Minecraft: The Unlikely Tale of Markus "Notch" Persson and the Game that Changed Everything
but convincing the world around him of the excellence of his game was not so easy. A bunch of different ideas merged into Minecraft , and explaining them without any kind of demonstration was complicated. Over coffee with his mom, Markus attempted to describe in sweeping gestures the new project he was working on. He told her about the building, the exploration, and the atmosphere, and then explained how the game would be both easily accessible and complicated at the same time. Maybe it could develop into something great, he thought aloud. Maybe he should give notice at work and focus entirely on Minecraft . Ritva smiled slightly. It sounded like a really good idea, she’d said to her son. But maybe he should start by working only part-time? It wasn’t entirely easy to support oneself on game development alone. He’d said that himself before.
    In truth, Markus’s idea was all Greek to her. Plus she remembered the year after high school, when he didn’t look for work, didn’t study, and barely went outdoors for days at a time. What would happen if he became just as obsessed with another project, something that could be just as important to him as building with LEGO pieces had been when he was in elementary school but that earned him next to nothing? She was worried, and yet, she saw how his eyes lit up when he talked about the game. He became confident, self-assured.
    Elin better understood what Markus was thinking. She was among the first in the world to try out a working version of Minecraft . As soon as it was ready, Markus sent it to Elin and asked her to play. When she logged in and started up the world, what she got was basically a tech demo—a world of blocks beneath a blue sky. But Markus’s intentions were immediately evident to her. A couple of minutes of digging and building and she was entrenched in the game.
    “This is SO much fun!” she said to her boyfriend.
    From that moment on, Elin was Markus’s game tester. Every time he added a new feature to Minecraft , he sent her the latest version. Markus often stood watching over Elin’s shoulder while she played, listening intently to her comments. If Elin liked something he’d done, he seemed to reason, the rest of the world would probably like it, too.
    Even before Minecraft was shown to the public, Markus had made a couple of important decisions that would have a huge influence on the game’s continued development. First, he wanted to document the development openly and in continuous dialogue with players, both his semiprofessional colleagues at TIGSource and any others who might be interested. Markus updated his blog often with information about changes in Minecraft and his thoughts about the game’s future. He invited everyone who played the game to give him comments and suggestions for improvements. In addition to that, he released updates, in accordance with the Swedish saying “often rather than good” (meaning someone who prefers spontaneity over perfection). As soon as a new function or bug-fix was in place, he made it available via his site, asking players for help in testing and improving it.
    Second, Markus knew from the beginning that he eventually wanted people to pay for Minecraft . In the back of his mind were his talks with Jakob at Midasplayer and their dream of starting their own game studio, so it seemed only natural to put a price on his game. And it was better to do it as soon as possible.
    It doesn’t sound very controversial, but the fact is that Markus’s decision went against most of the current trends in the gaming and Internet world. Many technology prophets talk about the road to riches on the web being through charging as little as possible for your products, preferably nothing at all. At most of the well-known Internet companies, for example Google and Facebook, the cash comes mainly from ads. In the gaming industry, the trend points to “micropayments.” Rovio-developed Angry Birds , which costs one dollar from the

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