Minecraft already has different game modes, difficulties, and game rules that cover a wide variety of play styles.
There is however one demographic that is missing from the matrix: children under 10.
The problem is that, for very young children:
* creative mode is inappropriate as they are unable to click carefully, and consequently end up breaking their build. They also have watched their older siblings play, and *want* to partake in the "pretend" to live in the world
* survival mode presents a number of challenges to staying alive - to feeding oneself, not falling into lava, drowning in water, and avoiding hostile monsters. While these are interesting challenges to teens and older, very young children are extremely averse to "death".
* "peaceful" difficulty removes monsters from the game - but while young children are averse to risk, they are attracted to funny monsters. Interacting with zombies and spiders is a major play element for youngsters (in creative mode).
It does seem redundant to create an entirely new gamemode; to avoid that I suggest that key features of creative mode get split out into game rules: "creative flight", "immunity to monster attention", "immunity to all damage", "access to the creative mode inventory", and "creative mode left click"
With this collection of toggles, players could remix "gamemode 1" to suit their playstyle, making it more, or less, like the full survival mode experience.
I write this suggestion, as a parent with kids that are almost teens. And I have been watching them for the last 5 years, tinker with creative mode, and *want* to actually play a more interactive role than survival offers, but shy away as soon as the various risks became more apparent.
---
sub rant: a lot of this problem would go away if the "Attack - Left Click" option under controls actually did what it said and allowed the left click to actually bind to an in game action rather than have creative mode always override the binding with its "destroy instantly without drops" functionality
* Death is not an appropriate gameplay element for 5 year olds.
* Creative mode does not cater to their desire to "play" rather than simply build. also left click is too destructive when you are still learning the difference between left and right clicks.
Minecraft already has different game modes, difficulties, and game rules that cover a wide variety of play styles.
There is however one demographic that is missing from the matrix: children under 10.
Really? I've seen children under 10 play Minecraft better than some adults. Minecraft has a lot of mechanics, but they're all pretty simple and easy to remember.
The problem is that, for very young children:
* creative mode is inappropriate as they are unable to click carefully, and consequently end up breaking their build. They also have watched their older siblings play, and *want* to partake in the "pretend" to live in the world
Making mistakes happens no matter what age you are. And that second bit doesn't sound like a problem with the game.
* survival mode presents a number of challenges to staying alive - to feeding oneself, not falling into lava, drowning in water, and avoiding hostile monsters. While these are interesting challenges to teens and older, very young children are extremely averse to "death".
No, they aren't. So long as they're taught the difference between real life death and video game death, children are pretty chill with dying in a game. You know, outside that whole "you lose" bit attached to it. Just ask Nintendo. They've been having you lose=you die since they existed.
* "peaceful" difficulty removes monsters from the game - but while young children are averse to risk, they are attracted to funny monsters. Interacting with zombies and spiders is a major play element for youngsters (in creative mode).
I think your study of young children who play Minecraft was very limited, and that if you're going to try making definitive statements you should do a lot more research.
It seems redundant to create an entirely new game mode for players, to avoid that I suggest that key features of creative mode get split out into game rules: "creative flight", "immunity to monster attention", "immunity to all damage", "access to the creative mode inventory", and "creative mode left click" With this collection of toggles, players could remix "gamemode 1" to suit their playstyle, making it more, or less, like the full survival mode experience.
I don't think you understand... Creative Mode is for exclusively creating. Survival Mode is for surviving. And splitting up these features has nothing to do with making the game child-friendly.
I write this suggestion, as a parent with kids that are almost teens. And I have been watching them for the last 5 years, tinker with creative mode, and *want* to actually play a more interactive role than survival offers, but shy away as soon as the various risks became more apparent.
Then you should be teaching them how to mitigate risk, rather than avoid it. Minecraft Survival Mode requires you to put in effort to get rewards. That's what makes it a great game. It goes against the point to just skip the risks.
sub rant: a lot of this problem would go away if the "Attack - Left Click" option under controls actually did what it said and allowed the left click to actually bind to an in game action rather than have creative mode always override the binding with its "destroy instantly without drops" functionality
Here's a tip: When you use a sword in Creative Mode, you can only attack. You can't destroy any blocks so long as you're holding a sword.
Really? I've seen children under 10 play Minecraft better than some adults. Minecraft has a lot of mechanics, but they're all pretty simple and easy to remember.
Making mistakes happens no matter what age you are. And that second bit doesn't sound like a problem with the game.
No, they aren't. So long as they're taught the difference between real life death and video game death, children are pretty chill with dying in a game. You know, outside that whole "you lose" bit attached to it. Just ask Nintendo. They've been having you lose=you die since they existed.
I think your study of young children who play Minecraft was very limited, and that if you're going to try making definitive statements you should do a lot more research.
I don't think you understand... Creative Mode is for exclusively creating. Survival Mode is for surviving. And splitting up these features has nothing to do with making the game child-friendly.
Then you should be teaching them how to mitigate risk, rather than avoid it. Minecraft Survival Mode requires you to put in effort to get rewards. That's what makes it a great game. It goes against the point to just skip the risks.
Here's a tip: When you use a sword in Creative Mode, you can only attack. You can't destroy any blocks so long as you're holding a sword.
I was going to put a long post about this, but Chameleonred5 said it for me. There are many things incorrect about this suggestion (if it is a suggestion), and I played minecraft below the age of 10 and played just fine. Also I have seen many other people under 10 play this game just fine. Is this supposed to be some sort of joke? Minecraft is a game for all ages. The developers even have said this before.
* Death is not an appropriate gameplay element for 5 year olds.
* Creative mode does not cater to their desire to "play" rather than simply build. also left click is too destructive when you are still learning the difference between left and right clicks.
Really? I have no idea if this is a serious suggestion. This game they rated for 10 year olds so because of that i have to say No Support
Is this a joke,not meaning to be rude but,i have been building epic castles since i was 9 and i haven't stopped getting better,and with the whole "survival mode you have to survive thing" of course they should try and survive in survival mode,don't make it any easier,and plus if you can't do all the minecraft things,play more of it and that person will get better,plus if it was so easy,then why would it be popular,people want challenges,they don't want it to be really easy,plus i have met 5 year olds who know a lot about minecraft,so its not about age,its about how good you are at it.
Minecraft already has different game modes, difficulties, and game rules that cover a wide variety of play styles.
There is however one demographic that is missing from the matrix: children under 10.
The problem is that, for very young children:
* creative mode is inappropriate as they are unable to click carefully, and consequently end up breaking their build. They also have watched their older siblings play, and *want* to partake in the "pretend" to live in the world
* survival mode presents a number of challenges to staying alive - to feeding oneself, not falling into lava, drowning in water, and avoiding hostile monsters. While these are interesting challenges to teens and older, very young children are extremely averse to "death".
* "peaceful" difficulty removes monsters from the game - but while young children are averse to risk, they are attracted to funny monsters. Interacting with zombies and spiders is a major play element for youngsters (in creative mode).
It does seem redundant to create an entirely new gamemode; to avoid that I suggest that key features of creative mode get split out into game rules: "creative flight", "immunity to monster attention", "immunity to all damage", "access to the creative mode inventory", and "creative mode left click"
With this collection of toggles, players could remix "gamemode 1" to suit their playstyle, making it more, or less, like the full survival mode experience.
I write this suggestion, as a parent with kids that are almost teens. And I have been watching them for the last 5 years, tinker with creative mode, and *want* to actually play a more interactive role than survival offers, but shy away as soon as the various risks became more apparent.
---
sub rant: a lot of this problem would go away if the "Attack - Left Click" option under controls actually did what it said and allowed the left click to actually bind to an in game action rather than have creative mode always override the binding with its "destroy instantly without drops" functionality
Even in Lego games you can die, death just adds a point to the game. Although I understand what you mean when they want to play survival but why away because the risk. I was the same when I was younger what I did is switch to peaceful in caves to mine without worry and switch back to easy at night when I was ready to collect monster drops. I eventually started getting more and more comfortable with the risk as the threat was a familiar one and now I play on hard (at least up until the combat update.)
* Death is not an appropriate gameplay element for 5 year olds.
* Creative mode does not cater to their desire to "play" rather than simply build. also left click is too destructive when you are still learning the difference between left and right clicks.
I'm sorry, sorry, but I really laughed at this. SO MANY games have death. Death is what makes survival mode survival. If poofing after turning red a few times is inappropriate for 5-year-olds, then their parents shouldn't buy them the game. And as for creative mode, why would you play creative mode if you wanted to play instead of build? That's what survival mode is for. And if you're having trouble learning how to tell the difference between one button and another, why would you be playing video games?
* Death is not an appropriate gameplay element for 5 year olds.
* Creative mode does not cater to their desire to "play" rather than simply build. also left click is too destructive when you are still learning the difference between left and right clicks.
"Death" is not even properly present in Minecraft. You immediately get the chance to respawn. With the gamerule keepInventory set to true all it does is interrupt your current progress requiring you to travel back to where you were if you wanted to continue. It's a minor inconvenience.
Life exhibits frustrations at every age. Learning how to deal with them is a part of growing up. Watching a child play and recognizing when they are getting too angry and need to spend some time away from that activity is a part of parenting and teaches children how to healthily handle frustration when they grow older.
I'm speaking not as a parent, but as a child who's parents and older brothers did this for me as I was growing up and I was playing less forgiving, more frustrating, video games with a higher level of fantasy violence than Minecraft when I was four: Mario and Zelda games. The only negative thing that that probably caused was occasionally worrying my teachers with particular choices of words and phrases in creative writing assignments.
(They called my parents about it, my parents laughed. So did I years later when my parents told me about it)
To this day I've yet to do any acts of violence worse than that one time that I kicked my brother (who was five years older than me).
I really don't understand the hostility to the idea of catering to children below the age of 10, with a suggestion that changes absolutely no one elses game play preferences.
I get that, once you are 10 or older, a survival game is about surviving against the odds. Thats great. If you are over 10.
Why is it so hard to remember that, when you are 5, games are played and enjoyed for different reasons. Children in this developmental bracket do not play games to win, do not gain a sense of achievement from surviving. Being able "play house" with some cows and sheep and horses is all they need and want.
And it seems quite mean to not give it to them, because of some crazy "survival mode is meant to be hard" mantra, which is akin to suggesting that there is "the right way" to play minecraft and other ways are wrong.
Will make a player invulnerable to all damage for one hour (except for heading into the void below bedrock which I'm pretty sure will damage and kill a player even in creative mode).
I really don't understand the hostility to the idea of catering to children below the age of 10, with a suggestion that changes absolutely no one elses game play preferences.
I get that, once you are 10 or older, a survival game is about surviving against the odds. Thats great. If you are over 10.
Yes, but just like there are certain games that are 18+, Minecraft is 10+. If someone under 10 is having trouble playing it that's mostly the parents' fault.
I really don't understand the hostility to the idea of catering to children below the age of 10, with a suggestion that changes absolutely no one elses game play preferences.
I get that, once you are 10 or older, a survival game is about surviving against the odds. Thats great. If you are over 10.
Why is it so hard to remember that, when you are 5, games are played and enjoyed for different reasons. Children in this developmental bracket do not play games to win, do not gain a sense of achievement from surviving. Being able "play house" with some cows and sheep and horses is all they need and want.
And it seems quite mean to not give it to them, because of some crazy "survival mode is meant to be hard" mantra, which is akin to suggesting that there is "the right way" to play minecraft and other ways are wrong.
Hostility? I, at least, hold no malice towards you or your idea. That doesn't mean I think you're right.
I disagree. When I was five, I was playing many, many video games. Most from Nintendo. Yoshi's Island. Metroid: Fusion. Donkey Kong Country.
In the end, I was better off for it. I learned about risks and consequences. I learned that not everything was going to go the way I wanted, that there would always be obstacles. I learned how to not give up. I learned how to make good decisions. And those were from a couple of Nintendo games. Minecraft is far better at teaching these lessons.
While there's technically no "right way" to play, you're suggesting adding a bunch of gamerules for five-year-olds, because you think they don't play games to win or lose. Ever watch them play hide-and-seek? Or freeze tag (or any of its hundreds of variations)? Children are incredibly inventive at coming up with games with win/lose conditions. And any of them would tell you that it's fun to win.
Gamerules should not be added for reasons based on faulty/flawed information. And being optional does not make the suggestion good.
* Death is not an appropriate gameplay element for 5 year olds. Rated 7+ by PEGI and 10+ by ESRB. It's probably not meant for 5-year olds. And if you choose to play Survival mode in the first place and you die, hey. It was your choice to play Survival mode.
* Creative mode does not cater to their desire to "play" rather than simply build. Creative mode is... designed for building. also left click is too destructive when you are still learning the difference between left and right clicks. Use a sword. There won't be any left-click issues. And with new 1.9 changes, you can put a sword in the main hand and a block in the off-hand. They'll then be able to build and learn to use the mouse in this way. They won't be able to destroy any blocks unless they switch to a different inventory slot, but if you want to play you'll need to learn that.
I really don't understand the hostility to the idea of catering to children below the age of 10, Some children under 10 may be really great, believe it or not. with a suggestion that changes absolutely no one elses game play preferences. So it's optional? It's optional, so there's no reason to not support it? That is one of the worst arguments you can make on this forum. Gamerules are meant for mapmakers, for reasons like "not losing your inventory" and "preventing the terrain from being affected by mobs." We really don't need gamerules to fulfill issues that were never issues before now.
I get that, once you are 10 or older, a survival game is about surviving against the odds. Thats great. If you are over 10. Once again, just because somebody is under the age of 10 doesn't mean they are horrible.
Why is it so hard to remember that, when you are 5, games are played and enjoyed for different reasons. Are you talking about those learning games or something else I'm not aware of? Children in this developmental bracket do not play games to win, do not gain a sense of achievement from surviving. Being able "play house" with some cows and sheep and horses is all they need and want. Then set it up for them. Put them in /gamemode 2. /gamemode 2 is Adventure Mode, and in Adventure Mode you can't place/break any blocks without an item with the "CanPlace" or "CanBreak" tags.
And it seems quite mean to not give it to them, because of some crazy "survival mode is meant to be hard" mantra, Nobody here is saying that Survival is meant to be extremely hard. We're just saying there's no point in adding mapmaking features for five-year olds. (Gamerules are mapmaking features. Mapmaking. Which is also why "attack cooldown" gamerules always are shot down. which is akin to suggesting that there is "the right way" to play minecraft and other ways are wrong. There is no right way to play Minecraft. But, once again, chances are if kids were in Survival mode, it wouldn't be to play pretend with sheep.
The actual gamerules have very big issues, too:
"creativeFlight" That would be way too overpowered. Think about it. How many people would abuse the power of flight if it was a gamerule?
"noHostileDetection" Once again, way too overpowered. If you were invisible to mobs, how would you have any danger? Sure, little kids may be able to avoid death, but you can die other ways, such as hunger. And we can't just disable the exhaustion system.
"noPlayerDamage and creativeInventory" Do I even need to explain why it's overpowered? Also in Creative Mode, you can still die.
"leftClick" So you break all blocks instantly, without drops?
...Actually, with the exception of bedrock this one is the most overpowered.
All my responses in bold. You've missed some key things when making/posting in this thread.
1. We are not being hostile. We are the critics, it is up to us to decide if we like the idea or not. Just because we don't like the idea doesn't mean we're haters.
2. Some kids under 10 could actually be very good players. Your "collective emotions" about how every kid under 10 needs these isn't helping your case at all.
3. Not everybody who plays Minecraft is under 10. A vast majority would only use them as shortcuts if they don't want to work.
4. Gamerules are meant for mapmakers. There's no reason to add gamerules (which many players can abuse, by the way) for little kids who could instead practice.
I have every reason to say NO SUPPORT.
Rollback Post to RevisionRollBack
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
I know kids and some of my younger cousins that play the game and they are under 10 and play the game just fine and are happy with it. So I'm not really seeing why we need to do such a thing.
Boy this sure had me raising my eyebrow quite a lot. Minecraft was kid friendly right at the start.
Rollback Post to RevisionRollBack
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
The Meaning of Life, the Universe, and Everything.
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Wow...what? I am 31, and have been playing Minecraft since 2012--because my (at the time) 8 year old son got me into it. He saw an older friend playing it and really wanted to try it. Already being an avid gamer, I had no issues letting him try it out. He also had already been playing Wii games and some PS3 ones. He was actually better at most levels in his Mario games than me, someone who grew up with NES!
My son had no issues whatsoever with the gameplay or controls. Breaking blocks was part of the fun, so was fighting zombies. Death was also a concept he wasn't foreign with since even Mario dies in his games. At that age, most kids don't really understand what death means period, let alone in a video game. They just see it as a hurdle, an annoyance, having to start over. Especially in games where there is virtually no bloodshed. I did not see any ill effects from my son witnessing his favorite animated characters "die" and come back to life seconds later.
Also, my 4 year old son tried playing MC too, because well what your older sibling does, you want to do as well. He would get a little frustrated, but he also got frustrated when his legos or even playdough didn't do what he wanted. It's just part of being a child. It's actually a good thing if you read into children's psychology. Problem solving and being aware that life is not perfect teaches you adaptability and coping skills. The majority of people do this every day on some level. Even your newborn trying to figure out how to drink milk for the first time is problem solving.
That said, I think this is a personal problem/choice for you, and whatever other parents out there. If you feel "death" in a game(or in general, which is essentially what life is about and needs to be learned anyway), then don't expose your kids to it. If you feel that the game is too difficult for your child, either A. sit down and help them. or B. give them something else to do. You can't expect an entire franchise that is aimed at 10 year olds(and obviously 30 year olds ha), to rewrite their entire game plan for you. Not to be mean, but it's the truth. Honestly, I don't know if this is a troll post or if you are serious. If you are, please rethink some of the things you said.
Minecraft already has different game modes, difficulties, and game rules that cover a wide variety of play styles.
There is however one demographic that is missing from the matrix: children under 10.
The problem is that, for very young children:
* creative mode is inappropriate as they are unable to click carefully, and consequently end up breaking their build. They also have watched their older siblings play, and *want* to partake in the "pretend" to live in the world
* survival mode presents a number of challenges to staying alive - to feeding oneself, not falling into lava, drowning in water, and avoiding hostile monsters. While these are interesting challenges to teens and older, very young children are extremely averse to "death".
* "peaceful" difficulty removes monsters from the game - but while young children are averse to risk, they are attracted to funny monsters. Interacting with zombies and spiders is a major play element for youngsters (in creative mode).
It does seem redundant to create an entirely new gamemode; to avoid that I suggest that key features of creative mode get split out into game rules: "creative flight", "immunity to monster attention", "immunity to all damage", "access to the creative mode inventory", and "creative mode left click"
With this collection of toggles, players could remix "gamemode 1" to suit their playstyle, making it more, or less, like the full survival mode experience.
I write this suggestion, as a parent with kids that are almost teens. And I have been watching them for the last 5 years, tinker with creative mode, and *want* to actually play a more interactive role than survival offers, but shy away as soon as the various risks became more apparent.
---
sub rant: a lot of this problem would go away if the "Attack - Left Click" option under controls actually did what it said and allowed the left click to actually bind to an in game action rather than have creative mode always override the binding with its "destroy instantly without drops" functionality
I've seen tons of 10- kids play Minecraft without a problem, I really don't see why any of this is much of a problem.
I thought I explained this:
* Death is not an appropriate gameplay element for 5 year olds.
* Creative mode does not cater to their desire to "play" rather than simply build. also left click is too destructive when you are still learning the difference between left and right clicks.
Is this a joke?
Really? I've seen children under 10 play Minecraft better than some adults. Minecraft has a lot of mechanics, but they're all pretty simple and easy to remember.
Making mistakes happens no matter what age you are. And that second bit doesn't sound like a problem with the game.
No, they aren't. So long as they're taught the difference between real life death and video game death, children are pretty chill with dying in a game. You know, outside that whole "you lose" bit attached to it. Just ask Nintendo. They've been having you lose=you die since they existed.
I think your study of young children who play Minecraft was very limited, and that if you're going to try making definitive statements you should do a lot more research.
I don't think you understand... Creative Mode is for exclusively creating. Survival Mode is for surviving. And splitting up these features has nothing to do with making the game child-friendly.
Then you should be teaching them how to mitigate risk, rather than avoid it. Minecraft Survival Mode requires you to put in effort to get rewards. That's what makes it a great game. It goes against the point to just skip the risks.
Here's a tip: When you use a sword in Creative Mode, you can only attack. You can't destroy any blocks so long as you're holding a sword.
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.
I was going to put a long post about this, but Chameleonred5 said it for me. There are many things incorrect about this suggestion (if it is a suggestion), and I played minecraft below the age of 10 and played just fine. Also I have seen many other people under 10 play this game just fine. Is this supposed to be some sort of joke? Minecraft is a game for all ages. The developers even have said this before.
No support.
Really? I have no idea if this is a serious suggestion. This game they rated for 10 year olds so because of that i have to say No Support
Is this a joke,not meaning to be rude but,i have been building epic castles since i was 9 and i haven't stopped getting better,and with the whole "survival mode you have to survive thing" of course they should try and survive in survival mode,don't make it any easier,and plus if you can't do all the minecraft things,play more of it and that person will get better,plus if it was so easy,then why would it be popular,people want challenges,they don't want it to be really easy,plus i have met 5 year olds who know a lot about minecraft,so its not about age,its about how good you are at it.
No Support
One Day,I May Put Something Useful Here.
Even in Lego games you can die, death just adds a point to the game. Although I understand what you mean when they want to play survival but why away because the risk. I was the same when I was younger what I did is switch to peaceful in caves to mine without worry and switch back to easy at night when I was ready to collect monster drops. I eventually started getting more and more comfortable with the risk as the threat was a familiar one and now I play on hard (at least up until the combat update.)
Nope.wav
I'm sorry, sorry, but I really laughed at this. SO MANY games have death. Death is what makes survival mode survival. If poofing after turning red a few times is inappropriate for 5-year-olds, then their parents shouldn't buy them the game. And as for creative mode, why would you play creative mode if you wanted to play instead of build? That's what survival mode is for. And if you're having trouble learning how to tell the difference between one button and another, why would you be playing video games?
I've said it before and I'll say it again: If you don't like the game, DON'T PLAY IT!
NO SUPPORT
"Death" is not even properly present in Minecraft. You immediately get the chance to respawn. With the gamerule keepInventory set to true all it does is interrupt your current progress requiring you to travel back to where you were if you wanted to continue. It's a minor inconvenience.
Life exhibits frustrations at every age. Learning how to deal with them is a part of growing up. Watching a child play and recognizing when they are getting too angry and need to spend some time away from that activity is a part of parenting and teaches children how to healthily handle frustration when they grow older.
I'm speaking not as a parent, but as a child who's parents and older brothers did this for me as I was growing up and I was playing less forgiving, more frustrating, video games with a higher level of fantasy violence than Minecraft when I was four: Mario and Zelda games. The only negative thing that that probably caused was occasionally worrying my teachers with particular choices of words and phrases in creative writing assignments.
(They called my parents about it, my parents laughed. So did I years later when my parents told me about it)
To this day I've yet to do any acts of violence worse than that one time that I kicked my brother (who was five years older than me).
I really don't understand the hostility to the idea of catering to children below the age of 10, with a suggestion that changes absolutely no one elses game play preferences.
I get that, once you are 10 or older, a survival game is about surviving against the odds. Thats great. If you are over 10.
Why is it so hard to remember that, when you are 5, games are played and enjoyed for different reasons. Children in this developmental bracket do not play games to win, do not gain a sense of achievement from surviving. Being able "play house" with some cows and sheep and horses is all they need and want.
And it seems quite mean to not give it to them, because of some crazy "survival mode is meant to be hard" mantra, which is akin to suggesting that there is "the right way" to play minecraft and other ways are wrong.
I take issue mostly from the "left click is too destructive" thing mostly. If anything it's an opportunity to learn how to fix one's mistakes.
To further customize survival gameplay beyond what is possible with gamerules, you might consider working with potion effect commands.
/effect command syntax: http://minecraft.gamepedia.com/Commands#effect
potion effect ids: http://minecraft.gamepedia.com/Data_values#Status_effects
General syntax:
/effect <playerName> <effectName> <duration> <level> <hide particles>
/effect <playerName> minecraft:resistance 3600 5
Will make a player invulnerable to all damage for one hour (except for heading into the void below bedrock which I'm pretty sure will damage and kill a player even in creative mode).
/effect <playerName> minecraft:resistance 3600 5 true
Will do the same but hide the potion particle effects.
I know it's not as convenient as a gamerule and mobs will still attack but it at least removes the survival need from survival gameplay.
Spectator mode (gamemode 3) allows for flight (better than creative even) but removes interaction.
Yes, but just like there are certain games that are 18+, Minecraft is 10+. If someone under 10 is having trouble playing it that's mostly the parents' fault.
Hostility? I, at least, hold no malice towards you or your idea. That doesn't mean I think you're right.
I disagree. When I was five, I was playing many, many video games. Most from Nintendo. Yoshi's Island. Metroid: Fusion. Donkey Kong Country.
In the end, I was better off for it. I learned about risks and consequences. I learned that not everything was going to go the way I wanted, that there would always be obstacles. I learned how to not give up. I learned how to make good decisions. And those were from a couple of Nintendo games. Minecraft is far better at teaching these lessons.
While there's technically no "right way" to play, you're suggesting adding a bunch of gamerules for five-year-olds, because you think they don't play games to win or lose. Ever watch them play hide-and-seek? Or freeze tag (or any of its hundreds of variations)? Children are incredibly inventive at coming up with games with win/lose conditions. And any of them would tell you that it's fun to win.
Gamerules should not be added for reasons based on faulty/flawed information. And being optional does not make the suggestion good.
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.
It is not really helpful to tell people to stop playing the game, especially when they are posting ideas that they think will improve the game.
- sunperp
The actual gamerules have very big issues, too:
...Actually, with the exception of bedrock this one is the most overpowered.
All my responses in bold. You've missed some key things when making/posting in this thread.
1. We are not being hostile. We are the critics, it is up to us to decide if we like the idea or not. Just because we don't like the idea doesn't mean we're haters.
2. Some kids under 10 could actually be very good players. Your "collective emotions" about how every kid under 10 needs these isn't helping your case at all.
3. Not everybody who plays Minecraft is under 10. A vast majority would only use them as shortcuts if they don't want to work.
4. Gamerules are meant for mapmakers. There's no reason to add gamerules (which many players can abuse, by the way) for little kids who could instead practice.
I have every reason to say NO SUPPORT.
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
I know kids and some of my younger cousins that play the game and they are under 10 and play the game just fine and are happy with it. So I'm not really seeing why we need to do such a thing.
Listen to C418's album "One"
https://www.youtube.com/watch?v=wYNAZz86DVo&list=PLA3c7DWaVs-G8r1lsYr57G8K16EBWNajR&index=1
Boy this sure had me raising my eyebrow quite a lot. Minecraft was kid friendly right at the start.
Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
Unofficial Suggestions Guide (2.0) - by Theriasis
Unofficial Critics Guide - by yoshi9048
Wow...what? I am 31, and have been playing Minecraft since 2012--because my (at the time) 8 year old son got me into it. He saw an older friend playing it and really wanted to try it. Already being an avid gamer, I had no issues letting him try it out. He also had already been playing Wii games and some PS3 ones. He was actually better at most levels in his Mario games than me, someone who grew up with NES!
My son had no issues whatsoever with the gameplay or controls. Breaking blocks was part of the fun, so was fighting zombies. Death was also a concept he wasn't foreign with since even Mario dies in his games. At that age, most kids don't really understand what death means period, let alone in a video game. They just see it as a hurdle, an annoyance, having to start over. Especially in games where there is virtually no bloodshed. I did not see any ill effects from my son witnessing his favorite animated characters "die" and come back to life seconds later.
Also, my 4 year old son tried playing MC too, because well what your older sibling does, you want to do as well. He would get a little frustrated, but he also got frustrated when his legos or even playdough didn't do what he wanted. It's just part of being a child. It's actually a good thing if you read into children's psychology. Problem solving and being aware that life is not perfect teaches you adaptability and coping skills. The majority of people do this every day on some level. Even your newborn trying to figure out how to drink milk for the first time is problem solving.
That said, I think this is a personal problem/choice for you, and whatever other parents out there. If you feel "death" in a game(or in general, which is essentially what life is about and needs to be learned anyway), then don't expose your kids to it. If you feel that the game is too difficult for your child, either A. sit down and help them. or B. give them something else to do. You can't expect an entire franchise that is aimed at 10 year olds(and obviously 30 year olds ha), to rewrite their entire game plan for you. Not to be mean, but it's the truth. Honestly, I don't know if this is a troll post or if you are serious. If you are, please rethink some of the things you said.