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How Minecraft Was Made — Transcript

by neo · 3,107 words · 440 segments · language en · Watch on YouTube

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  1. 0:00- [Narrator] On a normal evening in 2009,
  2. 0:03a man gets home from work and boots up his computer.
  3. 0:07His name is Markus Persson,
  4. 0:09but he often goes by his screen name, Notch.
  5. 0:14Based in Stockholm, Sweden,
  6. 0:15Persson spends his evenings developing passion projects,
  7. 0:19fun coding exercises that sometimes
  8. 0:21end up as completed video games,
  9. 0:24but more typically become abandoned after a short time.
  10. 0:28But what he doesn't know
  11. 0:29is that the file he starts today
  12. 0:32will change the gaming industry forever
  13. 0:35and will make him one of the wealthiest suites in the world.
  14. 0:39This is the making of "Minecraft."
  15. 0:42(gentle electronic music)
  16. 0:47In the very beginning,
  17. 0:48the game that Persson was creating
  18. 0:50wasn't called "Minecraft."
  19. 0:52It was called "RubyDung,"
  20. 0:54based on the two main elements of the game,
  21. 0:56the Ruby Lands and the Dungeons.
  22. 1:00- [Markus] "It's going to be a fantasy group manager.
  23. 1:03You don't actually do any quests yourself,
  24. 1:05but rather assemble, equip and level up heroes,
  25. 1:08and send among quests you've gotten them the local town."
  26. 1:11- [Narrator] Persson created a texture atlas,
  27. 1:14which is essentially one large image file
  28. 1:16that contains lots of smaller textures.
  29. 1:19Initially, this atlas only contained two textures,
  30. 1:22grass and cobblestone.
  31. 1:24Using these elements,
  32. 1:25he created a digital landscape filled with trees.
  33. 1:30Next up, Persson wanted to implement a first person view
  34. 1:33of the heroes going on their quests,
  35. 1:36but quickly he realized
  36. 1:38that it was becoming too pixelated and blurry.
  37. 1:43Frustrated that he couldn't get all of the features
  38. 1:46just quite right, Persson scrapped the idea,
  39. 1:49not realizing that he had just created the first prototype
  40. 1:53for what would later become "Minecraft."
  41. 1:56One major limitation
  42. 1:57was that he could only work on his games
  43. 2:00during the limited free time after his day job.
  44. 2:04He worked as a programmer at Midas Player,
  45. 2:07the Swedish game developers
  46. 2:08that would later go on to create "Candy Crush."
  47. 2:11However, his bosses at Midas Player
  48. 2:14were unsupportive of Persson's hobby,
  49. 2:17and once they discovered
  50. 2:18that he was making his own games in his free time,
  51. 2:21they felt that there was a competing interest
  52. 2:23and they barred him from continuing making his own games.
  53. 2:28But Persson couldn't be stopped.
  54. 2:31Rather than comply, he decided to quit his job
  55. 2:34in order to continue working on his own passion projects,
  56. 2:38and he found a new job with the software company jAlbum,
  57. 2:42where he befriended the CEO Carl Manneh.
  58. 2:45JAlbum was not a game studio,
  59. 2:48but a company that made digital photo album software.
  60. 2:51And Carl Manneh not only didn't mind
  61. 2:53what Persson did in his free time,
  62. 2:55but instead he actively encouraged him
  63. 2:58to continue designing games.
  64. 3:03At this point, RubyDung still sat on the shelf,
  65. 3:06a scrap project with little more development.
  66. 3:11That is until April, 2009
  67. 3:13when Persson came across a new game
  68. 3:16that would change everything for him.
  69. 3:18The game was called "Infiniminer."
  70. 3:22"Infiniminer" is a multiplayer game
  71. 3:24where players team up against other players
  72. 3:27to dig blocks in search of minerals.
  73. 3:30As blocks are dug up, they can then be used
  74. 3:33to create structures to impede other teams.
  75. 3:36Though the objective of the game
  76. 3:39was to mine up more minerals than your opponents,
  77. 3:42players quickly abandoned that goal
  78. 3:45and instead realized it was much more fun
  79. 3:47to just build things.
  80. 3:50But despite the game's enormous potential,
  81. 3:53its development was plagued with difficulties.
  82. 3:58Zachary Barth, the original creator of "Infiniminer,"
  83. 4:01had intended to create a large network of players,
  84. 4:04but with the game's code
  85. 4:06constantly being modified and rewritten,
  86. 4:09the game soon fragmented its user base
  87. 4:12as the different versions of the game
  88. 4:14weren't compatible with each other.
  89. 4:16Frustrated, Barth decided to abandon the project as a whole
  90. 4:20and the game's code became open source.
  91. 4:26The first time Persson tried "Infiniminer,"
  92. 4:28he immediately had an epiphany
  93. 4:30that this was the game he wanted to do,
  94. 4:33and he had lots of ideas of how he could make it better.
  95. 4:38He sat back down with the previously abandoned "RubyDung"
  96. 4:41and got to work tweaking it
  97. 4:43into the new vision he had in his head.
  98. 4:46Reusing his existing textures, Persson took a full weekend
  99. 4:51to rework some of the coding and art style.
  100. 4:54He called his creation "Cave Game"
  101. 4:57and with just a little more work,
  102. 4:58it moved from just a test to a working prototype.
  103. 5:02Now all he needed were players
  104. 5:04and he had a plan for where he could get some early testers.
  105. 5:10Just a few weeks prior,
  106. 5:12Persson joined an online indie game forum called TIGSource.
  107. 5:17Here, developers can receive feedback from other developers
  108. 5:21on games they are creating.
  109. 5:23Persson began discussing with others in the community
  110. 5:27who quickly suggested a new name for the project,
  111. 5:31"Minecraft: Order of the Stone,"
  112. 5:34named for the two actions you could do in the game,
  113. 5:37mining and crafting.
  114. 5:39Though Persson would later drop the subtitle from the name.
  115. 5:45He then decided that this forum
  116. 5:46would be the best place to start getting early players
  117. 5:49and have some immediate feedback
  118. 5:51for how he could continue developing the game.
  119. 5:54And so on May 17th, 2009,
  120. 5:57he shared the first link
  121. 5:59that would allow others in the forum
  122. 6:01to begin play testing the game.
  123. 6:05- [Narrator 2] In "Minecraft," it's an alpha version,
  124. 6:07so there might be some crashes.
  125. 6:11- [Narrator] Just 12 minutes after he posted the link,
  126. 6:14the first person provides feedback.
  127. 6:16- [Player] "Oh hell, that's pretty cool.
  128. 6:19I just dig around on the ground a bit
  129. 6:20and suddenly I'm in this underground cave.
  130. 6:23Great sense of exploration already."
  131. 6:27- [Narrator] Just three minutes later, the next reply.
  132. 6:30- [Player 2] "The animations are fantastic.
  133. 6:32It's generally really derivative at the moment
  134. 6:34of 'Infiniminer.'"
  135. 6:37- [Narrator] Quickly, more and more people are downloading,
  136. 6:40providing feedback and above all, praise.
  137. 6:45And though the forum was made for feedback,
  138. 6:47players couldn't resist posting the things they have made.
  139. 6:51And since people were showing off screenshots
  140. 6:52of their creations,
  141. 6:54more and more people were encouraged to jump in
  142. 6:56and give it a try themselves.
  143. 6:59The community also had plenty of feedback
  144. 7:01for features that could make "Minecraft" even better,
  145. 7:05and Persson was on it, updating his blog nearly every day
  146. 7:09with the progress he was making
  147. 7:10on adding many of the ideas presented.
  148. 7:15- [Markus] "I plan on having several game modes,
  149. 7:18creative, survival, team survival, a fortress."
  150. 7:24- [Narrator] Though players were consistently
  151. 7:25finding the gameplay addicting in this early stage,
  152. 7:29there was no way to save what they had built.
  153. 7:32There was also no way to play with friends
  154. 7:34or to play on maps that others had created.
  155. 7:39Persson would often sit down with the intention
  156. 7:41to add these commonly requested elements to "Minecraft,"
  157. 7:45but he would repeatedly get distracted
  158. 7:47due to the challenges of implementing multiplayer
  159. 7:50and instead would focus on more fun features.
  160. 7:54- [Markus] "Okay, multiplayer was boring, but here's water.
  161. 7:59Should 'Minecraft' have blood?
  162. 8:02No, blood is overused."
  163. 8:06- [Narrator] Next up was adding multiplayer,
  164. 8:08which would take quite some time.
  165. 8:10But Persson was determined to get it up and running,
  166. 8:13though not without some more side projects along the way
  167. 8:17and more challenges to overcome.
  168. 8:19- [Markus] "So I didn't do multiplayer code, but I had fun.
  169. 8:24Multiplayer will be in the form of a downloadable server,
  170. 8:27which will broadcast its IP
  171. 8:29to the main server when it starts up.
  172. 8:34Ugh, I feel stupid.
  173. 8:36Server admins could host any data
  174. 8:37they want on their servers.
  175. 8:39This means anything, including bad things.
  176. 8:45Multiplayer's starting to go good.
  177. 8:48I've got player connect/disconnect going
  178. 8:51and map streaming on login."
  179. 8:54- [Narrator] With the release of multiplayer,
  180. 8:56nearly a month had passed
  181. 8:57of constant updates, fine-tuning and debugging
  182. 9:01since "Minecraft" was first introduced
  183. 9:03to the TIGSource community.
  184. 9:06And Persson realized
  185. 9:07that his passion project could be much more
  186. 9:09than just a game he was making as a hobby.
  187. 9:12If it was going to continue to grow like this,
  188. 9:15it was time to put a price tag on it and go commercial.
  189. 9:21Though today, it may seem completely normal
  190. 9:23that an indie developer sells their game
  191. 9:26rather than releasing it for free,
  192. 9:28this wasn't actually the case in the late 2000s.
  193. 9:31The expected practice rather,
  194. 9:33was to release a game as freeware
  195. 9:35and to make money through the use of ads.
  196. 9:38Persson, however, came up with a different plan.
  197. 9:42Having seen how valuable
  198. 9:43the direct feedback from the forum has been,
  199. 9:46he designed his pricing to reward early adopters.
  200. 9:50And despite the warning
  201. 9:51that people wouldn't pay for such a game,
  202. 9:54sales started coming in almost immediately.
  203. 9:58Persson even started seeing such a high influx in his income
  204. 10:02that his PayPal account was frozen due to suspected fraud.
  205. 10:07It was also enough that he was able
  206. 10:09to change his status from full-time to part-time at jAlbum,
  207. 10:13allowing him to spend even more time
  208. 10:15on developing "Minecraft."
  209. 10:18Month after month, Persson followed the same process,
  210. 10:22listening to feedback from those who were playing,
  211. 10:24implementing more features that were commonly requested
  212. 10:28and fixing any bugs that were reported.
  213. 10:31He also during this time met another person
  214. 10:34on the TIGSource forum
  215. 10:35that could help him with the game's sound design.
  216. 10:40Daniel Rosenfeld is a musician and sound engineer,
  217. 10:44and he began to collaborate with Persson
  218. 10:46to provide sound effects for "Minecraft"
  219. 10:49as well as produce the iconic soundtrack
  220. 10:52that is still used to this day.
  221. 10:58By 2010, sales of "Minecraft" had grown to the point
  222. 11:01where Persson was able to quit his part-time job
  223. 11:03with jAlbum altogether.
  224. 11:05And it was clear that as "Minecraft" continued to expand,
  225. 11:09Persson would need an actual business structure
  226. 11:11to handle the explosive growth.
  227. 11:14But since he was uninterested
  228. 11:16in actually running a business,
  229. 11:18he decided to call in some help.
  230. 11:21First was a friend and colleague from Persson's old days
  231. 11:24at Midas Player, Jakob Porser.
  232. 11:29Second was yet another colleague,
  233. 11:32but this time from jAlbum, the former CEO Carl Manneh.
  234. 11:37Together, the three would establish the company
  235. 11:39that would officially back "Minecraft," Mojang.
  236. 11:44Persson was no longer working from home,
  237. 11:47but had built a small team.
  238. 11:50The game was still not officially finished,
  239. 11:52but it already became immensely popular amongst players.
  240. 11:57And by August of 2010,
  241. 11:59Minecraft had grown enough to catch the attention
  242. 12:01of other much larger game developing companies,
  243. 12:06such as Valve.
  244. 12:08Persson was invited for meeting to the headquarters
  245. 12:11of the gaming giant in Bellevue, Washington,
  246. 12:14and he accepted the meeting halfway across the world.
  247. 12:18And while there, Persson thought he could also meet
  248. 12:20some "Minecraft" fans.
  249. 12:24- [Markus] "I have all day on August 31st free in Bellevue
  250. 12:28if you guys could organize something on the forums,
  251. 12:31and I figured we could call it MinecraftCon 2010,
  252. 12:35even if it's just three people sitting around
  253. 12:37in uncomfortable silence for 20 minutes."
  254. 12:41- [Narrator] During the meeting with Valve,
  255. 12:42the company offered Persson a position.
  256. 12:45However, he decided to turn the offer down
  257. 12:48as his focus was solely on Minecraft.
  258. 12:52After these negotiations, however,
  259. 12:54Persson joined a small gathering of people
  260. 12:56that had come around because of his blog post.
  261. 13:01A little more than 50 people turned up
  262. 13:04to hang out in a park,
  263. 13:07a meetup that would go down as the very first MinecraftCon,
  264. 13:13and this spontaneous event
  265. 13:15would give the Mojang team an idea.
  266. 13:18By the end of 2010,
  267. 13:19"Minecraft" had reached over 700,000 sales,
  268. 13:23and yet by this point,
  269. 13:24"Minecraft" was still technically not a finished game.
  270. 13:28It was still in its beta phase,
  271. 13:31but Mojang's development team
  272. 13:32was close to finishing the actual release.
  273. 13:36With so much hype already built around the game,
  274. 13:39Mojang knew they needed some fanfare
  275. 13:41to go along with the game's launch.
  276. 13:44And in November, 2011,
  277. 13:46they decided to host an official MineCon.
  278. 13:52This time, instead of an impromptu gathering of 50 people,
  279. 13:56it would be a sold out organized event with 4,500 attendees.
  280. 14:02And in quintessential early 2010s fashion,
  281. 14:05this Minecraft convention had a party DJ'd by Deadmau5.
  282. 14:09(bouncy music)
  283. 14:14All of this would be leading up to the grand finale
  284. 14:17of MineCon 2011,
  285. 14:19the official release of the game.
  286. 14:22As the Mojang team gathered on stage,
  287. 14:25Persson would stand by a large blocky lever,
  288. 14:28and with one pull, "Minecraft" was officially launched
  289. 14:32as a finished project.
  290. 14:39Even though the game was now finished,
  291. 14:41the team would continue working on it, releasing updates,
  292. 14:44and adding new features even until today.
  293. 14:48But for a Persson himself, it was the end of a chapter.
  294. 14:51After two years of continuous work on "Minecraft,"
  295. 14:54he was ready to move on to other projects
  296. 14:57in order to get back to what he loved doing most, coding.
  297. 15:01And so just two weeks
  298. 15:03after "Minecraft"'s official release,
  299. 15:05Persson decided to step down from his position
  300. 15:07as lead developer of "Minecraft."
  301. 15:12With Jens Bergensten now at its helm,
  302. 15:15"Minecraft" continued to flourish,
  303. 15:17but Persson didn't get the rest he was hoping for.
  304. 15:21Still perceived as the maker of "Minecraft,"
  305. 15:23players continued to send any issues
  306. 15:25they encountered to him,
  307. 15:27and he was flooded by complaints.
  308. 15:30For a long time,
  309. 15:31he would attempt to ignore the negative feedback
  310. 15:33that he could do nothing about
  311. 15:35until it finally came to a head in 2014.
  312. 15:40As the popularity of "Minecraft" continued exploding,
  313. 15:43an inevitable feature from players began to emerge,
  314. 15:46pay to win.
  315. 15:48Mojang has always allowed public servers to be created
  316. 15:51so that players around the world
  317. 15:52can play the same map together.
  318. 15:55However, this opened a door for some to take advantage
  319. 15:58and create servers where players
  320. 16:00have to spend money to gain an advantage.
  321. 16:03These pay to win services
  322. 16:05violated the end user license agreement of "Minecraft,"
  323. 16:08which is why in a controversial move,
  324. 16:11Mojang began to crack down on these servers
  325. 16:14and gave them a deadline to either adapt or to shut down.
  326. 16:20Following this statement by Mojang,
  327. 16:22there was immense negative feedback.
  328. 16:24And though Persson was no longer working on "Minecraft,"
  329. 16:27he still received the bulk of the criticism.
  330. 16:30In frustration, he sent out a tweet on June 17th, 2014,
  331. 16:36that would change the direction of Mojang forever.
  332. 16:40- [Markus] "Anyone want to buy my share of Mojang
  333. 16:42so I can move on with my life?
  334. 16:44Getting hate for trying to do the right thing
  335. 16:46is not my gig."
  336. 16:48- [Narrator] The very next day,
  337. 16:49Manneh began fielding calls from companies
  338. 16:51that wanted to know if Persson was serious,
  339. 16:54including studio giants EA, Activision and Microsoft.
  340. 16:59And after giving it a thought,
  341. 17:01Persson realized he actually was serious
  342. 17:02about selling Mojang
  343. 17:04so that he could finally distance himself completely.
  344. 17:08And after several rounds of negotiations, a deal was struck.
  345. 17:13- Mojang has confirmed it's being sold to Microsoft
  346. 17:15for $2.5 billion.
  347. 17:18- [Narrator] The deal with Microsoft
  348. 17:20meant that the Mojang founders Persson, Manneh,
  349. 17:22and Porser would step away completely,
  350. 17:25whereas all of their employees would be barred from layoffs.
  351. 17:29The Microsoft deal was worth a staggering $2.5 billion.
  352. 17:34And as the major shareholder of Mojang,
  353. 17:36Persson had become a billionaire overnight.
  354. 17:41(upbeat electronic music)
  355. 17:44This is the part of the script
  356. 17:45that should have been the easiest to write.
  357. 17:48After all, it's a classic happy ending.
  358. 17:51Persson had achieved the unthinkable.
  359. 17:54He turned his passion project started at home
  360. 17:56into an empire, becoming wealthier than he ever imagined.
  361. 18:00In the following years,
  362. 18:02Persson would continue developing games
  363. 18:04and he would do what billionaires do,
  364. 18:06moving to Los Angeles
  365. 18:08and buying the most expensive mansion
  366. 18:10ever built in Beverly Hills, hosting extravagant parties.
  367. 18:15Meanwhile, "Minecraft" continues to thrive.
  368. 18:18With over 300 million sales,
  369. 18:20it is to this day the most sold video game ever made.
  370. 18:27But yet, this is the part of the script for this video
  371. 18:30that was by far the hardest to write.
  372. 18:34In 2017, a series of racist and homophobic tweets
  373. 18:38led to Microsoft distancing itself from Persson.
  374. 18:42They scrubbed his name from the game
  375. 18:44and did not invite him
  376. 18:45to the 10th anniversary celebration of "Minecraft."
  377. 18:50Persson's tweets were bad, really bad,
  378. 18:54and they have significantly impacted
  379. 18:56his legacy in recent years.
  380. 19:03For me, the hard part about writing this section
  381. 19:06is figuring out how to talk about someone's harmful comments
  382. 19:09without making things worse.
  383. 19:12In situations like this,
  384. 19:13it often feels like there are two paths someone can take.
  385. 19:17The easy path is the one
  386. 19:18where they double down on their harmful views,
  387. 19:20find a crowd that supports them.
  388. 19:23But then there is the hard path,
  389. 19:25acknowledging the mistakes, learning from them,
  390. 19:26and making an effort to change.
  391. 19:29And the easier we make it for people
  392. 19:31to take this second path, the more might take it.
  393. 19:35Markus Persson's story is undeniably inspiring.
  394. 19:38There are few stories that highlight as well as this
  395. 19:40how powerful a good idea is
  396. 19:42and how much creativity can flourish
  397. 19:45within constraints as his.
  398. 19:48And more than anything, he has created a world
  399. 19:50that I've always experienced as incredibly inclusive.
  400. 19:56When is "Minecraft" the most fun?
  401. 19:59Is it when you open a new world,
  402. 20:00starting to build something new from scratch?
  403. 20:04Or is it when you've built an empire
  404. 20:06and when you have an abundance of everything there is?
  405. 20:10Markus Persson is now in that second stage of life.
  406. 20:14(mouse clicking)
  407. 20:19When I first started this channel,
  408. 20:21I never could have imagined
  409. 20:22it would lead to making videos like this.
  410. 20:25I got to hire an actor, build out a set,
  411. 20:28and even rent a sound stage
  412. 20:31in order to make this story come to life.
  413. 20:34And over the course of the last years,
  414. 20:36I have produced my most ambitious productions yet.
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  416. 20:43each episode a unique gripping story
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  418. 20:51The series name Under Exposure is intentional.
  419. 20:55An underexposed image is a photograph
  420. 20:57that captures too few details in the shadows.
  421. 21:01But in my series,
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  429. 21:26This entire series is available exclusively on Nebula,
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  440. 21:57and thank you so much for watching this video.

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