I'll toss in my two-cents
(maybe even a plug-nickel's worth). ;)-
Minetest_Game Should Be More PolishedI remember my impressions from when I first started playing Minetest. At the time I didn't know anything about this kind of game, I didn't know mods existed, and since I installed it from Ubuntu's repositories, minetest_game was the only sub-game
(I'm not counting "minimal") and I wasn't aware there were any other alternatives.
I had seen YouTube videos of Minecraft so that is what I was expecting when I installed Minetest. When I started playing Minetest, for the very first time, it was a bit of a disappointment. The bland graphics and lack of sound
(environmental or otherwise) made getting immersed in the game impossible.
Much later I learned about mods and was able to "accessorise" minetest_game into something I could lose myself in.
Like it or not, minetest_game is what most players are exposed to when they first experience Minetest. Even if they never play in singleplayer mode, most Minetest servers out there use minetest_game.
"Polishing" minetest_game doesn't neccessarily mean bloating it with a bunch of hefty bells-and-whistles
(though there are several "little" things that still could be added).
By "polishing" minetest_game I mean fixing and enhancing what is already there. Heavier, mod-rich, games and lighter, minimalistic games can be added by the player later when they are more familiar with Minetest. But that
very first impression, that make-it-or-break-it moment, when the player loads Minetest and starts exploring, should be a rich and fulfilling experience.
- The default textures could be improved by making the colors richer and more constrasting. Yes, players can install several of the many diverse texture packs available but I'm thinking in terms of the first-time player. Someone like me, who started playing the game with no idea of its potential. Now that Minetest has a texture pack menu, perhaps packaging minetest_game with three versions of the default texture pack (one low-res, one medium, one high) is a solution.
- The environmental lighting is too static. The shadows, what little there are, don't move with the players nor with the light source (sun, torch, flame, etc). Light doesn't shimmer on the ripples in the water, no building blocks are shiny to contrast with all the dull ones. I think I read somewhere that this was due to the limitations of Irrlicht. Maybe Minetest has matured to the point where something other than Irrlicht should be used?
- The user interface, though functional, is flat and bland. It is as inviting and appealing as a cinder block. RealBadAngel's Unified Inventory mod really improves greatly upon this. Looking back through old screenshots, the earlier, dirt-like background seemed more fitting to a mining game. The darker color receded into the background allowing the focus to be on the menu. The current, light colored background of floating clouds is a bit too busy. Kind of like flashing, blinking ads along the edges of a web article that you are trying to read.
Sprucing up the menus may not seem important so long as they are functional, but then, if the menus makes new players think Minetest hasn't been updated since the days of MSDOS or BlackBox, based on its looks alone, they may decide not to play the game, making all the "function" irrelevant.
- Sounds go a long way for auditory immersion. As things are currently, a coat closet has more auditory immersion than the default, minetest_game. Granted, Minetest has improved since the days of 0.3.0 but there is still a lot more improvement to be done. The Minetest community seems to have several members skilled in Photoshop/GIMP/Blender. Any audiophiles out there that could lend their equipment and expertise ?
The environmental sounds of Neuromancer's "Ambience" mod helps but more auditory detail could be incorporated in the default minetest_game. The current batch of default sounds are recycled with varying "gain" levels. Perhaps more sounds could be added? Like the sound of a match being struck for placing torches, a more hammer-hitting-stone like sound for stone with pickaxe or axe but a more rining, metalic sound like when a spade is smacked, broad-side, against a stone.
Perhaps there could be a notice in the "Settings" tab that there is no default, game music in Minetest (yet). If game music is ever made default, have it turned "on" as a default that can be toggled "off" in the "Settings" tab. (Of course finding background music that is royalty free and of good quality is one hurdle, licensing is another.)
All the video games I was used to playing had background music. When I didn't hear any background music (or environmental sounds back then) in Minetest, I thought it was broken. "Good thing I didn't have to pay for this.", I thought to myself.
Through experience I have since learned that background, "mood" music doesn't work well for a game like Minetest. Background music helps set the mood of the game scene. However, in Minetest, the game scene can vary greatly in purpose. It makes sense to play spooky music when underground in a cavern unless... that underground cavern is an artisan dwarven city. Spooky cavern music makes even less sense when the dwarven city has pubs, taverns, dance halls and brightly lit streets and buildings.
I've since turned off the music in the "Ambience" mod, kept the environmental sounds, and listen to external news or music while playing Minetest. Sometimes I turn off all the news and music, put on my headphones and lose myself in playing Minetest and only hear the sounds in that world.
- There are gaps in the game-logic. If I can do this with stone why can't I do it with desert stone? If snow freezes dirt, why won't ice do the same? GingerHunter797 mentioned earlier in this thread that the game seems incomplete. These unfinished game steps, progression, cause and effect, etc. lend to the sense of being incomplete.
There are things in the inventory that are useless and unobtainable without other mods. Rats, vessels, snow, dirt_with_snow, ice and (up until farming and flowers were added ) dyes and wool, for examples of things that make the game fell incomplete.
- When playing in survival-mode there should be bad guys and monsters to keep you on your toes. Minetest doesn't operate off of game levels or points so defeating the bad guys and monsters needs more incentive. It's been suggested before that monsters should drop valuable items when destroyed (why not have mechanical menaces too, like combination locks and traps to filled chests?).
The worlds seem dead because there are no creatures milling about on the surface, flying in the air, swimming in the seas, or burrowing underground.
Minetest creates worlds with generating and evolving environments, so why not have critters too? (I know part of the answer is due to the increased amount of computing power such things would require.)
- I prefer to play in creative-mode. The Minetest world is my art studio to create in. It would be great if minetest_game, the engine itself, or a default set of utility programs provided tools for easily manipulting the landscape and environment. Drop in a mountain here, draw a river there, that large, rectagular, mapgen glitch... yeah, fix that by smooothing it, sloping it and grading it to look like normal terrain.
- An in-game user manual that pops up like a formspec menu would be helpful to newcomers and Minetest veterans alike. List the basic crafting recipes, what keys do what action and where to get more info on Minetest.
Also in-game help windows dedicated to each mod that is installed displaying the mod's name, author, download and forum links (for future updates and commentary), along with descriptions for each of the mod's items (What kind of things does this block do or what to do other blocks do to it?). This would be really helpful to have for complex mods like "Technic" and "Mesecons".
The "/help all" command fills chat with everything from every mod making it very difficult to know which command goes with which mod and, at best, only provides very sparce info about commands and nothing about mods or items.
Lack of PlayersOpinions of a grumpy, old man:Sometimes I think people complain about a lack of players because the in-game chat is quiet or they are looking for someone to entertain/babysit them.
There are times when a server seems quiet and empty as players try to avoid and ignore another player because that other player has a history of being offensive, obnoxious, annoying, or any combination thereof.
Then there are times when players are more focused on mining, harvesting, building and are less interested in being someones babysitter-playmate at the moment.
Another aspect is the quality of the players versus the quantity of players. I'd rather play on a server that has few players but who are more self-reliant than one that is overrun by hyper-active kids with short attention spans expecting everyone to pay attention to them at all times and expecting others to do everything for them. I think
Jordach and
ShadowNinja may have been hinting at similar thoughts earlier in this thread.
Is Minetest boring because players are unable to do anything by themselves? That's not a problem of Minetest's; that's a personal problem of the players'.
Is Minetest boring because player's expect instant gratification? If players want an insta-matic epic castle with a press of a button then they should go watch YouTube videos. They don't even have to make any effort; someone else does all the work for them in fast-forward time-lapse.
Minetest requires planning and prepartation
(and study if you are learning build-styles), even in creative-mode. Actually building an epic castle, with all it's ineteresting details and features, requires studying pics, reading some history, watching vidoes
(of Minecraft and of real-life stuff), going out in the real-world to study real buildings and structures, building parts and pieces of sections, in-game, in a separate location to workout design-build problems, and it
will take you a lot of time.
What about the landscape around the castle? I rarely see any builds were the players did anything to make the surrounding landscape look interesting, appealing, and an integral part of the build.
If all you do is build 5x3x5 cobble shacks on the first flat areas you find, then, yeah, Minetest probably does get boring.
A less grumpy and more pragmatic perspective:Minecraft has been marketed much more successfully for a much longer time so it is much more well known. There are going to be more players on a Minecraft server because more people know about Minecraft than Minetest.
Minecraft set the pace, set the trend, and set the standards of what players expect when they first play Minetest. The technical differences only matter to the geeks and gurus. The game experience is what is important to the rest of us and in that reguard, Minecraft has delivered where MInetest is still trying to catch-up.
Ok, Those Were the Gripes. Now, What's Minecraft Still Missing Over Minetest?- The long established point - Minetest is free.
I started playing Minetest (and stuck with it) because I didn't want to spend money on a type of game I'd never heard of before. I understood first-person-shooters, simulators, platforms and role-playing games but what in the world is a sandbox game? The sandboxes I remember from when I was a kid were frequented by cats... I didn't want to play in those. :0)
- Because of mods like VanessaE's HomeDecor and Calinou's MoreBlocks, Minetest has options Minecraft does not.
- Minetest mods are much easier to make.
I've watched YouTube videos of Minecraft and listen to the YouTubers complain about not having a block for this or that and I think to myself, "Well, why don't you Minecraft people make a mod to have that block?" Does Mojang have restrictions on what mods are authorized to be installed? Are new mods only allowed to be created with Mojang's blessing? If not, why aren't these Minecrafters making the simple blocks they are pining for?
I don't know much about coding but at least with Minetest's Lua mods some of the stuff is simple enough even for me to figure out.
Minetest Needs to be Minetest, not a Minecraft Knock-offSo long as players keep wanting to make Minetest
just like Minecraft, Minetest will continue to be a MInecraft knock-off.
Yes, Minecraft and Minetest share the same game idea, and, yes, they will have similar things as a result. However, if Minetest is to stand apart from Minecraft, Minetest will have to be different in significant ways that are easilily recongized by the average Minetest player.
Being different means Minetest may never have some of things, or do some of the things, that Minecraft does. It also means having things and doing things Minecraft doesn't.
Minetest shouldn't be shackeled to Minecraft's game model. Look for ideas and things that Minecraft
wouldn't do because "it's just not the Minecraft-way" and then do them. Provided of course that they are good, honorable, and legal things. ;)-
These different ideas and features don't have to be big things either. Little things often add subtley that makes all the difference.
Ok, enough rambling out of me.
My thanks to those who have sat through and read yet another "LazyJ wall-o-text". ;)-
(LazyJ gets off his soap box to go brew another French Press.)