I am going to break two of my cardinal rules  at once over the course of this post, for it is the first in the history of this blog that could be adequately described as a whinge. I have something of a personal hatred against these on principle that they never improve anybody’s life or even the world in general, but I’m hoping that this one is at least well-meaning and not as hideously vitriolic as some ‘opinion pieces’ I have had the misfortune to read over the years.


A little while ago, the BBC published an article concerning the arrest of a man suspected of being a part of hacking group Lulzsec, an organised and select offshoot of the infamous internet hacking advocates and ‘pressure group’ Anonymous. The FBI have accused him of being part of a series of attacks on Sony last May & June, in which thousands of personal details on competition entries were published online. Lulzsec at the time made a statement to the effect that ‘we got all these details from one easy sting, so why do you trust them?’, which might have made the attack a case of trying to prove a point had the point not been directed at an electronics company and was thus kind of stupid. Had it been aimed at a government I might have understood, but to me this just looks like the internet doing what it does best- doing stuff simply for the fun of it. This is in fact the typical motive behind most Lulzsec activities, doing things ‘for teh lulz’, hence the first half of their name and the fact that their logo is a stick figure in typical meme style.

The BBC made reference to their name too in their coverage of the event, but since the journalist involved had clearly taken their information from a rather poorly-worded sentence of a Wikipedia article he claimed that ‘lulz’ was a play on words of lol, aka laugh out loud. This is not, technically speaking, entirely wrong, but is a bit like claiming the word ‘gay’ can now be used to mean happy in general conversation- something of an anachronism, albeit a very recent one. Lulz in the modern internet sense is used more to mean ‘laughs’ or ‘entertainment’, and  ‘for teh lulz’ could even be translated as simply ‘for the hell of it’. As I say, the argument was not expressly wrong as it was revealing that this journalist was either not especially good at getting his point across or dealing with slightly unfamiliar subject matter.

This is not the only example of the media getting things a little wrong when it comes to the internet. A few months ago, after a man was arrested for viciously abusing a celebrity (I forget who) using twitter, he was dubbed a ‘troll’, a term that, according to the BBC article I read, denotes somebody who uses the internet to bully and abuse people (sorry for picking on the BBC because a lot of others do it too, but I read them more than most other news sources). However, any reasonably experienced denizen of the internet will be able to tell you that the word ‘troll’ originated from the activity known as ‘trolling’, etymologically thought to originate from fishing (from a similar route as ‘trawling’). The idea behind this is that the original term was used in the context of ‘trolling for newbies’, ie laying down an obvious feeder line that an old head would recognise as being both obvious and discussed to its death, but that a newer face would respond to earnestly. Thus ‘newbies’ were fished for and identified, mostly for the amusement of the more experienced faces. Thus, trolling has lead to mean making jokes or provocative comments for one’s own amusement and at the expense of others, and ‘troll’ has become descriptive of somebody who trolls others. Whilst it is perhaps not the most noble of human activities, and some repeat offenders could definitely do with a bit more fresh air now and again, it is mostly harmless and definitely not to be taken altogether too seriously. What it is also not is a synonym for internet abuse or even (as one source has reported it) ‘defac[ing] Internet tribute sites with the aim of causing grief to families’. That is just plain old despicable bullying, something that has no place on the internet or the world in general, and dubbing casual humour-seekers such is just giving mostly alright people an unnecessarily bad name.

And here we get onto the bone I wish to pick- that the media, as a rule, do not appear to understand the internet or its culture, and instead treat it almost like a child’s plaything, a small distraction whose society is far less important than its ability to spawn companies. There may be an element of fear involved, an intentional mistrust of the web and a view to hold off embracing it as long as possible, for mainstream media is coming under heavy competition from the web and many have argued that the latter may soon kill the former altogether. This is as maybe, but news organisations should be obliged to act with at least a modicum of neutrality and respectability, especially for a service such as the BBC that does not depend on commercial funding anyway. It would perhaps not be too much to ask for a couple of organisations to hire an internet correspondent, to go with their food, technology, sports, science, environment, every country around the world, domestic, travel and weather ones, if only to allow issues concerning it to be conveyed accurately by someone who knows what he’s talking about. If it’s good enough for the rest of the world, then it’s surely good enough for the culture that has made mankind’s greatest invention what it is today.

OK, rant over, I’ll do something a little more normal next time out.


Attack of the Blocks

I spend far too much time on the internet. As well as putting many hours of work into trying to keep this blog updated regularly, I while away a fair portion of time on Facebook, follow a large number of video series’ and webcomics, and can often be found wandering through the recesses of YouTube (an interesting and frequently harrowing experience that can tell one an awful lot about the extremes of human nature). But there is one thing that any resident of the web cannot hope to avoid for any great period of time, and quite often doesn’t want to- the strange world of Minecraft.

Since its release as a humble alpha-version indie game in 2009, Minecraft has boomed to become a runaway success and something of a cultural phenomenon. By the end of 2011, before it had even been released in its final release format, Minecraft had registered 4 million purchases and 4 times that many registered users, which isn’t bad for a game that has never advertised itself, spread semi-virally among nerdy gamers for its mere three-year history and was made purely as an interesting project by its creator Markus Persson (aka Notch). Thousands of videos, ranging from gameplay to some quite startlingly good music videos (check out the work of Captain Sparklez if you haven’t already) litter YouTube and many of the games’ features (such as TNT and the exploding mobs known as Creepers) have become memes in their own right to some degree.

So then, why exactly has Minecraft succeeded where hundreds and thousands of games have failed, becoming a revolution in gamer culture? What is it that makes Minecraft both so brilliant, and so special?

Many, upon being asked this question, tend to revert to extolling the virtues of the game’s indie nature. Being created entirely without funding as an experiment in gaming rather than profit-making, Minecraft’s roots are firmly rooted in the humble sphere of independent gaming, and it shows. One obvious feature is the games inherent simplicity- initially solely featuring the ability to wander around, place and destroy blocks, the controls are mainly (although far from entirely) confined to move and ‘use’, whether that latter function be shoot, slash, mine or punch down a tree. The basic, cuboid, ‘blocky’ nature of the game’s graphics, allowing for both simplicity of production and creating an iconic, retro aesthetic that makes it memorable and standout to look at. Whilst the game has frequently been criticised for not including a tutorial (I myself took a good quarter of an hour to find out that you started by punching a tree, and a further ten minutes to work out that you were supposed to hold down the mouse button rather than repeatedly click), this is another common feature of indie gaming, partly because it saves time in development, but mostly because it makes the game feel like it is not pandering to you and thus allowing indie gamers to feel some degree of elitism that they are good enough to work it out by themselves. This also ties in with the very nature of the game- another criticism used to be (and, to an extent, still is, even with the addition of the Enderdragon as a final win objective) that the game appeared to be largely devoid of point, existent only for its own purpose. This is entirely true, whether you view that as a bonus or a detriment being entirely your own opinion, and this idea of an unfamiliar, experimental game structure is another feature common in one form or another to a lot of indie games.

However, to me these do not seem to be entirely worthy of the name ‘answers’ regarding the question of Minecraft’s phenomenal success. The reason I think this way is that they do not adequately explain exactly why Minecraft rose to such prominence whilst other, often similar, indie games have been left in relative obscurity. Limbo, for example, is a side-scrolling platformer and a quite disturbing, yet compelling, in-game experience, with almost as much intrigue and puzzle from a set of game mechanics simpler even than those of Minecraft. It has also received critical acclaim often far in excess of Minecraft (which has received a positive, but not wildly amazed, response from critics), and yet is still known to only an occasional few. Amnesia: The Dark Descent has been often described as the greatest survival horror game in history, as well as incorporating a superb set of graphics, a three-dimensional world view (unlike the 2D view common to most indie games) and the most pants-wettingly terrifying experience anyone who’s ever played it is likely to ever face- but again, it is confined to the indie realm. Hell, Terraria is basically Minecraft in 2D, but has sold around 40 times less than Minecraft itself. All three of these games have received fairly significant acclaim and coverage, and rightly so, but none has become the riotous cultural phenomenon that Minecraft has, and neither have had an Assassin’s Creed mod (first example that sprung to mind).

So… why has Minecraft been so successful. Well, I’m going to be sticking my neck out here, but to my mind it’s because it doesn’t play like an indie game. Whilst most independently produced titled are 2D, confined to fairly limited surroundings and made as simple & basic as possible to save on development (Amnesia can be regarded as an exception), Minecraft takes it own inherent simplicity and blows it up to a grand scale. It is a vast, open world sandbox game, with vague resonances of the Elder Scrolls games and MMORPG’s, taking the freedom, exploration and experimentation that have always been the advantages of this branch of the AAA world, and combined them with the innovative, simplistic gaming experience of its indie roots. In some ways it’s similar to Facebook, in that it takes a simple principle and then applies it to the largest stage possible, and both have enjoyed a similarly explosive rise to fame. The randomly generated worlds provide infinite caverns to explore, endless mobs to slay, all the space imaginable to build the grandest of castles, the largest of cathedrals, or the SS Enterprise if that takes your fancy. There are a thousand different ways to play the game on a million different planes, all based on just a few simple mechanics. Minecraft is the best of indie and AAA blended together, and is all the more awesome for it.