After going through a few of the suggestion topics, I got the feeling that a lot of people don't know how to gauge the feasibility of an idea. Now what follows is, for the most part, simply what works for me. However, keeping these rules in mind can save a lot of time and disappointment. It would not surprise me very much to find that Mojang and other design studios use the same rules...or at least very similar. So, the next time you get ready to make a suggestion, keep in mind this checklist.
Rule One: PHISH What is PHISH? PHISH is an acronym. Like the famous Keep It Simple Stupid, it has a meaning that acts as a basic guideline for any idea to be added to a game. Specifically, it means "Performance Hits Impact Spending Habits". Meaning what? Well, Minecraft is a commercial game. People have to want to pay for it. Naturally, no one wants to buy a game that runs poorly or people complain about. So when thinking up an idea, ask yourself "What would it take for a computer to run this?" first. Could it cause lag spikes? Limit the game to only running on high-end PCs? Increase the file size so that it has much longer load times? If so, this idea may need to be rethought or discarded entirely. Example: You might think the game would be better with more mobs. Or maybe you think mobs should be hostile to one another as well as the player. Both of these ideas would require greater processing power. At the least you would need to put thought into how to limit the hit. Maybe rather than more mobs directly, a "Mob Quota" that replaces mobs as they die. For hostility, a set of rules that keeps the computer from having to calculate each mob's target as frequently.
TL;DR? Well, shame on you! You should be reading this! While not a hard rule, this boils down to try to find the way to make your idea run smoothly as possible...and toss it if it depends on the player having a "good enough" computer.
Rule Two: Legal Battles Suck If an idea seems too much like some other game/movie/etc...then it probably is. Modders and freeware developers get a lot more leeway in this, but commercial games can get hit pretty hard if somebody decides that their intellectual property has been infringed upon. Ignorance is no excuse either. If someone points out "Hey, isn't that exactly what they did in Blah the Blahdy Blah?" then don't just say "Well, I've never played/seen/whatevered that!". Ask for more information or go find out. Don't be afraid to change your concept, sometimes drastically, until it no longer resembles the earlier work. Trust me, all excuses aside, it's better to be safe than pay lawyers. The people responsible for making sure doesn't get sued will appreciate your prudence. Example: Adding a white assassin robe you can craft from wool and a "Hidden Blade" weapon is a cool idea...for a mod. If you don't want the idea tossed out by Mojang, though, it's going to have to be a little less like Assassin's Creed. Try something more generic, like, "Colored cloaks made from wool" and maybe using the popular "2x2 grid Survival Knife" recipe.
TL;DR? No matter what your excuse is, your idea won't get used if it could get someone sued.
Rule Three: Chameleon-ism The "Rule of Cool" can get you only so far. For your idea to be worth implementing, it must be something that will fit into the game world as seamlessly as possible. People should look at it in game, and wonder that it was never there before. This means keeping with the concept. Look at what Minecraft is now. Does your idea fit with that concept, or would it require taking the game in a radically new direction? There is some flexibility here, but it's a big leap from swords and TNT to laser rifles and atom bombs. If you can say, "All the pieces are here already" then you might be on to something. If you can say, "it's weird I've never seen..." or "people wouldn't blink twice if they saw..." then suggest away. If, however, your idea is coming from way out of left field and even you know it, apply the brakes. Example: In truth, this one is harder to pin down. A game mode where you get a bow and infinite arrows to survive waves of Creepers probably wouldn't be much of a stretch. A game mode where you race an AI or other player to collect materials, build a spaceship, and launch for the moon? Probably not so much.
TL;DR? If your idea seems like a totally different game, or makes people go "Wut?" then it's best to reconsider.
Rule Four: BALANCE! (Part One, Items) This has been stated elsewhere. Part one, applies both to new blocks and to new items, technically. Basically, it boils down to three questions. Would this make something else in game pointless? Would something already in game make this pointless? Could it ruin anyone's fun? If you can answer any of these questions "Yes", think twice. Then think again. If you still think that it would be worth adding, start looking at how to compensate. If it's too useful, add a drawback. Not useful enough? Give it a bonus. For crafted items, this can be as simple as adjusting the recipe. For a new block type, the equivalent is rarity. In some cases, however, such as when an item would be highly prone to use as a griefing tool, its base properties should be reworked instead. Example: In this case, I'll use two examples. One for new items, and one from things already in game. First off, let's say you wanted to add new weapons, a knife and a halberd. The knife would be functionally similar to a sword, but with less power and durability. Why then would anyone use it? Well, if it used less material, could be crafted without a workbench, and doubled as a projectile, then they might. What about a halberd? It would have more reach than a sword, keeping you safe, and might do more damage. Why would you use a sword then? Well, you would use a sword if the halberd required more material and it's added length made it less sturdy. You might also hesitate if you had to give up one or more of your more useful tools to craft it. As for in-game, look at Diamond versus Wood. Diamonds make powerful weapons and armor with high durability. Diamond tools can harvest any block currently able to be collected. Wood on the other hand does not. Why would someone ever use Wood and not Diamond? Well, Diamond is rare, while wood is a renewable resource. Also, while Diamond is used in only a few recipes, Wood is used in a large number. In fact, you can't get Diamonds without first getting Wood.
TL;DR? No excuses. Read this one. Read. It. Read it and take it to heart.
Rule Five: BALANCE! (Part Two, Mobs) Balance gets a little different when it comes to mobs. Firstly because of the big differences between hostile and non-hostile entities. For a non-hostile mob, it may often be easier to treat it like an item. First of all, what will it do? Is it a resource supply or does it serve a purpose, such as transportation or scaring away/fighting other mobs. Or is the mob purely aesthetic? If the first, then look at the resource it's giving. Is it plentiful enough already? Would having a mob drop it make it too easy to get? If it's a new item that the mob drops, will it be too easy a way to obtain it (if so, you may need a hostile mob instead). For "service" mobs, consider how you get the mob to perform the service. The cost should be worth the benefit, but not so low that it's well worth it at any time. As for aesthetic mobs, keep three things in mind. They still have to drop something. Whenever one appears, it is a chance something else won't. Last, but not least, something that applies to all mobs...nobody likes an annoying mob. Frequent irritating sounds or lag-inducing behavior will not earn you anyone's praise but the Trolls'.
For hostile mobs, the rule for resource mobs still applies. In addition to this, though, you have to think about how fighting the mob should go. First, consider what kind of challenge you want a mob to represent. Think about the role it should play. For example, Spiders test your reflexes, Skeletons remind you to seek shelter at night, and Creepers make certain you always pay attention to your surroundings. Also bear in mind that being challenging and being "uber" are not the same thing. A good mob has weaknesses. It isn't good at everything. Take the Ghast, for instance. While it can fly, and shoots explosive fireballs that can break blocks and extinguish portals, it is not without limitations. It announces it's presence, it's attacks are not only slow but can be deflected, it is large (making it an easier target), and proper fortifications thwart it. Even the Creeper, with its stealth and deadly explosive attack, has limits. It's detonation can be countered, it still makes sound when walking, it cannot explode while moving, and there is a delay in which it broadcasts its impending attack. Following these examples, a hostile mob should always have some "winning strategy". Or rather, there should be behaviors that the player can exploit to make surviving easier, if they only know how.
Due to the complexity and importance of this last section, I can't really provide an example case or condensed version. Suffice to say that if a mob seems like a "Mary Sue" or walking treasure chest (figuratively speaking; mimics could actually make for a rather interesting mob) then you have gone astray somewhere. In any case, with that I conclude my list. While these rules may not be universal, they are excellent guidelines, and the ones that I personally stand by. I hope that they may help people to make well thought out and constructive suggestions, and thereby perhaps to improve the quality of the game overall.
Congratulations: while others definitely might tl;dr the entire post, I found it to be fairly concise (a bit can be snipped out here and there), and generally representative of the forum wardens' views of suggestions. I am particularly thankful you posted PHISH, because although I hold no one has a "right" to Minecraft (hence my lack of sympathy for people griping their Pentium 4s or heaven forbid, 3s won't run Minecraft), neither is it a game that should be referred to, like Crysis, as a benchmark for half a decade.
Kudos on the thought and care; now I just worry if it'll be read.
You know, not to bring up a sore subject, but I think Obsidian tools do have a place...just not the way people talk about them.
Anyway, that being said, I also think you should consider one more important characteristic, and that is overall utility. By this, I don't mean purely aesthetic suggestions are bad: but the thing about aesthetic suggestions is that the item itself has a use, and that is to make things look good.
Building fantastic contraptions with useless intermediary steps? No, that's not useful!
hat are you to judge? You can't just say that sir. I think you should of chose a different forum topic because this doesn't fit in the suggestions. Problem? You bet.
Rollback Post to RevisionRollBack
I am just a guy looking for good suggestions that are original, creative, and match the theme of Mine-craft. I have some mob ideas that I need help forming which is a community project.
hat are you to judge? You can't just say that sir. I think you should of chose a different forum topic because this doesn't fit in the suggestions. Problem? You bet.
This is a suggestion pertaining to suggestions. He wrote well, and if you don't like what he has to say, get out.
Yeah, that isn't a suggestion concerning Mine Craft. This concerns the Mine Craft forums. Two different things.
Rollback Post to RevisionRollBack
I am just a guy looking for good suggestions that are original, creative, and match the theme of Mine-craft. I have some mob ideas that I need help forming which is a community project.
That doesn't mean anything on what we are arguing about. Seriously, have you read the description of the suggestions forum topic on the main page?
Rollback Post to RevisionRollBack
I am just a guy looking for good suggestions that are original, creative, and match the theme of Mine-craft. I have some mob ideas that I need help forming which is a community project.
That doesn't mean anything on what we are arguing about. Seriously, have you read the description of the suggestions forum topic on the main page?
Is there another place to put this? This is a suggestion about how to make a suggestion. Threads like this have been supported by mods and admins and players for quite some time now.
Yes a suggestion, but not related to Mine Craft.... Eh, you posted somethings on my threads and didn't bother to read the whole thing. This is a forum site where you post smartly and READ.
Rollback Post to RevisionRollBack
I am just a guy looking for good suggestions that are original, creative, and match the theme of Mine-craft. I have some mob ideas that I need help forming which is a community project.
Numerous user-generated advisories appear on the suggestions and are tacitly approved by the staff, although often tearfully and with a sense of "it won't last long /sob". As many have pointed out: add function and use to the discussion, or don't contribute. Guidelines as to how suggestions ought to and should take their place in a forum with a high degree of relevance.
:smile.gif: Way to say that (BRAVO!). Plus, I should just d to be a little humorous and truthful, this has already been posted before so use search next time.
Rollback Post to RevisionRollBack
I am just a guy looking for good suggestions that are original, creative, and match the theme of Mine-craft. I have some mob ideas that I need help forming which is a community project.
Considering Mojang has enough money to build an evil lair on a volcanic island, simply from the profits made by ONE MAN I don't really think they need your tips. No if you'll excuse me, I have to prepare the church of Notch for when Mojang inevitably buys the world from microsoft.
Considering Mojang has enough money to build an evil lair on a volcanic island, simply from the profits made by ONE MAN I don't really think they need your tips. No if you'll excuse me, I have to prepare the church of Notch for when Mojang inevitably buys the world from microsoft.
Considering Mojang has enough money to build an evil lair on a volcanic island, simply from the profits made by ONE MAN I don't really think they need your tips. No if you'll excuse me, I have to prepare the church of Notch for when Mojang inevitably buys the world from microsoft.
Well, I'm not actually making suggestions to Mojang, am I? I'm more making suggestions to the people who are making suggestions to Mojang (with the hope of making their job a little easier as a result), you see?
Though, to be fair, I would think that the existence of a suggestion forum and the fact that has shown willingness to use player suggestions in the past would imply that needed or not they are at least willing to listen to people's "tips", beside the point as it may be. Really though, if you honestly feel that Mojang needs no help, wouldn't it be better to not waste your time and ignore the Suggestions forum altogether?
Pardon me for the second post in a row, but it has been a few days. I realize that I didn't properly explain the "Rule of Cool" in my original post. This was partly due to not wanting to make people think they had a carte blanche excuse. You can look up the trope here: TVTropes
You can think of the Rule of Cool as the unwritten "Rule Zero" to this list. Essentially, that means that if one of the other rules on the list would make an idea "uncool"...in other words if it couldn't be reworked to suit without loosing what makes it desirable...the rule can safely be ignored. This is the hardest element to judge, however, and not something that can safely be relied on. Always bear in mind that people's views on "coolness" vary, and oftentimes widely. What might seem pure win to some people can be the epic fail of another viewpoint. So, use it sparingly or not at all.
Rule One: PHISH What is PHISH? PHISH is an acronym. Like the famous Keep It Simple Stupid, it has a meaning that acts as a basic guideline for any idea to be added to a game. Specifically, it means "Performance Hits Impact Spending Habits". Meaning what? Well, Minecraft is a commercial game. People have to want to pay for it. Naturally, no one wants to buy a game that runs poorly or people complain about. So when thinking up an idea, ask yourself "What would it take for a computer to run this?" first. Could it cause lag spikes? Limit the game to only running on high-end PCs? Increase the file size so that it has much longer load times? If so, this idea may need to be rethought or discarded entirely.
Example: You might think the game would be better with more mobs. Or maybe you think mobs should be hostile to one another as well as the player. Both of these ideas would require greater processing power. At the least you would need to put thought into how to limit the hit. Maybe rather than more mobs directly, a "Mob Quota" that replaces mobs as they die. For hostility, a set of rules that keeps the computer from having to calculate each mob's target as frequently.
TL;DR? Well, shame on you! You should be reading this! While not a hard rule, this boils down to try to find the way to make your idea run smoothly as possible...and toss it if it depends on the player having a "good enough" computer.
Rule Two: Legal Battles Suck If an idea seems too much like some other game/movie/etc...then it probably is. Modders and freeware developers get a lot more leeway in this, but commercial games can get hit pretty hard if somebody decides that their intellectual property has been infringed upon. Ignorance is no excuse either. If someone points out "Hey, isn't that exactly what they did in Blah the Blahdy Blah?" then don't just say "Well, I've never played/seen/whatevered that!". Ask for more information or go find out. Don't be afraid to change your concept, sometimes drastically, until it no longer resembles the earlier work. Trust me, all excuses aside, it's better to be safe than pay lawyers. The people responsible for making sure
Example: Adding a white assassin robe you can craft from wool and a "Hidden Blade" weapon is a cool idea...for a mod. If you don't want the idea tossed out by Mojang, though, it's going to have to be a little less like Assassin's Creed. Try something more generic, like, "Colored cloaks made from wool" and maybe using the popular "2x2 grid Survival Knife" recipe.
TL;DR? No matter what your excuse is, your idea won't get used if it could get someone sued.
Rule Three: Chameleon-ism The "Rule of Cool" can get you only so far. For your idea to be worth implementing, it must be something that will fit into the game world as seamlessly as possible. People should look at it in game, and wonder that it was never there before. This means keeping with the concept. Look at what Minecraft is now. Does your idea fit with that concept, or would it require taking the game in a radically new direction? There is some flexibility here, but it's a big leap from swords and TNT to laser rifles and atom bombs. If you can say, "All the pieces are here already" then you might be on to something. If you can say, "it's weird I've never seen..." or "people wouldn't blink twice if they saw..." then suggest away. If, however, your idea is coming from way out of left field and even you know it, apply the brakes.
Example: In truth, this one is harder to pin down. A game mode where you get a bow and infinite arrows to survive waves of Creepers probably wouldn't be much of a stretch. A game mode where you race an AI or other player to collect materials, build a spaceship, and launch for the moon? Probably not so much.
TL;DR? If your idea seems like a totally different game, or makes people go "Wut?" then it's best to reconsider.
Rule Four: BALANCE! (Part One, Items) This has been stated elsewhere. Part one, applies both to new blocks and to new items, technically. Basically, it boils down to three questions. Would this make something else in game pointless? Would something already in game make this pointless? Could it ruin anyone's fun? If you can answer any of these questions "Yes", think twice. Then think again. If you still think that it would be worth adding, start looking at how to compensate. If it's too useful, add a drawback. Not useful enough? Give it a bonus. For crafted items, this can be as simple as adjusting the recipe. For a new block type, the equivalent is rarity. In some cases, however, such as when an item would be highly prone to use as a griefing tool, its base properties should be reworked instead.
Example: In this case, I'll use two examples. One for new items, and one from things already in game. First off, let's say you wanted to add new weapons, a knife and a halberd. The knife would be functionally similar to a sword, but with less power and durability. Why then would anyone use it? Well, if it used less material, could be crafted without a workbench, and doubled as a projectile, then they might. What about a halberd? It would have more reach than a sword, keeping you safe, and might do more damage. Why would you use a sword then? Well, you would use a sword if the halberd required more material and it's added length made it less sturdy. You might also hesitate if you had to give up one or more of your more useful tools to craft it. As for in-game, look at Diamond versus Wood. Diamonds make powerful weapons and armor with high durability. Diamond tools can harvest any block currently able to be collected. Wood on the other hand does not. Why would someone ever use Wood and not Diamond? Well, Diamond is rare, while wood is a renewable resource. Also, while Diamond is used in only a few recipes, Wood is used in a large number. In fact, you can't get Diamonds without first getting Wood.
TL;DR? No excuses. Read this one. Read. It. Read it and take it to heart.
Rule Five: BALANCE! (Part Two, Mobs) Balance gets a little different when it comes to mobs. Firstly because of the big differences between hostile and non-hostile entities. For a non-hostile mob, it may often be easier to treat it like an item. First of all, what will it do? Is it a resource supply or does it serve a purpose, such as transportation or scaring away/fighting other mobs. Or is the mob purely aesthetic? If the first, then look at the resource it's giving. Is it plentiful enough already? Would having a mob drop it make it too easy to get? If it's a new item that the mob drops, will it be too easy a way to obtain it (if so, you may need a hostile mob instead). For "service" mobs, consider how you get the mob to perform the service. The cost should be worth the benefit, but not so low that it's well worth it at any time. As for aesthetic mobs, keep three things in mind. They still have to drop something. Whenever one appears, it is a chance something else won't. Last, but not least, something that applies to all mobs...nobody likes an annoying mob. Frequent irritating sounds or lag-inducing behavior will not earn you anyone's praise but the Trolls'.
For hostile mobs, the rule for resource mobs still applies. In addition to this, though, you have to think about how fighting the mob should go. First, consider what kind of challenge you want a mob to represent. Think about the role it should play. For example, Spiders test your reflexes, Skeletons remind you to seek shelter at night, and Creepers make certain you always pay attention to your surroundings. Also bear in mind that being challenging and being "uber" are not the same thing. A good mob has weaknesses. It isn't good at everything. Take the Ghast, for instance. While it can fly, and shoots explosive fireballs that can break blocks and extinguish portals, it is not without limitations. It announces it's presence, it's attacks are not only slow but can be deflected, it is large (making it an easier target), and proper fortifications thwart it. Even the Creeper, with its stealth and deadly explosive attack, has limits. It's detonation can be countered, it still makes sound when walking, it cannot explode while moving, and there is a delay in which it broadcasts its impending attack. Following these examples, a hostile mob should always have some "winning strategy". Or rather, there should be behaviors that the player can exploit to make surviving easier, if they only know how.
Due to the complexity and importance of this last section, I can't really provide an example case or condensed version. Suffice to say that if a mob seems like a "Mary Sue" or walking treasure chest (figuratively speaking; mimics could actually make for a rather interesting mob) then you have gone astray somewhere. In any case, with that I conclude my list. While these rules may not be universal, they are excellent guidelines, and the ones that I personally stand by. I hope that they may help people to make well thought out and constructive suggestions, and thereby perhaps to improve the quality of the game overall.
Cheers,
Anon The Mouse
Congratulations: while others definitely might tl;dr the entire post, I found it to be fairly concise (a bit can be snipped out here and there), and generally representative of the forum wardens' views of suggestions. I am particularly thankful you posted PHISH, because although I hold no one has a "right" to Minecraft (hence my lack of sympathy for people griping their Pentium 4s or heaven forbid, 3s won't run Minecraft), neither is it a game that should be referred to, like Crysis, as a benchmark for half a decade.
Kudos on the thought and care; now I just worry if it'll be read.
Anyway, that being said, I also think you should consider one more important characteristic, and that is overall utility. By this, I don't mean purely aesthetic suggestions are bad: but the thing about aesthetic suggestions is that the item itself has a use, and that is to make things look good.
Building fantastic contraptions with useless intermediary steps? No, that's not useful!
https://www.youtube.com/playlist?list=PL0OtPNZX22RvZVeq4-dHa8GYKOc5lojKX
This is a suggestion pertaining to suggestions. He wrote well, and if you don't like what he has to say, get out.
viewtopic.php?f=1&t=279635
Hey! One of many stickied posts pertaining to the forums! What could this mean?
Is there another place to put this? This is a suggestion about how to make a suggestion. Threads like this have been supported by mods and admins and players for quite some time now.
(may get warned but had to be said)
No, but you do need basic literacy. :smile.gif:
Well, I'm not actually making suggestions to Mojang, am I? I'm more making suggestions to the people who are making suggestions to Mojang (with the hope of making their job a little easier as a result), you see?
Though, to be fair, I would think that the existence of a suggestion forum and the fact that
You can think of the Rule of Cool as the unwritten "Rule Zero" to this list. Essentially, that means that if one of the other rules on the list would make an idea "uncool"...in other words if it couldn't be reworked to suit without loosing what makes it desirable...the rule can safely be ignored. This is the hardest element to judge, however, and not something that can safely be relied on. Always bear in mind that people's views on "coolness" vary, and oftentimes widely. What might seem pure win to some people can be the epic fail of another viewpoint. So, use it sparingly or not at all.