However, I think it fails to adress correctly the very thing it says it wants to help.
Just what is exactly the goal, here ?
Answer: to be able to identify a specific NPC from a distance, instead of having to enter into the trading interface of each to check if it is the correct one.
However, "from a distance" to me this implies:
#1 - From any angle;
#2 - From a good reasonable distance away let's say at minimum 10+ blocks away.
Having to stand only a couple blocks away from an NPC and also only when the antgle is right so that you can look at its face, that sure is much better than having to go into the trading GUI, but that is far from being able to "easily identify at a distance".
But your suggestion in many cases requires exactly that: standing real close and in front of the NPC too. That is not very useful. I'm thinking especailly NPCs that vary only by eye color or eyelashes here but the simple fact that the detail change is limited to the face makes all NPCs affected by this to some degree..
Another major problem is that is doesn't work like the horses at all. Horses basically have 5 different skins, one texture per pattern, which are all grayscale textures. Then those textures are colored "full size". Stand in a biome near a 2nd biome; use a silk touch tool to grab a grass block from where you are; then place that grass block in the 2nd biome: see how the grass block color adapted to the new biome ? This works exactly the same for horse skins: small amount of grey textures, with a simple one-color adjustment as a last step.
But for your villagers would need much more comple code because you don't go at it like horses at all. You would not have base "greyscale" textures, you would not have 3 beard types, times 2 hair types. ythen apply a SINGLE color to it all (you have skin color, hair color, and eye color, all treated separately). The game doesn't "auto-build" textures on the fly like that, it uses fully predefined textures only, for obvious performance reasons. So you'd need a HUGE amount of textures here OR a much more complex texture renderer. I just don't see this as easily workable for a vanilla suggestion, and thus it turns it to a NEGLIGIBLE probability of making it into the game. Like I said, mods are another story entirely, but this forum here is for vanilla suggestions only.
Finally, the last nail in the coffin: stay away from all that male/demale debate thing. Mojang *purposefully* and *specifically* and *deliberately* said the game is as genderless as possible. For players, sure, we have have definitely had male vs female player skins for a long time, but NPC villagers count more like every OTHER entity in the game and that is what Mojang's design-rule comment was aboutL the actual game content, not what the players use for their custom skins (heck, some player play with superhero or with robotic skins and that style of stuff is definitely NOT in the rest of thge game at all). So please do NOT mix up those two. While a suggestion for a mod is one thing, a suggestion for vanilla should stick to the design guidelines of vanilla, otherwise it's a doomed-to-fail suggestion right from the start. And you don't want that, right ?
====================
I suggest a two pronged approach instead:
DEFINITELY, first, use unique names, exactly like BadRenup said (post #55 in this thread, on page 3). Short funny names only (and only 1 or 2 syllables long), that you can see from a reasonable range of distances/angles (maybe in a different color than other player/name tags names). The trading interface itself should also display both the NPC name and also its actual carreer (example: "Podzok the Armorer"). Please note that a specific careeer is NOT the rofession "group" (you wouldn't display "Podzok the Blacksmith" for example). See http://minecraft.gamepedia.com/Villager#Professions_and_careers for the list.
OPTIONALLY, and secondly, use the NPC textures:
- Recognize that the renderer engine needs a major upgrade here.
You just can't use a humongous number of textures. You also can't just use 5 grey patterns + coloring like horses because the base color is not the same at all between skin and clothing (and it *is* currently just a single texture for the entire NPC), so the clothes part and head part should need to be separated for it to have a *chance* to work.
Drop the texture variants that aren't sufficiently gender-neutral. "Some males (respectively, females) have that feature which is typically female (respectively, male), so it's all a-o-kay!" just doesn't cut it as an excuse. Use only variants that have EQUAL odds of being both on males AND females. Sure, 1% of women have beards. That doesn't make it into a gender-neutral feature at all !
-- Can be distinguished from each other from any angle. This means any pattern is defintiely not to be limited to only the PC's face. Variances in clothing decoration (seams. etc.) could work just as well.
-- They are similar enough that we still recognize the "base" villager texture, so the amount of detail changes should be limited.
-- They are different enough that it is easy to spot the differences from afar. So nearly-single-pixels detail changes (like eyes and eyelashes) are to be avoided.
Otherwise, the "head" texturer renderer needs ac SECOND upgrade to be able to "build" all the needed feature+color combos of eveyrtihng "on the fly". Maybe "masks" textures to sleect which parts of the skin get which color.
I'm thinking, forget the faces. Leave all of the with the same face, it's much more comical that way.
Instead, have the 5 patterns applied to their CLOTHES. the texture renderer would be much more easily modified so that it uses grey clothes textures then apply the profession color to it, on all the NPC model except the head.
Thus, we'd need only 5 "robe NPC body" styles and 5 "clothwork NPC body" styles as greycale textures.
While only 5 variants seem low, in combination with the first part (each NPc has a name, even without a nametag applied to it) then it would definitely be enough.
However, I think it fails to adress correctly the very thing it says it wants to help.
Just what is exactly the goal, here ?
Answer: to be able to identify a specific NPC from a distance, instead of having to enter into the trading interface of each to check if it is the correct one.
However, "from a distance" to me this implies:
#1 - From any angle;
#2 - From a good reasonable distance away let's say at minimum 10+ blocks away.
Having to stand only a couple blocks away from an NPC and also only when the antgle is right so that you can look at its face, that sure is much better than having to go into the trading GUI, but that is far from being able to "easily identify at a distance".
But your suggestion in many cases requires exactly that: standing real close and in front of the NPC too. That is not very useful. I'm thinking especailly NPCs that vary only by eye color or eyelashes here but the simple fact that the detail change is limited to the face makes all NPCs affected by this to some degree..
Another major problem is that is doesn't work like the horses at all. Horses basically have 5 different skins, one texture per pattern, which are all grayscale textures. Then those textures are colored "full size". Stand in a biome near a 2nd biome; use a silk touch tool to grab a grass block from where you are; then place that grass block in the 2nd biome: see how the grass block color adapted to the new biome ? This works exactly the same for horse skins: small amount of grey textures, with a simple one-color adjustment as a last step.
But for your villagers would need much more comple code because you don't go at it like horses at all. You would not have base "greyscale" textures, you would not have 3 beard types, times 2 hair types. ythen apply a SINGLE color to it all (you have skin color, hair color, and eye color, all treated separately). The game doesn't "auto-build" textures on the fly like that, it uses fully predefined textures only, for obvious performance reasons. So you'd need a HUGE amount of textures here OR a much more complex texture renderer. I just don't see this as easily workable for a vanilla suggestion, and thus it turns it to a NEGLIGIBLE probability of making it into the game. Like I said, mods are another story entirely, but this forum here is for vanilla suggestions only.
Finally, the last nail in the coffin: stay away from all that male/demale debate thing. Mojang *purposefully* and *specifically* and *deliberately* said the game is as genderless as possible. For players, sure, we have have definitely had male vs female player skins for a long time, but NPC villagers count more like every OTHER entity in the game and that is what Mojang's design-rule comment was aboutL the actual game content, not what the players use for their custom skins (heck, some player play with superhero or with robotic skins and that style of stuff is definitely NOT in the rest of thge game at all). So please do NOT mix up those two. While a suggestion for a mod is one thing, a suggestion for vanilla should stick to the design guidelines of vanilla, otherwise it's a doomed-to-fail suggestion right from the start. And you don't want that, right ?
====================
I suggest a two pronged approach instead:
DEFINITELY, first, use unique names, exactly like BadRenup said (post #55 in this thread, on page 3). Short funny names only (and only 1 or 2 syllables long), that you can see from a reasonable range of distances/angles (maybe in a different color than other player/name tags names). The trading interface itself should also display both the NPC name and also its actual carreer (example: "Podzok the Armorer"). Please note that a specific careeer is NOT the rofession "group" (you wouldn't display "Podzok the Blacksmith" for example). See http://minecraft.gamepedia.com/Villager#Professions_and_careers for the list.
OPTIONALLY, and secondly, use the NPC textures:
- Recognize that the renderer engine needs a major upgrade here.
You just can't use a humongous number of textures. You also can't just use 5 grey patterns + coloring like horses because the base color is not the same at all between skin and clothing (and it *is* currently just a single texture for the entire NPC), so the clothes part and head part should need to be separated for it to have a *chance* to work.
Drop the texture variants that aren't sufficiently gender-neutral. "Some males (respectively, females) have that feature which is typically female (respectively, male), so it's all a-o-kay!" just doesn't cut it as an excuse. Use only variants that have EQUAL odds of being both on males AND females. Sure, 1% of women have beards. That doesn't make it into a gender-neutral feature at all !
-- Can be distinguished from each other from any angle. This means any pattern is defintiely not to be limited to only the PC's face. Variances in clothing decoration (seams. etc.) could work just as well.
-- They are similar enough that we still recognize the "base" villager texture, so the amount of detail changes should be limited.
-- They are different enough that it is easy to spot the differences from afar. So nearly-single-pixels detail changes (like eyes and eyelashes) are to be avoided.
Otherwise, the "head" texturer renderer needs ac SECOND upgrade to be able to "build" all the needed feature+color combos of eveyrtihng "on the fly". Maybe "masks" textures to sleect which parts of the skin get which color.
I'm thinking, forget the faces. Leave all of the with the same face, it's much more comical that way.
Instead, have the 5 patterns applied to their CLOTHES. the texture renderer would be much more easily modified so that it uses grey clothes textures then apply the profession color to it, on all the NPC model except the head.
Thus, we'd need only 5 "robe NPC body" styles and 5 "clothwork NPC body" styles as greycale textures.
While only 5 variants seem low, in combination with the first part (each NPc has a name, even without a nametag applied to it) then it would definitely be enough.
Yeah, I'm removing the lashes probably. Too controversial.
I personally never liked Ant Dungeons mainly due to the fact that it seemed unreal. It wouldn't fit with the medieval blocky theme of Minecraft. Minecraft's not an arcade game and I don't think it will turn into one. Villager biodiversity is much more realistic and Minecrafty as there are different colours of horses, rabbits, and cats. Plus it'd be nice to tell which villager you are trying to find and it's more fun to see different kinds of villagers.
Thank you for making me laugh, because the fantasy of minecraft is not hardcore. We still have:
-endermen
-the end
-ender dragon
-other end stuff
-pistons
-tnt
-redstone
-sponge
-silverfish
-creepers
-golden apples
-golden carrots
-and more!
97% of teenagers would cry if they saw Justin Bieber on top of a tower
about to jump. If you're the 3% who is sitting there with popcorn
screaming "DO A BACKFLIP", copy and paste this as your signature.
Thank you for making me laugh, because the fantasy of minecraft is not hardcore. We still have:
-endermen
-the end
-ender dragon
-other end stuff
-pistons
-tnt
-redstone
-sponge
-silverfish
-creepers
-golden apples
-golden carrots
-and more!
I feel like ant dungeons would better fit in the nether than the overworld. And all the stuff you listed is still fairly medieval. Rich medieval dudes had sponges. Golden apples (And carrots) were an important part of medieval legend (And are still in fantasy books.), the End has a dragon. What's so un-fantasy about that? I just feel ant dungeons in the overworld doesn't fit Minecraft. Creepers are fantasy. They are monsters made of leaves. Silverfish are just bugs that go in rock. That doesn't go against the feel of Minecraft at all. Redstone is a magical mineral. How is that not fantasy? Endermen are monsters from another world. What's so un-fantasy about that?
I feel like ant dungeons would better fit in the nether than the overworld. And all the stuff you listed is still fairly medieval. Rich medieval dudes had sponges. Golden apples (And carrots) were an important part of medieval legend (And are still in fantasy books.), the End has a dragon. What's so un-fantasy about that? I just feel ant dungeons in the overworld doesn't fit Minecraft. Creepers are fantasy. They are monsters made of leaves. Silverfish are just bugs that go in rock. That doesn't go against the feel of Minecraft at all. Redstone is a magical mineral. How is that not fantasy? Endermen are monsters from another world. What's so un-fantasy about that?
Now, I'm not trying to argue with you. Please note. Just debating. (and I seriously did laugh )
Also, I'm glad you see things in MC to be fantasy-like. But not everyone else does.
Rich medieval dudes may have had sponges, but not 1 meter-tall ones that look like modern ones and can suck in an explosion's worth of water. If golden apples and carrots are in medieval legend, did people eat them? And how come my friend, a medieval mythology-specializing historian, has never heard of them? Where have YOU heard of them? The End may have a dragon, but there is nothing else about the End that is fantasy-like. And the dragon doesn't look like a traditional medieval dragon. Just 'cause creepers are plants, doesn't mean they fit in like the Questing Beast. Silverfish are vermin. The only vermin I see in medieval stuff are giant spiders and rat swarms in the Monster Manual. They don't go AGAINST the feel of Minecraft, but neither do they helo. Magical materials that generate electricity and power command blocks aren't fantasy. And Endermen are not TRADITIONAL fantasy.
Also, now that I think about it, most of the mobs in the Nether are not in normal fantasy. Although then again, most fantasy games have at least a FEW new things. So I'll give you that.
(and don't get me wrong - I'm the most hardcore fantasy player EVER. For instance, Im like the one person who thinks Clash of Clans is not a fantasy game (technically, yes. Really? no.). I also play D&D, so you cant argue with me.) *pust on crown and sunglasses*
And now for emoticons! (cuz I know ur tens)
97% of teenagers would cry if they saw Justin Bieber on top of a tower
about to jump. If you're the 3% who is sitting there with popcorn
screaming "DO A BACKFLIP", copy and paste this as your signature.
Now, I'm not trying to argue with you. Please note. Just debating. (and I seriously did laugh )
Also, I'm glad you see things in MC to be fantasy-like. But not everyone else does.
Rich medieval dudes may have had sponges, but not 1 meter-tall ones that look like modern ones and can suck in an explosion's worth of water. If golden apples and carrots are in medieval legend, did people eat them? And how come my friend, a medieval mythology-specializing historian, has never heard of them? Where have YOU heard of them? The End may have a dragon, but there is nothing else about the End that is fantasy-like. And the dragon doesn't look like a traditional medieval dragon. Just 'cause creepers are plants, doesn't mean they fit in like the Questing Beast. Silverfish are vermin. The only vermin I see in medieval stuff are giant spiders and rat swarms in the Monster Manual. They don't go AGAINST the feel of Minecraft, but neither do they helo. Magical materials that generate electricity and power command blocks aren't fantasy. And Endermen are not TRADITIONAL fantasy.
Also, now that I think about it, most of the mobs in the Nether are not in normal fantasy. Although then again, most fantasy games have at least a FEW new things. So I'll give you that.
(and don't get me wrong - I'm the most hardcore fantasy player EVER. For instance, Im like the one person who thinks Clash of Clans is not a fantasy game (technically, yes. Really? no.). I also play D&D, so you cant argue with me.) *pust on crown and sunglasses*
And now for emoticons! (cuz I know ur tens)
You've changed my perspective of Minecraft's theme, thank you.
Rollback Post to RevisionRollBack
A God that holds you over the pit of Hell, much as one holds a spider or some loathsome insect over the fire, abhors you, and is dreadfully provoked. - Jonathan Edwards
97% of teenagers would cry if they saw Justin Bieber on top of a tower
about to jump. If you're the 3% who is sitting there with popcorn
screaming "DO A BACKFLIP", copy and paste this as your signature.
Now, I'm not trying to argue with you. Please note. Just debating. (and I seriously did laugh )
Also, I'm glad you see things in MC to be fantasy-like. But not everyone else does.
Rich medieval dudes may have had sponges, but not 1 meter-tall ones that look like modern ones and can suck in an explosion's worth of water. If golden apples and carrots are in medieval legend, did people eat them? And how come my friend, a medieval mythology-specializing historian, has never heard of them? Where have YOU heard of them? The End may have a dragon, but there is nothing else about the End that is fantasy-like. And the dragon doesn't look like a traditional medieval dragon. Just 'cause creepers are plants, doesn't mean they fit in like the Questing Beast. Silverfish are vermin. The only vermin I see in medieval stuff are giant spiders and rat swarms in the Monster Manual. They don't go AGAINST the feel of Minecraft, but neither do they helo. Magical materials that generate electricity and power command blocks aren't fantasy. And Endermen are not TRADITIONAL fantasy.
Also, now that I think about it, most of the mobs in the Nether are not in normal fantasy. Although then again, most fantasy games have at least a FEW new things. So I'll give you that.
(and don't get me wrong - I'm the most hardcore fantasy player EVER. For instance, Im like the one person who thinks Clash of Clans is not a fantasy game (technically, yes. Really? no.). I also play D&D, so you cant argue with me.) *pust on crown and sunglasses*
And now for emoticons! (cuz I know ur tens)
A God that holds you over the pit of Hell, much as one holds a spider or some loathsome insect over the fire, abhors you, and is dreadfully provoked. - Jonathan Edwards
Like Genetics, experimenting with DNA from Villagers.. to create some Villagers like you Designed.
A new Part in the game to give the Villagers more attention like "Redstone Update" the "Villager Update"
SUPPORT!
That would be a good idea.
#thevillagerupdate
Thanks for the support!
To everyone: If you support, consider adding the banner into your signature. Do not let this suggestion go quietly into its goodnight!
Thumbs up! Support +1!
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101
Very professional looking page and very unique idea! 8/8 m8!
If this isn't added to the game(which I really hope it will be added) this would definitely make a very cool and great mod!
Support!
My dream is one day all mobs can get variation on their skins. If there was a way to add it for villagers, this is it definitely it.
Undying Support.
Ok, first off, very nice suggestion.
However, I think it fails to adress correctly the very thing it says it wants to help.
Just what is exactly the goal, here ?
Answer: to be able to identify a specific NPC from a distance, instead of having to enter into the trading interface of each to check if it is the correct one.
However, "from a distance" to me this implies:
#1 - From any angle;
#2 - From a good reasonable distance away let's say at minimum 10+ blocks away.
Having to stand only a couple blocks away from an NPC and also only when the antgle is right so that you can look at its face, that sure is much better than having to go into the trading GUI, but that is far from being able to "easily identify at a distance".
But your suggestion in many cases requires exactly that: standing real close and in front of the NPC too. That is not very useful. I'm thinking especailly NPCs that vary only by eye color or eyelashes here but the simple fact that the detail change is limited to the face makes all NPCs affected by this to some degree..
Another major problem is that is doesn't work like the horses at all. Horses basically have 5 different skins, one texture per pattern, which are all grayscale textures. Then those textures are colored "full size". Stand in a biome near a 2nd biome; use a silk touch tool to grab a grass block from where you are; then place that grass block in the 2nd biome: see how the grass block color adapted to the new biome ? This works exactly the same for horse skins: small amount of grey textures, with a simple one-color adjustment as a last step.
But for your villagers would need much more comple code because you don't go at it like horses at all. You would not have base "greyscale" textures, you would not have 3 beard types, times 2 hair types. ythen apply a SINGLE color to it all (you have skin color, hair color, and eye color, all treated separately). The game doesn't "auto-build" textures on the fly like that, it uses fully predefined textures only, for obvious performance reasons. So you'd need a HUGE amount of textures here OR a much more complex texture renderer. I just don't see this as easily workable for a vanilla suggestion, and thus it turns it to a NEGLIGIBLE probability of making it into the game. Like I said, mods are another story entirely, but this forum here is for vanilla suggestions only.
Finally, the last nail in the coffin: stay away from all that male/demale debate thing. Mojang *purposefully* and *specifically* and *deliberately* said the game is as genderless as possible. For players, sure, we have have definitely had male vs female player skins for a long time, but NPC villagers count more like every OTHER entity in the game and that is what Mojang's design-rule comment was aboutL the actual game content, not what the players use for their custom skins (heck, some player play with superhero or with robotic skins and that style of stuff is definitely NOT in the rest of thge game at all). So please do NOT mix up those two. While a suggestion for a mod is one thing, a suggestion for vanilla should stick to the design guidelines of vanilla, otherwise it's a doomed-to-fail suggestion right from the start. And you don't want that, right ?
====================
I suggest a two pronged approach instead:
DEFINITELY, first, use unique names, exactly like BadRenup said (post #55 in this thread, on page 3). Short funny names only (and only 1 or 2 syllables long), that you can see from a reasonable range of distances/angles (maybe in a different color than other player/name tags names). The trading interface itself should also display both the NPC name and also its actual carreer (example: "Podzok the Armorer"). Please note that a specific careeer is NOT the rofession "group" (you wouldn't display "Podzok the Blacksmith" for example). See http://minecraft.gamepedia.com/Villager#Professions_and_careers for the list.
OPTIONALLY, and secondly, use the NPC textures:
- Recognize that the renderer engine needs a major upgrade here.
You just can't use a humongous number of textures. You also can't just use 5 grey patterns + coloring like horses because the base color is not the same at all between skin and clothing (and it *is* currently just a single texture for the entire NPC), so the clothes part and head part should need to be separated for it to have a *chance* to work.
Drop the texture variants that aren't sufficiently gender-neutral. "Some males (respectively, females) have that feature which is typically female (respectively, male), so it's all a-o-kay!" just doesn't cut it as an excuse. Use only variants that have EQUAL odds of being both on males AND females. Sure, 1% of women have beards. That doesn't make it into a gender-neutral feature at all !
-- Can be distinguished from each other from any angle. This means any pattern is defintiely not to be limited to only the PC's face. Variances in clothing decoration (seams. etc.) could work just as well.
-- They are similar enough that we still recognize the "base" villager texture, so the amount of detail changes should be limited.
-- They are different enough that it is easy to spot the differences from afar. So nearly-single-pixels detail changes (like eyes and eyelashes) are to be avoided.
Otherwise, the "head" texturer renderer needs ac SECOND upgrade to be able to "build" all the needed feature+color combos of eveyrtihng "on the fly". Maybe "masks" textures to sleect which parts of the skin get which color.
I'm thinking, forget the faces. Leave all of the with the same face, it's much more comical that way.
Instead, have the 5 patterns applied to their CLOTHES. the texture renderer would be much more easily modified so that it uses grey clothes textures then apply the profession color to it, on all the NPC model except the head.
Thus, we'd need only 5 "robe NPC body" styles and 5 "clothwork NPC body" styles as greycale textures.
While only 5 variants seem low, in combination with the first part (each NPc has a name, even without a nametag applied to it) then it would definitely be enough.
Had a thought to suggest something like that myself, but I'm glad I didn't) you've done it better I could imagine!)
Villages is the the part of vanilla I found fun most, hope to see more variety and features in future.
total support, hope Mojang team see this post!
I'd like some actual hair to go along with the 'tufts' and the facial hair. That would be nice. But other than that, this is a wonderful idea!
Inactive account. See Bio.
Yeah, I'm removing the lashes probably. Too controversial.
Much nail. So coffin.
Sent Lashes to the nether. Too controversial.
You are a GENIUS!
FULL SUPPORT!
If I helped you, click this magical green button ! Gives me power!
Thank you for making me laugh, because the fantasy of minecraft is not hardcore. We still have:
-endermen
-the end
-ender dragon
-other end stuff
-pistons
-tnt
-redstone
-sponge
-silverfish
-creepers
-golden apples
-golden carrots
-and more!
I feel like ant dungeons would better fit in the nether than the overworld. And all the stuff you listed is still fairly medieval. Rich medieval dudes had sponges. Golden apples (And carrots) were an important part of medieval legend (And are still in fantasy books.), the End has a dragon. What's so un-fantasy about that? I just feel ant dungeons in the overworld doesn't fit Minecraft. Creepers are fantasy. They are monsters made of leaves. Silverfish are just bugs that go in rock. That doesn't go against the feel of Minecraft at all. Redstone is a magical mineral. How is that not fantasy? Endermen are monsters from another world. What's so un-fantasy about that?
Now, I'm not trying to argue with you. Please note. Just debating. (and I seriously did laugh )
Also, I'm glad you see things in MC to be fantasy-like. But not everyone else does.
Rich medieval dudes may have had sponges, but not 1 meter-tall ones that look like modern ones and can suck in an explosion's worth of water. If golden apples and carrots are in medieval legend, did people eat them? And how come my friend, a medieval mythology-specializing historian, has never heard of them? Where have YOU heard of them? The End may have a dragon, but there is nothing else about the End that is fantasy-like. And the dragon doesn't look like a traditional medieval dragon. Just 'cause creepers are plants, doesn't mean they fit in like the Questing Beast. Silverfish are vermin. The only vermin I see in medieval stuff are giant spiders and rat swarms in the Monster Manual. They don't go AGAINST the feel of Minecraft, but neither do they helo. Magical materials that generate electricity and power command blocks aren't fantasy. And Endermen are not TRADITIONAL fantasy.
Also, now that I think about it, most of the mobs in the Nether are not in normal fantasy. Although then again, most fantasy games have at least a FEW new things. So I'll give you that.
One last thing: If you want to find out who supports you, go here: http://www.minecraftforum.net/news/60136-community-roundtable-the-theme-of-minecraft . This is where it has been discussed. Personally, I think Minecraft is a sandbox/puzzle/block/fantasy game, and that's just me. Everyone's entitled to their own opinion.
(and don't get me wrong - I'm the most hardcore fantasy player EVER. For instance, Im like the one person who thinks Clash of Clans is not a fantasy game (technically, yes. Really? no.). I also play D&D, so you cant argue with me.) *pust on crown and sunglasses*
And now for emoticons! (cuz I know ur tens)
You've changed my perspective of Minecraft's theme, thank you.
A God that holds you over the pit of Hell, much as one holds a spider or some loathsome insect over the fire, abhors you, and is dreadfully provoked. - Jonathan Edwards
'welcome. *cheeky smile*
Sounds like a great idea! Support.
Fair enough. I see your point... You win.
There's a fine line between genius and insanity.
I use it as a jumprope.
You may change Minecraft, friend.
A God that holds you over the pit of Hell, much as one holds a spider or some loathsome insect over the fire, abhors you, and is dreadfully provoked. - Jonathan Edwards
I hope so!
That would be a good idea.
#thevillagerupdate
Thanks for the support!
To everyone: If you support, consider adding the banner into your signature. Do not let this suggestion go quietly into its goodnight!