Pretty soon, full dive virtual reality devices will be coming out, and most likely, Minecraft will release a full dive edition to go with it. However, I don't believe that the current game would work very well with something that makes your brain control your avatar as if it were your real body. I believe that it would be boring to be controlling a blocky character such as Steve. Therefore, I'm suggesting ways that the full dive edition should be different from the PC edition.
Graphics
The only thing that should remain blocky is the blocks. They would have realistic textures in order to make them feel real to the touch, but they would still be shaped like cubes. Then the mobs and items would look real, with zombies looking like green, rotting humans wearing Steve outfits, and skeletons being, well, skeletons. Creepers would be walking masses of vines, moss and leaves, with a seed pod in their center (which is what explodes). Endermen would be tall, three-dimensional shadows with purple pinpoints of light in the center of their face for eyes.
As for things like combat, swords would have any anvil-made names written on the blade, and they would glow when an enchantment was being used. For an example of tools, a diamond sword would look somewhat like this:
When a mob/player is dealt damage, a glowing slash mark would briefly appear where they were hit (for the duration that mobs turn red in PC edition), and when they died, they would fall to the ground and dematerialise, leaving whatever they drop floating and spinning just like in PC MC.
Gameplay
As for gameplay, that would be different, too. For one thing, players would no longer have movement restrictions that their real life human bodies don't have, so you could lie down without a bed, sit on things, attack with your offhand, climb over 2-block-tall walls, and more!
First of all, combat. You would finally be able to truly dual wield swords, and use any sort of attack you want to, swiping, parrying, dodging, thrusting, you name it. Then, hitting a mob with two swords from opposite sides would deal extra damage due to the crushing effect of trying to knock back in different directions (increased by the knockback enchantment), and thrusting would deal slightly more damage than swiping.
Chat would be opened up by saying "chat", and instead of typing a / for commands, the player would say "command".
As for enchantments, players would be able to choose whether to use enchantments with each strike. The way this would work is, there would be an options menu for a sword when you access an anvil, and there would be the option for either having the enchantment either take effect automatically, take effect when you say something (the enchantment name by default), or you could say something to turn the enchantment on and off. Then you could add combos, where you select a combination of the sword's enchantments, and you would get that exact combination of enchantments to activate when you say a certain set of words of your choice. These would be called "spells". For example, you could get knockback and fire aspect to activate when you say "explosion". Each time changing these options on an anvil costs 2 XP for changing spells, 3 XP for adding spells, and 4 XP for doing both. You cannot specify the level of enchantment that will take effect. It depends on the level of enchantment that the sword has. This would work the same way with bows, armor, and the silk touch enchantment on pickaxes.
Now for crafting & inventory: this will probably be the hardest thing to implement in a full dive VRMMO. I'm thinking that to open the inventory, players would put their hands together and then swipe them in opposite directions. The only items that would weigh anything would be the ones in the player's hands, and the stack size wouldn't affect the weight. To access items in the hotbar (which wouldn't look different in the slightest), you would say the number of the hotbar slot you want to access. Dragging items between inventory slots would involve simply moving your finger across your inventory as if it were a touchscreen. Crafting would involve simply placing the items on the crafting table, with no requirement for opening your inventory (unless you were using the 2x2 crafting grid), and just placing the items on the grid. If you say "stack", then the entire stack of items will go down instead of just one. Also, to craft an item would require that you have a certain level of XP. It wouldn't cost XP; it would just require that you have that XP. The way this would work is that each item would have a certain crafting level, and the level requirement for a crafting recipe depends on whichever item in the recipe has the highest crafting level, and the product would also have that same crafting level (wood and food would have a crafting level of 0). To access an anvil, you would place the item on the anvil, and a menu would pop up: "name", "repair", and "enchantment options" (see above). You would open a furnace as if it were an oven, and put fuel in the bottom and food/ores in the top. Chests, you just open, and your inventory and the chest's inventory will pop up.
Finally, there would be breaking blocks and picking up items. To break a block, you could use whatever method you choose to hit it with your hand, or you would swing/thrust at it with a tool, to make a crack in the block. Each time you hit it, the crack would get bigger until it reaches the edge and the block breaks, and if you leave it alone for 3 seconds without hitting it, the block would be restored to full health. Tools would still only take damage by actually breaking the block.
Sound
Sound would still be the basics, but to fit the full immersion, there would be diversity in the sounds, and it would be a lot more 3-dimensional. In addition to having a chat box, players would be able to talk directly to one another, and with the /msg command, instead of typing a message, the player would type the player's name and hit "enter", and an intercom would pop up for both the caller and the recipient.
Please let me know any gameplay elements that I forgot to explain, or what other poll options I should include.
If Minecraft's visuals did not work the game would not be here.
Better input devices do not need better visuals.
Edit: Also, are you from the future? I doubt we will have this technology for a few decades (a quick search resulted in a prediction for around 50 years).
If Minecraft's visuals did not work the game would not be here.
They work for a set of controls and a screen. They don't work for fooling the body into thinking it's actually there.
Better input devices do not need better visuals.
Until you want to fool the body into thinking it's reality, which is the purpose of full dive gaming.
Edit: Also, are you from the future? I doubt we will have this technology for a few decades (a quick search resulted in a prediction for around 50 years).
We already have bionic limbs, the ability to decode visual input signals directly from the brain, and various other things. I predict 20 years at the most; 15 if Japan is the one leading the project.
Assuming you want to be immersed in a world similar to the real one - but then just go outside.
In the real world, you can't just take a bunch of cubic meter units of stone and construct them into a floating island, and you can't kill people with the confidence that they will respawn, or kill animals without feeling guilty.
In the real world, you can't just take a bunch of cubic meter units of stone and construct them into a floating island, and you can't kill people with the confidence that they will respawn, or kill animals without feeling guilty.
That is not fully immersive - which comes back to my point: the aesthetics of the game do not need to be realistic in order to be immersive - they just need to be consistent.
That is not fully immersive - which comes back to my point: the aesthetics of the game do not need to be realistic in order to be immersive - they just need to be consistent.
How is it not fully immersive? It's just like real life, except you think toward it the same way that you think toward a videogame.
Well, for a full immersion to feel real, would require that it look moderately real. That's basically what you would want with a full immersion.
I disagree. Immersion is not reliant on visuals (at least, for everyone), provided the world has internal consistency. While a blocky world may look odd initially, the player's brain would likely adapt after a couple minutes and still allow full immersion.
As an example, try wearing a pair of amber sunglasses. Initially, everything looks oddly orange and weird, but after a couple minutes, you don't even notice the color shift anymore because your brain adapts.
I will also say I REALLY dislike the idea of having to speak commands in order to accomplish anything. This, itself, would kill immersion quicker than any graphic quirks, for me, and would get very tedious during extended gameplay.
"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped. The success or failure of any given step will have no impact on the macro level."
-Red Mage, 8-Bit Theater
"90% of the Internet's statistics are made-up, and 7/8 of its quotes are misattributed."
-Abraham Lincoln, 16th US President
How is it R-rated just because it's photorealistic?
We don't need different textures with different ports of the game, that only makes it confusing and strange for new players who see all these blocky images of things when their version is ultra-realistic.
I agree that it can be a bit confusing. However, the 1.9 update to Minecraft was also confusing, and it wound up being the best update I've ever seen.
Are you from the future, from that, as these things aren't supposed to come out in at least 50 years?
No Support
I already told you. We have bionic limbs, technology that can read sensory input directly from the brain, and other things that are major steps toward what we saw in Sword Art Online. 20 years at the absolute longest.
I agree with this, why does it need to look real with virtual reality glasses?
Virtual realty glasses? That's not what this is. This is where the device intercepts any motor functions so that you control your avatar rather than your real body, and it projects all sensory input directly into the brain.
Virtual realty glasses? That's not what this is. This is where the device intercepts any motor functions so that you control your avatar rather than your real body, and it projects all sensory input directly into the brain.
First of all, I think you vastly overestimate the abilities of our current technology, and underestimate the complexity of such a system. Being able to look at signals from the brain and decode parts we recognize is FAR removed from being able to build our own constant stream of signals in a manner that the brain will understand, and fool it into accepting it as real. Personally, I think 50 years is rather generous in that regard.
Secondly, intercepting and rerouting motor functions sounds like a REALLY bad idea. If for some reason you HAD to move yourself (say, your coffee spilled and you needed to keep from burning too badly), you're prevented from doing so because some device is hijacking your nervous system. Come to think of it, that also means you probably couldn't eat or drink while playing. Suffice to say, this sort of thing should probably remain in the realm of science fiction.
Rollback Post to RevisionRollBack
"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped. The success or failure of any given step will have no impact on the macro level."
-Red Mage, 8-Bit Theater
"90% of the Internet's statistics are made-up, and 7/8 of its quotes are misattributed."
-Abraham Lincoln, 16th US President
Exactly what I said: full dive virtual reality. Sort of like in The Matrix.
Usually photorealistic tends to be morbid and generally frightening, usually depressing at certain parts. Ever seen the SpongeBob photorealism? You don't want to, you really don't.
This sounds like an excellent suggestion for a new game.
"Full dive" virtual reality is about 10-30 years away. Honestly, we could prototype it easily but it would require a full exoskeleton and a LOT of code (Or Python: import alt_reality). The feasibility is indisputable, just really, really expensive (today, at least). We're not really here to discuss Full Dive VR, however, we're here to discuss changes to Minecraft related to it.
All of what the OP says could fit quite well in a voxel-based environment. The realistic monsters and graphics would be great for immersion, as well as many of the controls suggested (a holographic keyboard could be implemented for typing). However, given the style of Minecraft since its inception (including decisions such as not to include red blood on pigmen, non-gory zombies) I think this would lose the focus of the original game and its openness to all players. Maybe Minecraft would be due for a resolution boost at this point, but I think its graphics would be just fine (resource packs would still definitely work). The blockiness of Minecraft's mobs and player are part of the world: remove them, and you change an integral part of Minecraft. (Note Dock's scrapped work on early Minecraft models, see here.) I personally would feel just as immersed playing Minecraft fighting pixelated monsters. I would support some changes to movement, along the lines of Smart Moving or the like. I don't really like the idea of toggling enchantments, personally, but that's just me.
To sum up what I've said, I think Minecraft should retain its original form as much as possible. Minecraft as-is proves to be quite immersive (try Minecrift for the Oculus Rift some time). If you want to play an immersive, first-person combat game, I'd recommend Elder Scrolls when it comes out for full dive. Even then, I can see someone creating a separate game for what you've described, and it working quite well. If you're looking for immersion, I'd use the believabilily techniques that the developers of TerraFirmaCraft use (and implement something like TFC).
I see someone has seen SAO :D. As much as I like the anime, the idea is just plain stupid. You want to change some graphics to photo realistic. It makes absolutely no sense. You either change everything or it's pointless. If you want minecraft with better graphics there is already a lot, I mean a LOT, of MC clones that do exactly that. As someone already said, your brain would get used to blocky graphics quite easily. We already have MC for GearVR and I had no problem with getting used to the graphics (except for when my sensor refused to work correctly, but that's not relevant here). Current graphics are what makes the game be itself.
I agree that it can be a bit confusing. However, the 1.9 update to Minecraft was also confusing, and it wound up being the best update I've ever seen
Now your're comparing an update that added some new features and changed some mechanics a bit to making a completely new game. (It would be easier than remaking 90% of the game's code and making sure it works with the rest of the code. They might even need to rewrite everything, which would be equal with releasing a new game).
The voice chat, while a nice feature, is already available for everyone with things like Skype, TeamSpeak or the new Curse Voice. And the voice commands would just be painful to use and make. Can you imagine a system that would detect correctly that someone spoke your name? For you it might be simple to say your name, but I would have no idea how to say it and even if I did say it correctly, the game would probably have no idea that I just said your name and not some gibberish. That means that any command that resolves around players would not be usable - no /tp, no /give etc. 3D sounds would be nice. So nice actually that we already have, or at least had, mods that do exactly that.
Your solution for UI would just be unusable. Maybe use the same kind of UI as in SAO would work, but that would mean that crafting would be different, kinda like in PE or on consoles.
Even if we assume we will have that technology in 20 years, even in 15 years, do you think people will still play Minecraft? Mojang would have to come up with new content every year or two to keep players entertained. And yes, I know there are mods that add several hours of gameplay, but what if mod maker decide they don't want to make mods for free for the next decade or two? I predict that Minecraft will be popular enough (or profitable enough) to get new content for maybe 5 more years, 10 at best. Later it would became a "classic", like Morrowind or Counter Strike(1.6)
Overall, NO SUPPORT. The idea is just random concepts stolen from SAO that do NOT fit into Minecraft.
Pretty soon, full dive virtual reality devices will be coming out, and most likely, Minecraft will release a full dive edition to go with it. However, I don't believe that the current game would work very well with something that makes your brain control your avatar as if it were your real body. I believe that it would be boring to be controlling a blocky character such as Steve. Therefore, I'm suggesting ways that the full dive edition should be different from the PC edition.
Graphics
The only thing that should remain blocky is the blocks. They would have realistic textures in order to make them feel real to the touch, but they would still be shaped like cubes. Then the mobs and items would look real, with zombies looking like green, rotting humans wearing Steve outfits, and skeletons being, well, skeletons. Creepers would be walking masses of vines, moss and leaves, with a seed pod in their center (which is what explodes). Endermen would be tall, three-dimensional shadows with purple pinpoints of light in the center of their face for eyes.
As for things like combat, swords would have any anvil-made names written on the blade, and they would glow when an enchantment was being used. For an example of tools, a diamond sword would look somewhat like this:
When a mob/player is dealt damage, a glowing slash mark would briefly appear where they were hit (for the duration that mobs turn red in PC edition), and when they died, they would fall to the ground and dematerialise, leaving whatever they drop floating and spinning just like in PC MC.
Gameplay
As for gameplay, that would be different, too. For one thing, players would no longer have movement restrictions that their real life human bodies don't have, so you could lie down without a bed, sit on things, attack with your offhand, climb over 2-block-tall walls, and more!
First of all, combat. You would finally be able to truly dual wield swords, and use any sort of attack you want to, swiping, parrying, dodging, thrusting, you name it. Then, hitting a mob with two swords from opposite sides would deal extra damage due to the crushing effect of trying to knock back in different directions (increased by the knockback enchantment), and thrusting would deal slightly more damage than swiping.
Chat would be opened up by saying "chat", and instead of typing a / for commands, the player would say "command".
As for enchantments, players would be able to choose whether to use enchantments with each strike. The way this would work is, there would be an options menu for a sword when you access an anvil, and there would be the option for either having the enchantment either take effect automatically, take effect when you say something (the enchantment name by default), or you could say something to turn the enchantment on and off. Then you could add combos, where you select a combination of the sword's enchantments, and you would get that exact combination of enchantments to activate when you say a certain set of words of your choice. These would be called "spells". For example, you could get knockback and fire aspect to activate when you say "explosion". Each time changing these options on an anvil costs 2 XP for changing spells, 3 XP for adding spells, and 4 XP for doing both. You cannot specify the level of enchantment that will take effect. It depends on the level of enchantment that the sword has. This would work the same way with bows, armor, and the silk touch enchantment on pickaxes.
Now for crafting & inventory: this will probably be the hardest thing to implement in a full dive VRMMO. I'm thinking that to open the inventory, players would put their hands together and then swipe them in opposite directions. The only items that would weigh anything would be the ones in the player's hands, and the stack size wouldn't affect the weight. To access items in the hotbar (which wouldn't look different in the slightest), you would say the number of the hotbar slot you want to access. Dragging items between inventory slots would involve simply moving your finger across your inventory as if it were a touchscreen. Crafting would involve simply placing the items on the crafting table, with no requirement for opening your inventory (unless you were using the 2x2 crafting grid), and just placing the items on the grid. If you say "stack", then the entire stack of items will go down instead of just one. Also, to craft an item would require that you have a certain level of XP. It wouldn't cost XP; it would just require that you have that XP. The way this would work is that each item would have a certain crafting level, and the level requirement for a crafting recipe depends on whichever item in the recipe has the highest crafting level, and the product would also have that same crafting level (wood and food would have a crafting level of 0). To access an anvil, you would place the item on the anvil, and a menu would pop up: "name", "repair", and "enchantment options" (see above). You would open a furnace as if it were an oven, and put fuel in the bottom and food/ores in the top. Chests, you just open, and your inventory and the chest's inventory will pop up.
Finally, there would be breaking blocks and picking up items. To break a block, you could use whatever method you choose to hit it with your hand, or you would swing/thrust at it with a tool, to make a crack in the block. Each time you hit it, the crack would get bigger until it reaches the edge and the block breaks, and if you leave it alone for 3 seconds without hitting it, the block would be restored to full health. Tools would still only take damage by actually breaking the block.
Sound
Sound would still be the basics, but to fit the full immersion, there would be diversity in the sounds, and it would be a lot more 3-dimensional. In addition to having a chat box, players would be able to talk directly to one another, and with the /msg command, instead of typing a message, the player would type the player's name and hit "enter", and an intercom would pop up for both the caller and the recipient.
Please let me know any gameplay elements that I forgot to explain, or what other poll options I should include.
If Minecraft's visuals did not work the game would not be here.
Better input devices do not need better visuals.
Edit: Also, are you from the future? I doubt we will have this technology for a few decades (a quick search resulted in a prediction for around 50 years).
System.out.err("Nope");
Well, for a full immersion to feel real, would require that it look moderately real. That's basically what you would want with a full immersion.
Assuming you want to be immersed in a world similar to the real one - but then just go outside.
System.out.err("Nope");
It kind of is, and I recommend reading this:
http://www.gamasutra.com/blogs/JeffreyWerner/20150323/239490/Virtual_Reality__The_Road_to_Fully_Immersive_Gaming.php
They work for a set of controls and a screen. They don't work for fooling the body into thinking it's actually there.
Until you want to fool the body into thinking it's reality, which is the purpose of full dive gaming.
We already have bionic limbs, the ability to decode visual input signals directly from the brain, and various other things. I predict 20 years at the most; 15 if Japan is the one leading the project.
So? I'm only 16.
In the real world, you can't just take a bunch of cubic meter units of stone and construct them into a floating island, and you can't kill people with the confidence that they will respawn, or kill animals without feeling guilty.
That is not fully immersive - which comes back to my point: the aesthetics of the game do not need to be realistic in order to be immersive - they just need to be consistent.
System.out.err("Nope");
How is it not fully immersive? It's just like real life, except you think toward it the same way that you think toward a videogame.
Ok - it can be immersive - but not realistic, which is what you are asking for.
System.out.err("Nope");
What I meant by realistic was making the body believe that what it's experiencing is real. That doesn't necessarily mean actually realistic.
I disagree. Immersion is not reliant on visuals (at least, for everyone), provided the world has internal consistency. While a blocky world may look odd initially, the player's brain would likely adapt after a couple minutes and still allow full immersion.
As an example, try wearing a pair of amber sunglasses. Initially, everything looks oddly orange and weird, but after a couple minutes, you don't even notice the color shift anymore because your brain adapts.
I will also say I REALLY dislike the idea of having to speak commands in order to accomplish anything. This, itself, would kill immersion quicker than any graphic quirks, for me, and would get very tedious during extended gameplay.
"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped. The success or failure of any given step will have no impact on the macro level."
-Red Mage, 8-Bit Theater
"90% of the Internet's statistics are made-up, and 7/8 of its quotes are misattributed."
-Abraham Lincoln, 16th US President
How is it R-rated just because it's photorealistic?
I agree that it can be a bit confusing. However, the 1.9 update to Minecraft was also confusing, and it wound up being the best update I've ever seen.
I already told you. We have bionic limbs, technology that can read sensory input directly from the brain, and other things that are major steps toward what we saw in Sword Art Online. 20 years at the absolute longest.
Virtual realty glasses? That's not what this is. This is where the device intercepts any motor functions so that you control your avatar rather than your real body, and it projects all sensory input directly into the brain.
First of all, I think you vastly overestimate the abilities of our current technology, and underestimate the complexity of such a system. Being able to look at signals from the brain and decode parts we recognize is FAR removed from being able to build our own constant stream of signals in a manner that the brain will understand, and fool it into accepting it as real. Personally, I think 50 years is rather generous in that regard.
Secondly, intercepting and rerouting motor functions sounds like a REALLY bad idea. If for some reason you HAD to move yourself (say, your coffee spilled and you needed to keep from burning too badly), you're prevented from doing so because some device is hijacking your nervous system. Come to think of it, that also means you probably couldn't eat or drink while playing. Suffice to say, this sort of thing should probably remain in the realm of science fiction.
"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped. The success or failure of any given step will have no impact on the macro level."
-Red Mage, 8-Bit Theater
"90% of the Internet's statistics are made-up, and 7/8 of its quotes are misattributed."
-Abraham Lincoln, 16th US President
Exactly what I said: full dive virtual reality. Sort of like in The Matrix.
Examples?
This sounds like an excellent suggestion for a new game.
"Full dive" virtual reality is about 10-30 years away. Honestly, we could prototype it easily but it would require a full exoskeleton and a LOT of code (Or Python: import alt_reality). The feasibility is indisputable, just really, really expensive (today, at least). We're not really here to discuss Full Dive VR, however, we're here to discuss changes to Minecraft related to it.
All of what the OP says could fit quite well in a voxel-based environment. The realistic monsters and graphics would be great for immersion, as well as many of the controls suggested (a holographic keyboard could be implemented for typing). However, given the style of Minecraft since its inception (including decisions such as not to include red blood on pigmen, non-gory zombies) I think this would lose the focus of the original game and its openness to all players. Maybe Minecraft would be due for a resolution boost at this point, but I think its graphics would be just fine (resource packs would still definitely work). The blockiness of Minecraft's mobs and player are part of the world: remove them, and you change an integral part of Minecraft. (Note Dock's scrapped work on early Minecraft models, see here.) I personally would feel just as immersed playing Minecraft fighting pixelated monsters. I would support some changes to movement, along the lines of Smart Moving or the like. I don't really like the idea of toggling enchantments, personally, but that's just me.
To sum up what I've said, I think Minecraft should retain its original form as much as possible. Minecraft as-is proves to be quite immersive (try Minecrift for the Oculus Rift some time). If you want to play an immersive, first-person combat game, I'd recommend Elder Scrolls when it comes out for full dive. Even then, I can see someone creating a separate game for what you've described, and it working quite well. If you're looking for immersion, I'd use the believabilily techniques that the developers of TerraFirmaCraft use (and implement something like TFC).
If you ARE interested in discussing the feasability of VR, I'll start a thread in the off-topic forum. Because I'd love to discuss that.
I see someone has seen SAO :D. As much as I like the anime, the idea is just plain stupid. You want to change some graphics to photo realistic. It makes absolutely no sense. You either change everything or it's pointless. If you want minecraft with better graphics there is already a lot, I mean a LOT, of MC clones that do exactly that. As someone already said, your brain would get used to blocky graphics quite easily. We already have MC for GearVR and I had no problem with getting used to the graphics (except for when my sensor refused to work correctly, but that's not relevant here). Current graphics are what makes the game be itself.
Now your're comparing an update that added some new features and changed some mechanics a bit to making a completely new game. (It would be easier than remaking 90% of the game's code and making sure it works with the rest of the code. They might even need to rewrite everything, which would be equal with releasing a new game).
The voice chat, while a nice feature, is already available for everyone with things like Skype, TeamSpeak or the new Curse Voice. And the voice commands would just be painful to use and make. Can you imagine a system that would detect correctly that someone spoke your name? For you it might be simple to say your name, but I would have no idea how to say it and even if I did say it correctly, the game would probably have no idea that I just said your name and not some gibberish. That means that any command that resolves around players would not be usable - no /tp, no /give etc. 3D sounds would be nice. So nice actually that we already have, or at least had, mods that do exactly that.
Your solution for UI would just be unusable. Maybe use the same kind of UI as in SAO would work, but that would mean that crafting would be different, kinda like in PE or on consoles.
Even if we assume we will have that technology in 20 years, even in 15 years, do you think people will still play Minecraft? Mojang would have to come up with new content every year or two to keep players entertained. And yes, I know there are mods that add several hours of gameplay, but what if mod maker decide they don't want to make mods for free for the next decade or two? I predict that Minecraft will be popular enough (or profitable enough) to get new content for maybe 5 more years, 10 at best. Later it would became a "classic", like Morrowind or Counter Strike(1.6)
Overall, NO SUPPORT. The idea is just random concepts stolen from SAO that do NOT fit into Minecraft.