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submitted 1 year ago by bermuda@beehaw.org to c/gaming@beehaw.org

Either it didn't teach you anything at all, or it taught you the most irrelevant parts of the game.

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[-] TehPers@beehaw.org 62 points 1 year ago

Minecraft. Back when I started playing, it wouldn't even tell you what recipes existed, yet gave you a 2x2/3x3 grid with hundreds of types of items/blocks to figure it out yourself.

Still one of my favorite games though.

[-] navi@lemmy.tespia.org 12 points 1 year ago

Honestly a large part of my nostalgia was scouring the Minecraft wifi for updates and recipes.

[-] storm_koala@beehaw.org 5 points 1 year ago

Without external resources I would probably never have figured out what the 2x2 empty grid in my inventory was meant to be! I watched so many videos and read numerous wiki articles it could have been a college class.

[-] Schmeckinger@feddit.de 3 points 1 year ago

I didn't know stone pickaxes existed. So I always saved a iron pickaxe I got from a friend to mine iron.

[-] SenorBolsa@beehaw.org 2 points 1 year ago* (last edited 1 year ago)

The early builds had few enough things you could make that it wasn't really that hard to intuitively figure out but in it's current state it would be near impossible to figure out how to make some things without recipes to guide you.

like early alpha builds I think the only thing that would have tripped you up hard would be trying to make dynamite firestarter, or shears even then you could experiment for a while and figure it out.

[-] TehPers@beehaw.org 2 points 1 year ago* (last edited 1 year ago)

I think the issue was it wasn't clear what items were available to craft. If I had known that axes, pickaxes, shovels, etc. were all in the game then it might have been easier, but even making the crafting table (2x2 wood planks) wasn't very intuitive. Honestly, there wasn't much of a clear path forward with most of the recipes. Advancements and the recipe book later helped a lot, but it was pretty hard to play during beta and alpha without the wiki or a mod like TMI.

Then there's redstone. I feel like even today, redstone is completely unexplained in the game, and while you can kind of figure it out on your own, many of the intricacies are left unexplained (repeater locking, timings, comparators, how redstone is passed/not passed through different kinds of blocks, gates, etc). Without taking some time to learn about digital logic and basic computer engineering concepts on your own, redstone is basically magic dust that does a thing when put in a specific configuration.

Also, being pedantic, but shears weren't added until beta 1.7. Wool dropped from sheep before that. That being said, alpha had a lot of really weird mob drops (why did zombies drop feathers?) and there wasn't much use for wool anyway beyond decorative purposes and hiding doorways with paintings until beds were added in beta 1.3.

[-] SenorBolsa@beehaw.org 2 points 1 year ago* (last edited 1 year ago)

Oh yeah, I forgot, it's been a decade you used to literally just punch sheep and I vaguely recall when that update dropped. I recall eventually just looking stuff up, but a lot of it I figured out on my own first. Redstone is absolutely something that really needs an in game guide that the game completely lacks, nothing about it is intuitive at all, even if you know how digital logic works it behaves a little strangely.

I always played the game to build cool forts and castles so wool was definitely useful to me to make them look good.

zombies dropped feathers because the game didn't have chickens until sometime after 2012 (0.3?) and you needed them for arrows alphas are just like that. The Rust alpha was similarly nonsensical.

I always thought part of the appeal was just discovering the world and how it works, but it's so established at this point it's better to just have a guide in game.

this post was submitted on 20 Aug 2023
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