon,
- 13:13and this spontaneous event
- 13:15would give the Mojang team an idea.
- 13:18By the end of 2010,
- 13:19"Minecraft" had reached over 700,000 sales,
- 13:23and yet by this point,
- 13:24"Minecraft" was still technically not a finished game.
- 13:28It was still in its beta phase,
- 13:31but Mojang's development team
- 13:32was close to finishing the actual release.
- 13:36With so much hype already built around the game,
- 13:39Mojang knew they needed some fanfare
- 13:41to go along with the game's launch.
- 13:44And in November, 2011,
- 13:46they decided to host an official MineCon.
- 13:52This time, instead of an impromptu gathering of 50 people,
- 13:56it would be a sold out organized event with 4,500 attendees.
- 14:02And in quintessential early 2010s fashion,
- 14:05this Minecraft convention had a party DJ'd by Deadmau5.
- 14:09(bouncy music)
- 14:14All of this would be leading up to the grand finale
- 14:17of MineCon 2011,
- 14:19the official release of the game.
- 14:22As the Mojang team gathered on stage,
- 14:25Persson would stand by a large blocky lever,
- 14:28and with one pull, "Minecraft" was officially launched
- 14:32as a finished project.
- 14:39Even though the game was now finished,
- 14:41the team would continue working on it, releasing updates,
- 14:44and adding new features even until today.
- 14:48But for a Persson himself, it was the end of a chapter.
- 14:51After two years of continuous work on "Minecraft,"
- 14:54he was ready to move on to other projects
- 14:57in order to get back to what he loved doing most, coding.
- 15:01And so just two weeks
- 15:03after "Minecraft"'s official release,
- 15:05Persson decided to step down from his position
- 15:07as lead developer of "Minecraft."
- 15:12With Jens Bergensten now at its helm,
- 15:15"Minecraft" continued to flourish,
- 15:17but Persson didn't get the rest he was hoping for.
- 15:21Still perceived as the maker of "Minecraft,"
- 15:23players continued to send any issues
- 15:25they encountered to him,
- 15:27and he was flooded by complaints.
- 15:30For a long time,
- 15:31he would attempt to ignore the negative feedback
- 15:33that he could do nothing about
- 15:35until it finally came to a head in 2014.
- 15:40As the popularity of "Minecraft" continued exploding,
- 15:43an inevitable feature from players began to emerge,
- 15:46pay to win.
- 15:48Mojang has always allowed public servers to be created
- 15:51so that players around the world
- 15:52can play the same map together.
- 15:55However, this opened a door for some to take advantage
- 15:58and create servers where players
- 16:00have to spend money to gain an advantage.
- 16:03These pay to win services
- 16:05violated the end user license agreement of "Minecraft,"
- 16:08which is why in a controversial move,
- 16:11Mojang began to crack down on these servers
- 16:14and gave them a deadline to either adapt or to shut down.
- 16:20Following this statement by Mojang,
- 16:22there was immense negative feedback.
- 16:24And though Persson was no longer working on "Minecraft,"
- 16:27he still received the bulk of the criticism.
- 16:30In frustration, he sent out a tweet on June 17th, 2014,
- 16:36that would change the direction of Mojang forever.
- 16:40- [Markus] "Anyone want to buy my share of Mojang
- 16:42so I can move on with my life?
- 16:44Getting hate for trying to do the right thing
- 16:46is not my gig."
- 16:48- [Narrator] The very next day,
- 16:49Manneh began fielding calls from companies
- 16:51that wanted to know if Persson was serious,
- 16:54including studio giants EA, Activision and Microsoft.
- 16:59And after giving it a thought,
- 17:01Persson realized he actually was serious
- 17:02about selling Mojang
- 17:04so that he could finally distance himself completely.
- 17:08And after several rounds of negotiations, a deal was struck.
- 17:13- Mojang has confirmed it's being sold to Microsoft
- 17:15for $2.5 billion.
- 17:18- [Narrator] The deal with Microsoft
- 17:20meant that the Mojang founders Persson, Manneh,
- 17:22and Porser would step away completely,
- 17:25whereas all of their employees would be barred from layoffs.
- 17:29The Microsoft deal was worth a staggering $2.5 billion.
- 17:34And as the major shareholder of Mojang,
- 17:36Persson had become a billionaire overnight.
- 17:41(upbeat electronic music)
- 17:44This is the part of the script
- 17:45that should have been the easiest to write.
- 17:48After all, it's a classic happy ending.
- 17:51Persson had achieved the unthinkable.
- 17:54He turned his passion project started at home
- 17:56into an empire, becoming wealthier than he ever imagined.
- 18:00In the following years,
- 18:02Persson would continue developing games
- 18:04and he would do what billionaires do,
- 18:06moving to Los Angeles
- 18:08and buying the most expensive mansion
- 18:10ever built in Beverly Hills, hosting extravagant parties.
- 18:15Meanwhile, "Minecraft" continues to thrive.
- 18:18With over 300 million sales,
- 18:20it is to this day the most sold video game ever made.
- 18:27But yet, this is the part of the script for this video
- 18:30that was by far the hardest to write.
- 18:34In 2017, a series of racist and homophobic tweets
- 18:38led to Microsoft distancing itself from Persson.
- 18:42They scrubbed his name from the game
- 18:44and did not invite him
- 18:45to the 10th anniversary celebration of "Minecraft."
- 18:50Persson's tweets were bad, really bad,
- 18:54and they have significantly impacted
- 18:56his legacy in recent years.
- 19:03For me, the hard part about writing this section
- 19:06is figuring out how to talk about someone's harmful comments
- 19:09without making things worse.
- 19:12In situations like this,
- 19:13it often feels like there are two paths someone can take.
- 19:17The easy path is the one
- 19:18where they double down on their harmful views,
- 19:20find a crowd that supports them.
- 19:23But then there is the hard path,
- 19:25acknowledging the mistakes, learning from them,
- 19:26and making an effort to change.
- 19:29And the easier we make it for people
- 19:31to take this second path, the more might take it.
- 19:35Markus Persson's story is undeniably inspiring.
- 19:38There are few stories that highlight as well as this
- 19:40how powerful a good idea is
- 19:42and how much creativity can flourish
- 19:45within constraints as his.
- 19:48And more than anything, he has created a world
- 19:50that I've always experienced as incredibly inclusive.
- 19:56When is "Minecraft" the most fun?
- 19:59Is it when you open a new world,
- 20:00starting to build something new from scratch?
- 20:04Or is it when you've built an empire
- 20:06and when you have an abundance of everything there is?
- 20:10Markus Persson is now in that second stage of life.
- 20:14(mouse clicking)
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