Before you go leaving an angry comment, just remember - Minecraft is a lot more than just a building sandbox. And for those about to say “just play Terraria bro”, I actually don’t really enjoy Terraria, so… Anyway, it’s absurd that I have to specify this, but this isn’t a “Minecraft is bad” or “Minecraft is boring” or “I want Minecraft to be Terraria” video. Just because I’m suggesting ways that the game could improve doesn’t mean I hate Minecraft. I genuinely love the game so much, but there are aspects where it could be better.
i know a very good channel that makes concepts for minecraft updates and stuff with animations that you might want to check, i'm not gonna post the name rn bc idk if you'll allow me to. ima wait for a response
I liked the first point that seemed to suggest trails of breadcrumbs towards rare events or structures. I can ignore those quite easily. The rest mostly sounds like a very complicated way to get us to a point where players give up because they are kitted out in max enchanted enderite and magic doohickeys and complain that the game is too "easy" and there's nothing left to do, while those of us that prefer not to deal with all that extraneous stuff are still in diamond gear and getting wallopped by stronger and stronger mobs. To me it seems like progression oriented people will always be transient because they want to steamroll their way to whatever their new perceived end-point of the game is and then bin it off. That's leaves the rest of us struggling to find servers where all this unnecessary guff is turned off and all to chase (at most) two weeks of renewed interest from a very specific subset of players who will back on the newest Dark Souls game before you know it.
Dang. Minecraft really is the type of game where people can't agree on what it's actually about. We got those who just wanna build and hang out, those who want adventures or such, those who wanna pvp and so much more. This is most open-ended game I've ever played.
I hate the people who respond to people wanting improved progression with "your just trying to make terraria!" Every game has some kind of progression whether its more linear like terraria, or more spread out like Minecraft's already existing progression.
I don't have an issue with improved progression - but a lot of players that complain about Minecraft being boring and claim mojang is lazy (debatable honestly) never interact with or try to interact with the sandbox features of the game. I have friends who seem to think adding three new tiers of armor and tools, along with new bosses will somehow end their boredom with Minecraft. These friends love Terraria (as do I). They seem to have some misconception that the sandbox elements of Minecraft exist as like a roadblock towards the RPG ones, instead of existing alongside them.
@@DuckDodgers6520 I personally believe that it's ok to choose to not interact with a certain aspect of minecraft. Minecraft's sandboxy elements is just the tip of the iceberg when it comes to what you can do in Minecraft. This is what makes Minecraft Minecraft. I agree with you that people trying to suggest improvements to the game should at least try to play around with the aspects that are out of their comfort zone to get the best idea of what kind of improvements could appeal best to Minecraft's tremendously wide audience (insert your mom joke about her being tremendously wide). But I also believe that suggestions only focusing on one aspect of the game, or additions that add entirely new aspects (ex: Redstone) is fine and can sometimes benefit other aspects of the game. Take 1.21 for example. The entire update was focused on the trial chamber, which plays into Minecraft's exploration aspect. The update even leaked into Redstone and building with the cobber bulb and tuff variants respectively. Your friends opinions on what can be improved in Minecraft I feel are valid. Balancing aside, (because three new tiers and tools is wildly overpowered) I feel like mojang could pull it off if they played their cards right. They could make another boss kind of like the wither where you have to go out of your way to spawn it, and they already added netherite in 1.16 so it shouldn't be that hard to do it. Maybe a new tier could be used to break specific blocks?
I appreciate the video, but I dislike the idea of making the overworld the place of phase 2. Phase 2 should be kept to a different new dimension I believe. Something like the aether or similar
This reminds me of what Don't Starve Together has been doing with its recent updates. It has/had a similar progression system to Minecraft, with a pretty linear sequence of steps to get the game's best items and beat the gane's two "final" bosses, and then a bunch of pretty worthless branches off the start of the progression tree. It has a few other optional challenges with some good rewards, perhaps comparable to beating a raid to get totems, but others drop items that are just not worth the effort. What the game has added recently are "rifts", which you can choose to have start spawning in your world after defeating the game's "final" bosses, with each of the two types of rift being unlocked after defeating its corresponding boss. These cause new, more dangerous mobs and environmental effects to start showing up (being a survival game, they are more intrusive to players who don't care for them that what you're suggesting, but DST also does not have unlimited map sizes), but also grant access to new items and even some new, souped-up versions of the game's existing bosses with new rewards. These updates also got some rather similar feedback to this, with most players (including me) being happy with it but some saying "this is making progression more linear, stop adding RPG progression to my survival game, go play Terraria instead" They aren't quite done with adding this stuff, so i can't quite say how it ends up turning out for DST, but i think you're onto something here.
People for some reason hate the idea of progression, saying that Minecraft is a pure sandbox, and shouldn't embrace it's RPG elements. It's genuinely an awful take that does nothing but hurt the game. Also great vid, I agree with basically everything said here, giving the player more adventure possibilities is something Mojang should def consider!
Because minecraft isn't an rpg, its a open sand box. If you start adding rpg elements that impend on its open sand box nature then people are going to have a problem with it.
@@BernardIsBestboy well why? If you say add a dungeon to explore, that had maybe an artifact of sorts, nothing forces the casual builder to get it, but anyone who wants more challenge will go do it. If anything, addingmore stuff like this appeals to more players, while not affecting the casual builders who don't want to do any combat. If you really want uninterrupted building that bad, just play creative, don't play a survival mode, when you don't want any elements related to surviving, smh
I don't hate the idea, but I worry that it could be executed really poorly. The last thing I want is another system like Enchanting, where it's basically busy work before I can do what I actually want to do - build, mostly. Imagine if you had to explore every single structure before entering The End. That might sound like a good idea, but it means that I'd have to go through this massive sidequest before I can get essential items like the Elytra and Shulker Boxes.
@@hassanorisit I worry that some progression extensions will negatively affect builders, in the same way Enchanting negatively effects builders... or at least me.
The big issue with a lot of the ideas is that minecraft isnt an open world game in the same way zelda is. Zelda games and most other open world games have limited maps while minecraft's is infinitely randomly generated which would take away from having single central structures, like a pillager capital, generate. The argument of everything can be configured is loose and shakey, it shouldnt be relied on to make the points sound less agressive as much as its used here. minecraft has very little configuration aside from gamerule toggles or numerical inputs that only change the way the world works and what mobs spawn, not how many players need to vote for a difficulty ramp up. Theres also server configs but you shouldnt have to make a server to turn off something you dont want in singleplayer. lastly while I would love to see new enchantments and weapons there shouldnt be a definitive best option. minecraft is built on side grade tool progression, everything is situational and in a sandbox game that works really well. The trident does more damage to under water mobs, the mace is a risk reward weapon, axes are slower but deal more damage and disable shields, crossbows are slower than bows but deal more damage, even enchantments have side grades to them where sharpness does the least damage while smite and bane of arthropods deals more damage but to specific mob types. To treat minecraft as a sandbox is to not give it goals but to give it options, not options that change the game but options that change how you play it. mojang should update the end though
Honestly, I only brought up open-world games like Zelda because I’ve seen people use Minecraft being similar to it as an excuse to justify the current progression. Phase 2 isn’t really a difficulty ramp up, it’s more just an increase in options. Players can completely avoid the new structures and biomes if they want to. Anyway, giving more options over goals is the point of this progression plan. With this there is no longer a concrete goal or ending like the Ender Dragon, rather the progression splits off afterward to let the player have the choice of how to proceed, since this is Minecraft, not Terraria. And yes, there would be no new “best option” for tools, that’s the point of having things like the armor upgrades and having more tiered weapons and potentially making tridents and the mace upgradeable, so that in the end there is no one best option, rather they all have their own perks so that the player can choose how they want to fight.
@@TheTrueCubicLlama tiering the trident and mace doesnt really seem like the best way to go about options. itd be better to have enchantments that do specific things that cant pair with other enchantments so that way you can decide which route you want your weapon to go, like riptide and loyalty. Also looking at the enderdragon is a flawed pov as mojang wouldnt have added content past the dragon if the dragon is the end goal. Minecraft's end goal is being happy with what you did in the world and what you built, less so about your gear and tools. While these changes could make for a fun server plugin or modpack to play with friends it might have little effect on singleplayer play which in a game that was born off a singleplayer survival experience needs to be valued. Minecraft is a unique game in the sense that there is no story to follow and there is no goal to meet, its the players job to assign those things and I think thats what should be kept in mind when anything is added to minecraft.
I really like this! Was watching a video recently talking about how originally Terraria's endgame WAS the dungeon, there was no WOF or hard mode originally. With this sort of system the Ender Dragon would feel the same way, a stepping stone instead of the end of everything.
i heard this idea from some video i forgot the name of, but maybe instead of having a phase 2 you can make it so that you have to activate the ancient city portal and that will lead you to a different version of the overworld, nether, and end that is significantly harder, but you can leave at any time you can if you just head back to the ancient city portal.
The idea of having an optional "rebirth" has issues. If someone who didn't want to enter phase 2, but wanted something like Shulker Boxes, they'd have to go through it for them. Also splitting the fanbase between "people that play phase 1, and people that play phase 2" would cause major issues for development. Becasue Mojang would either have to leave phase 2 lacking, or spend resources to create things that only half of the playerbase could experience. Besides, not many casual players even beat the Ender Dragon in the firsh place.
I’ve actually got my own few ideas I’d like to share here. 1. Make the End a greater challenge to get to: This one may annoy some people but here’s how I’d change things. Firstly end portals now have four new exclusive new types of eyes that can be placed into the four frames alongside the normal ones, giving the player the incentive to not only explore, but also defeat those bosses to get those new eye types. I’d imagine each boss can be beaten in any order as well. Perhaps a Zombie giant, a Zombie Pigman king, a Necromancer and a boss Guardian that’s stronger than the typical elder guardian could be the bosses you need to defeat to get these eyes. 2. Randomness and uniqueness: This one’s a simple one, certain in game actions can affect the greater world at hand in game. Here’s a few I’ve thought of: After opening your first portal, zoglins can randomly come out of them as well as zombie pigmen to add an extra challenge. In turn, due to your first portal opening, there’s a chance future ruined portals can rarely have zoglins or agrod zombie pigmen guarding them, with better loot. This would only occur if you opened a nether portal. Another one could be after killing the ender dragon, difficulty would ramp up in unique ways and give more locations away in the endgame. Perhaps defeating the dragon allows Illager camps to spawn in the end, which could link in with the lore of Minecraft dungeons and how the Illagers planned on conquering the end, and you killing the Dragon helped them. 3. Progressive mob difficulty: As each day progresses and depending on your difficulty, perhaps more mobs spawn with better gear, and in more biomes. For example, as the days go on, Spiders could spawn more frequently with potion effects, skeletons could spawn more with enchanted bows and armour, zombies could spawn with better armour and shields to mimic the players abilities, zombie pigmen can randomly turn agro if around them for too long and can sometimes spawn in the overworld and Illager patrols could become more common with illusioners also being able to spawn in patrols. 4. Challenges to your play style: If your an outward going player who travels, has no consistent base and doesn’t sleep often, perhaps it could increase the chances of say zombie raids or pillager patrols from starting near you. Alternatively if you’re a reclusive player, perhaps things like creepers and spiders could spawn more often to risk breaching your base, forcing you to think of ways to handle them. 5. Change how the End generates: This may be an extremely controversial one, but hear me out. Some say the reward of killing the ender dragon should be the elytra, but I’d argue it should be something else. Instead of spawning on the main end island once entering the end, you should spawn on one of the outer islands, with the intention being to get an elytra and safely be able to get to the main central island. You may ask why players couldn’t just get blocks and build out to the main island, but I have a solution. Phantoms. Since phantoms can hardly hit you when wearing an elytra, you could easily fly past them and fight the dragon, instead of falling in the void. Now here comes what I’d propose for elytra and the dragon. When discovering an elytra it should be half damaged and unable to be enchanted, however it can be repaired by fusing together other elytras. Here’s the thing I’d suggest. Once the dragon is killed, perhaps the dragon should drop an item that allows elytras to be enchanted, incentivising the player to want to kill the dragon more for better transport. As a side note, phantoms in the end should spawn rarely to avoid enemy spam, and should only spawn in groups in more than 4 if in the gap area between the outer islands and the main island to make it a challenge to get there. 6. Just a simple one for nostalgia, but make it so that old ravine generation is added again with a high chance of connecting to a mineshaft or new biome with higher ore generation: Just a simple way to reward exploration, with the added challenge of higher mob counts in the biome and it generating rarely in certain biomes. These are just a few from the top of my head.
I can tell a lot about a player by the mods they choose to play with, so I can tell that you're definitely a post 1.8 adventure update player. You weren't around before that so you never got to appreciate the atmosphere of minecraft of that time, the emptiness of the world and the freedom that fell onto to the player to shape the world to their image. Something that requires *creativity* and *agency* of the player to set their own goals, not have mojang guiding the player's action through the invisible hand of intended game progression systems for you to follow. Isn't that what actual freedom is? Is it the player having agency to do what they want or is it having every action of theirs guided by progression systems? This is where your misunderstanding of what freedom is. Freedom isn't about the players ability to choose which path to go down from a selection of intended routes. That isn't freedom, it's the illusion of freedom, rather freedom is being lost and paving your own path. Another problem I have with this video is that you suggest minecraft be a jack of all trades, as in it should appeal to all sorts of playstyles while not harming any of them either. The problem with that is that it's impossible. And you thought you were being clever with the whole "phase two" when in fact it is flawed. For example you stated that after defeating this end boss, changes would occur in the world, new biomes, new items, more difficult mobs. Ok so say you're a builder and you aren't interested in combat, now you're forced to take an action you rather not do in order to get material you like in a biome that is teeming with mobs more difficult than regular mobs. You see the problem? When you focus on getting everyone what they want, what they get is bland and uninteresting which is why recent updates have gotten backlash. Minecraft shouldn't appeal to all playstyles, the original pure survival sandbox playstyle should have always been placed on a higher pedestal above all others. Don't like it? Get a mod and make it so you enjoy. That's how it should have been at least, now vanilla feels modded and I have to install mods to get that original pure survival sandbox back. 🤣
for the soul furnaces everytime you die while using it 1 heart is left where you died but you still get all of your items and every night that passes without you getting the heart half a heart is removed, (you get all the hearts you lost when you get that one heart back)
i disagree with you on some things but first let me list all the things i agree with you on/general props to you 1. you have an actually laid out plan. most people don't 2. yes, Minecraft's progression has room for improvements 3. the ender dragon is indeed not the end of minecraft(although my reasoning for that is different then yours) 4. vanilla minecraft is not really suited for extrorsely motivated players 5. horizontal progression is definitely the way to go for minecraft(although we kind of disagree on what that is) ok and with that out of the way, lets get to what i think you are wrong in 1. most players don't make it to the nether(as shown by the minecraft bedrock achievements stats), late game content, although needed, is not the best way to allocate resources, especially if it is the only thing you are doing 2. minecraft isn't really an open world game like Zelda breath of the wild is, in minecraft when you go exploring a taiga biome for example, you aren't going for an adventure to defat some grand evil like you might be in Zelda, you go to get resources from the biome that are exclusive to that biome, minecraft is for most people about building and creativity and so exploration for new blocks is completely valid in the context of minecraft, this ties to horizontal progression so reed the next one 3. horizontal progression, when you say horizontal progression you mean many ways for the player to progress, when i do i mean progression shouldn't be about better gear or the next monster but the new things you can now do, let me explain, the best example of this in the game is ocean monuments, they don't give any valuable reward for the challenge they are from an externally motivated perspective, but they do from the internally motivated one, prismarine being such a cool looking block in a color we are somewhat missing in the minecraft block pallet(blue) is so valuable to someone like me who likes to put blue and aquamarine as colors in their builds 4. i don't really like the "rebirth" idea conceptually because of various reasons that i wont go into, but i do agree that the overworld being dangerous is an interesting feeling so far to the point when i feel like playing a more externally motivated minecraft i play a modpack that includes a mod by the name of levelz which overalls the progression not by adding to it but by adding more interesting in-between steps(although that modpack also includes an extension of the progression tree, and i don't see or want some of the more game changing mods in it to go into the vanilla game) and im interesting to hear what you have to say about it(the mod not the modpack) generally i think that if you find yourself getting bored of Minecraft's external progression you should try getting into Redstone, building, combat, parkour or whatever else you wanna do(i do all 4 of these things and i often combine them into my survival base, although i play on servers which helps a lot), minecraft gets a lot better when you get to the point of starting a world with the objective of not getting max gear but finding a cool base location
Good ideas, but my only problem is adding stractures. It is okay to have some structures, but they have to be rear becuse it ruins lonley feel of minecraft. Look at how many villagers and pillager structures there are. Another thing is that no part of neather portal should spawn, becuse it removes difficulty that was present to obtein portal. Another think sheep shouldn't spawn at least till second night ends. This will add difficulty again. Before when beds were added sheep were rear to find and you couldn't sleep at least 1 night. Now, how to do harder fights with keeping structures rear and not adding too much of them. Add biome specific mobs and make them dpawn deep in caves. Old minecraft caves were tight with a few branches. This way, we can have something like a dungeon but feel like something natural and give players that lonely feeling again. Another way is to add fingts like skeleton horse, this way, no structure is needed, and you get fun sudden fight. Also, bringing back old texturs and style would make game feel better it is too polish now imo. Also make neather hell again. Idk why they went with something that looks like overvorld. Their desing should been more like hell. Pigmen should stayed and old eniviorment, this should be your spawn point. But more you explore, you get into more difficult biomes with harder mods. Lava walkers should look different ( somethink like Drake or any reptile), and it should be hostile towoards you till you don't defeat it. Once defeated, it becomes passive, and you can ride it. It gives a revard of moving easier araund neather (removing one annoyance) and lets you focus more on fights and harder enemies. Overvorld enemies could have diffrend variants for few biomes (zombies already have desert and water, but adding cold would be cool). I would redesing pillagers, snice desing doesn't fit much (they should look like more less intelegent mobs like hivemind or unorgaised mob). I would remove their structures completely due being unessecery. Villagers would be super rear again and at certian nights your ability to sleep would be removed and you will need to fight hords of zombies if you want to keep villagers. Also vilagess will have much simpler desing and only look you could find there would be food, coal, wood and maby 2 metals. Best trade would be iron axe and golden apple (and they should be rear offer wich you can get max 2 times). This way it still forces players to build and to find stuff for themselfs. Also adding some biome specific overvorld enemies could fix issue. I don't think we should addtoo much enemies in overvorld, so it could be more lonley. But in caves you can add meny diffrend enemies (just agian to look less intelegent but to have their attacks be smart and creative). I think this would make evrybody happy snice you would need to went deep into caves, neather or end to fight enemies, but if you don't want that you can just stay in overvorld where you are alone and abme to build whatever you want and only at night have enemies wich avarge player can fight and dungeons and villagers won't be problem snice they will be extreamly rear and you will have to get to them like before, not stepping upon them when you didn't even wanted ti be near them.
I'm kind of tired of people thinking its just combat progression is the only progression that's flawed, when reality its just one progression that's flawed. The real flaw that minecraft has to its progression is that it doesn't really teach you anything. If there's going to be "dungeons" then they need to teach you about core mechanics because if a new player starts playing today and they have no access to information how will they know about potions, a full enchantment setup, netherite, blazerods and enderpearls will lead you to the enderdragon. There's just no way for new comers to learn if they don't have access to learn. That's the real progression we should be striving for, yeah sure we can expand on the "post end" but fir now let's try to focus on helping new players learn about this game.
The whole "progression tree" thing might be why I've been so stuck in Hypixel Skyblock rather than vanilla Minecraft the last couple of years. Lots of things to delve deeper into there, and some of which might help in other aspects of the game than you'd think
I like a lot of the ideas in this video and while obviously you can’t fill out everything you give a lot of cool ideas that could hypothetically be fleshed out if mojang were to do a full update
Yeah bro, this is the best idea to fox Minecraft ever! I hope the devs take this into consideration, and a good start would be the end update that they’ve teased at all year
Perhaps not harder, but different unique mobs would be better. The challenge should necessarily have to come from their stats, but rather the players ability to create a solution
If these ideas were implemented, my enjoyment for Minecraft would decrease. If you don't lose items on death, death has no meaning. If you do lose items on death, deep progression makes death too punishing. If you have people who want to play casually and people who want to progress to phase 2, the decision of one will necessarily trample the freedom of the other. All these ideas seem to be rooted in the Postmodern understanding of freedom, rather than the classical; and I say you have the freedom to play another game or use mods like CrazyCraft. The shallow progression of Minecraft is intentional, it allows people who want to progress to interact meaningfully with those who enjoy other aspects.
I'm not really sure about minecraft having their "hardmode" I think your idea on that could get some rebuilding or polish (It's good that an idea is there) but I really like the idea of maps and I personally think that minecraft underuses them and those maps I find to be on of the strengths of their exploration. Having a map that leads to loot + map that leads to loot + map... is a really interesting idea you could get. Adding more bosses and harder uncommon enemies could be quite interesting for the block game
I wasn’t really thinking of phase 2 as “hard mode” like Terraria. Rather, I thought of it more as just broadening the horizon of possibilities in the over world. Most mobs would stay the same, there would just be some optional harder challenges, since anyone who’s reached phase 2 would likely have good gear. Then again it’s not so much about extending the vertical progression, the goal is more to give the player more choice in how they progress after the Ender dragon, and make the Ender feel like it’s just a new beginning instead of the end-all to the two week phase.
@@TheTrueCubicLlama I get that why I said that it's good the idea is there, I don't agree with your idea but I don't have my solution for it either. I agree with problem that there isn't really after ender dragon. Also I just used "hardmode" as substitute for phase 2 because that was what I got from you (that harder enemies now spawn)
I really like these ideas! Recently I've been thinking MC could copy a bit of Dark Souls' homework, and I know that sounds ridiculous but hear me out. Minecraft's progression like you said is VERY linear. I used to not have an issue with this, and think there should be more added to that linear progression because I thought that beating the dragon being the end didn't feel satisfying because of the lack of bosses before and after. To an extent that's true, but not to the degree that I believed so. So anyway, what from Dark Souls should MC adopt? Tanite Shards! If you're unfamiliar with Souls titles, the one of the main ways you progress is not through getting better gear, it's through upgrading your weapon with tanite shards. These are items dotted throughout the map that allow you to improve your weapon's damage and stat scaling which is a DS thing that you don't need to worry about. The beauty of this system is you can stick to the same weapon throughout your playthrough, or you change it up, but this makes every weapon viable. How should it be implemented into MC? here's how! Using early game items already obtainable you should be able to upgrade any piece of gear up to iron level, so lets say you use iron, stone, and wood to make an upgrade template that will upgrade your gear up to current iron level, then another template for diamond level using diamonds, and then the normal templates for netherite level, however, each piece of gear would start out at wooden/leather level in terms of durability and effectiveness, but NOT in terms of progression, so you wouldn't upgrade a pickaxe's effectiveness, that is simply a tool, but your sword and armor would be upgradable, but why? all swords are the same right? Yes that's true for now, but with this change, there should be effects that each sword has, that make the weapon different from the others, for example wooden swords could have a splinter effect that causes the target to bleed occasionally on hit. Each armor set would have a set bonus, and also to make this less annoying with durability your armor wouldn't disappear once broken, but instead become MUCH less effective and require a repair at the anvil.
Look I'll tell ya how to fix progression, it's by fixing the stupid enchantment system. It's a grindy hassle that distracts from the joy of building and exploring.
This is good, but a nether star upgrade on my therite would be cool, the upgrade template only found in the end. Linking the 2 dimentions. This upgrade cloud make the items on the ground not explode. Some blast protection and knockback resistance could be great.
awww dangit,i had like a super long comment explaining some problems with this but internet fell when i posted, so my comment got eaten when i refreshed the page :( in super short of what i said, you kinda missed the mark with the "if they dont want to pve, they can choose not to", cuz if the loots good, they HAVE to, even if they hate pve. also, trying to manage when phase 2 triggers in multiplayer is a cursed problem. All your suggestions collapse in different common multiplayer situations. i still remember that you made an error at 11:38 though: the ender dragon doens't use the dragon egg to respawn, it's really just a trophy item. It uses end crystals.
But if you’re someone who’s only playing to build and hang out and doesn’t want to fight, then why would you want to defeat mobs to make yourself stronger in fights? As for multiplayer with phase 2, making that configurable would be a pretty good solution, and again, the new mobs would only be found in new structures, so people who don’t want anything to do with phase 2 don’t really have to worry about it.
@@TheTrueCubicLlama Only to address one issue. If youre a builder suddenly if you want to get the new blocks associated with these phase 2 things (im assuming there are new blocks) then you have to do the entirety of this quest line, thus making it less “optional”. This is still something in normal minecraft of course, with pur pur or endstone but this expands that issue. For the most part you can get almost any block within minutes of booting up the game due to the openworld nature. Minecraft doesnt need better progression, the progression is simple for a reason and thats because progression is less important than other things. Building and redstone arent reliant on progression, most people trying to build or do redstone just skip past most of it as fast as they can. Same with pvp, no one is interested in a fight between netherite and iron, they want to see the skilfulness of the fighters. Exploration is the only one you could make an argument for.
@@TheTrueCubicLlama djgaming gave an excellent response, but if i were to add to that, it's that Mojang does not typically single-purpose additions. The mace may be a critically powerful weapon, but it synergizes with the wind change, which is far more spread out in terms of purpose. To have an entire section of the game single mindedly focused on combat and nothing else is kind of absurd because it limits what can be offered as reward to almost only combat-related items or blocks, which becomes way more limiting in terms of design and also really runs the risk of forcing the progression to advance too quickly(you see this in mods where endgame items have insane damage values because one reward really needs to be better than the last to be worth bothering with it). It also becomes really difficult to design anything, considering mojang focuses on offering NEW experiences(wither:explosive, dragon:ranged, raid:swarm, breeze:blockinteraction, elderguardians:no mining, warden:stealth) for each of its combat challenges. But those challenges(bosses) are the main core of a pve experience, which means that they would need to design many of them. The difference in those bosses' experience cannot merely be a difference in attack patterns, that's not how Mojang does design. Which means you would need many bosses that interact with the world/environment/player in unique ways, that also offer a fun and unique combat experience (likely through a new unique-feeling structure). All without offering too many cool new blocks that would force a builder to go challenge them. That right there, not even touching on all the items, the phase 2 system and everything else, is like 4 to 8 years of updates worth. They would need to leave the entire rest of the game behind to focus on that. If they didn't, then it would take like a decade or three. As a mod though, it'd do really great, cuz they don't have to stick to Mojang's design requirements and can just make a bunch of bosses with kinda similar arenas but different attack patterns without worrying too much about how it impacts the rest of the game.
@@RePorpoisedI never said rewards in this system had to be only combat focused. I focused on that because right now the player gets very little freedom in the progression and combat aspects and this could solve that. Of course though, there could still be other unique rewards that synchronize with each other. And yes, this plan would likely take a few years to realize, that’s why I pitched it as a road map. But as far as we know, Mojang has the time, and this would be much healthier for the game than just adding more and more unrelated updates. Even still, other updates could be incorporated as part of this plan, like adding a new structure and placing it in phase two.
@@djgaming7284that’s the reality of Minecraft survival mode - it isn’t a true sandbox and was never meant to be one. If you want a certain block set, you will have to do something or go somewhere to get it. If you want black stone or quartz, you have to go to the nether, if you want endstone, you have to go to the Ender. If you want immediate access to every block in the game, that’s what creative mode is for. Besides, this plan only extends the vertical progression by a minuscule amount, most of it is just horizontal to expand upon the player’s freedom.
i really really disagree with your notion that this would only be a good thing like even just ignoring the people who always complain about any change there are many flaws in these ideas, very notably multiplayer, which you do not address nearly enough just because there are already flawed things about multiplayer (like the dragon egg you mentioned) doesn't mean it is fine to just add more flawed systems also i feel like your like chart of minecraft's current progression is a little flawed, only focusing on the exact earliest you can technically do something, when what should be looked at is the intended point you are supposed to challenge things (things like when the nether is meant to be visited, which is after acquiring diamonds) also the what i presume is a stand in for archeology being listed as a wood progression thing, when it just isn't, copper is only obtainable with stone tools or higher also saying there's only two combat playstyles?? completely ignoring bows and crossbows?? i personally think that your blood moon idea kinda sucks, and suggesting that "just turn it off if you don't like it" as a solution to a not so good feature isn't great (just because phantoms do this doesn't mean making new content work like this is fine) i do think that like the player should have more control over what features are enabled in a world though, things just shouldn't be designed with something like that in mind i really don't think "hard progression" (idk what to call it) really fits into minecraft, like locking things behind getting advancements, or behind bosses (also your "phase 2" is pretty much just terraria hardmode) while there are plenty of good ideas in this video, it has several issues in my opinion
11:38 huh? you don't need the dragon egg to respawn the dragon? there isn't much point to refighting it unless you want dragon's breath, but i still don't know why you said this.
tldr: local youtuber suggests making minecraft into rpg; my brother in christ, open modrinth I disagree with most of the statements. Adding global event that changes world generation (absurd idea, that's not how minecraft works) and difficulty is not vanilla friendly. Trial chambers totally optional and localized in one structure, while your suggestion will affect everyone. Your suggestion to how to manage multiplayer side of this just shows how poorly thought out it is. You either have hard time for players that joined this "hardmode" server or have huge headache for admins. Also, anyone can respawn ender dragon, stop misleading people About weapons. What about bows? Or crossbows? Both allows for ranged capabilities, where bows have more direct combat approach. Crossbows can be used as piercing ranged weapon, multishot ranged weapon. Heck, you can even load them with firework to blow up everyone. Or is that not a gameplay option for you? The Blood Moon idea is outright stupid, it's not how minecraft works, especially with lights turning off (say hello to builders and people who don't want to get involved)
This plan makes Minecraft more into Minecraft, which is a semi-rpg. And there are no mods that do this, because this plan is coordinated together, and mods are all made by different people. Again, phase 2 is optional, you can completely ignore it. If you’re someone who doesn’t want to fight and just wants to build, don’t go to phase 2 structures, it’s as simple as that. And how on Earth is changing world gen a bad thing? That’s what every update does! Again, entering phase 2 is configurable, not to mention once again, people can completely ignore the structures if they wish to. And again, I don’t know why I have to repeat myself, but the blood moon event is optional, just like mob griefing and fire spreads, and again, the torches light up in the morning again and an item can be applied to them so that they never even go out. This plan does zero harm to anyone who plays the game for a different aspect, I took the months to make sure of that.
@@TheTrueCubicLlama First, it's a bad idea to lock some content behind event-like feature in Minecraft, because this game gives you everything right from the start. You can do literally anything from the start and you don't need to unlock it. This also goes for the world generation. Changing world generation based on some event-switch is not Minecraft style. The game generate everything no matter at which stage of the game you are, so deep dark can generate right when you create the world, so players is free to explore as they desire to do so. Making some world generation "unlockable" not only places restrictions on player but also mess with concept of "same seed same world", so now all seed-based maps explorers aren't 100% correct and so on and so on.
@@TheTrueCubicLlama And again, "configurable". Bro, have you ever hosted a server? With friends? With random folks? Open open perhaps? It's a headache having people to agree on something. And you suggesting some global events that will change gameplay (blood moon) or world generation to be configurable. Trust me, it will be hard to have unanimous opinion on this and you, as an admin, don't won't this headache. Besides, if this content is so optional, why add? Making whole ass new things just to many people will turn them off. Yeah sure, development time well spent. Oh and also, I don't want to fucking search some bullshit item so my fucking torches won't go out in the night because some jerks decided to have a blood fucking moon in mine fucking craft. Mods are there and can be configured in modpacks. And they do EXACTLY what you want - adding OPTIONAL content for people who WANT that. They can fuck up world gen all they want, they can blood moon all they want, as long as it's a mod - it can do anything. There is no mod for your idea? Well maybe there is a reason for that because there are mod nowadays for literally everything. If an idea don't have a mod realisation at least in some small form, perhaps it shouldn't be in the game either
@@antonpostcard you realize I’m talking about survival mode, right? Yes, creative mode gives you everything right from the start, it’s the sandbox you seem to want. In survival mode though, some things are more difficult to get than others, and some things are locked further in the progression than others. That’s already in vanilla Minecraft, this plan isn’t doing anything new in that regard, seeing as this barely extends the vertical progression, because that’s not the point here. The goal is to give the player more options from the start of phase 2. Also, this could be coded so that phase 2 generation is consistent for the same seed.
@@antonpostcard for this second comment, it seems like the problem is with you, not the game dude. This would be the best use of development time yet. And seriously, consider getting help.
Since hostile mobs in mc spawn dynamically around players it is possible to prevent new mobs from spawning around players who did not reach specified point in progression. On top of that new enemies could also be neutral to players who are starting out and only attack on sight those who managed to beat some boss or obtain some item. Still the safest option is to not modify overworld to much and instead add a new dimension that would be more challenging than nether and end. Alternatively new mobs could be added to raids, pre-existing but rare structures and such (stuff that you have to summon or go out of your way to find)
"Progression has been one of Minecraft's core aspects since the game first officially released, yet it is also one of the most neglected" Yeah, that's because progression isn't the point of the game. Minecraft isn't about progression, it's about freedom and creativity. Why can't people understand this?
@@tynoniewiem222While we're at it, remove survival and hardcore, I mean Minecraft is obviously JUST a sandbox, so creative is the only mode that's good, how dare anyone enjoy any other gameplay style, just go play Terraria
@@tynoniewiem222 I'm not sure if you misunderstood my point sincerely or deliberately. I never said that we should remove progression or whatever. I said progression, while being a small part of the game, is not what the game is about.
Minecraft isn’t entirely about building either, so by that logic we can’t get new blocks. They’re both core aspects, as I explain in “What is Minecraft Actually About?” Since exploration isn’t the point of the game, we shouldn’t have gotten the trial chambers or any new structures either then. People use this logic as an excuse so much, but it falls apart so easily when you actually start to think about it.
You are right what minecraft is about but you don't know what the headline "Freedom and creativity" stands behind Mincraft is considered to be one of the best games ever created is because you can do whatever and whenever This "whatever" only exists because you have a bunch of options like: build, do redstone contraptions, mine, explore or progress the game (those are only my examples and defo not all of them). There are people who enjoy doing all of the things I listed, some do things I didn't list (like pvp or parkour) and some of people only focus one thing playing minecraft but no matter what they do all of those people use their freedom equaly The problem begins when one of those things get neglected or done poorly and that is happening currently with progression where those who enjoyed having challenge and getting stronger are kinda in a stasis with the progression tree being quite small even for minecraft and that's why there have been more and more discourse on exploring and progressing the game for the past years Progression isn't the only thing that creates Minecraft but it is one of the things and undoubtly you can say that progression is neglected in Minecraft
2:58 If you need to go "Actually every other open world game does this so Minecraft should", you probably aren't making a very good argument, and I'm also someone who thinks that Minecraft could be a whole lot better. Minecraft is _fundamentally_ unlike most "open-world games" outside of dedicated survival games.
Certainly, but this is a case where Minecraft could take a page out of their books. I also only brought it up because people often use Minecraft being an open world or it being like Zelda Breath of the Wild as an excuse to not improve progression.
Jumping on the progression bandwagon too little too late. Minecraft is not a game meant to be beaten. Progression is only a small aspect of a much larger whole that far too many naysayers have latched into in recent months. If you’re playing Minecraft to progress, you’re playing it wrong.
@@jimlight5137 are you serious? I’m not doing this for some trend, I’m doing this because I see ways that Minecraft could accomplish its purpose better. Progression isn’t the point of Minecraft, but that’s not a reason to not improve it. It’s a core aspect of the game that is worthy of attention. And I take it by naysayers you mean people who are capable of recognizing Minecraft’s flaws.
@@TheTrueCubicLlama if it’s not the point of Minecraft why are you trying to make it a point then? Sorry but this topic has already landed in the backlash phase and you’re just the latest entry. Don’t agree with your premise at all.
@@jimlight5137 progression contributes to the point of Minecraft - that being that the player has freedom to play how they want and further embrace whichever aspect they desire. But Minecraft’s progression is currently quite arbitrary and poorly-done, and this is a fix for that. Besides, just because something isn’t the sole point of Minecraft doesn’t mean it can’t be updated. With this logic, Mojang can’t add new blocks because building isn’t the point of the game, and they can’t add the trial chambers because exploration and combat aren’t the point of the game. This is about making the gameplay experience more enjoyable. And those who say Minecraft’s progression shouldn’t be updated or reacted negatively to progression videos have a very poor understanding of the game. At the end of the day, why not improve Minecraft? Is there something wrong with making the game more enjoyable? I’m not just the latest entry, people aren’t objects, I’m the latest to philosophize upon this topic that is so worthy of attention. When the premise is making a game more exciting and interesting, I don’t see how you could not agree with it.
@@jimlight5137 you literally ignored everything else I said. Bottom line is that there’s no harm that comes from improving the progression and making the game more enjoyable. And video games are supposed to be exciting at times! And yes, combat is a core aspect of Minecraft, you have yet to come up with any solid counter argument here because there is none. I have run this debate hundreds of times over already and it always ends the same way.
Before you go leaving an angry comment, just remember - Minecraft is a lot more than just a building sandbox. And for those about to say “just play Terraria bro”, I actually don’t really enjoy Terraria, so…
Anyway, it’s absurd that I have to specify this, but this isn’t a “Minecraft is bad” or “Minecraft is boring” or “I want Minecraft to be Terraria” video. Just because I’m suggesting ways that the game could improve doesn’t mean I hate Minecraft. I genuinely love the game so much, but there are aspects where it could be better.
this is one of your few videos i agree. with i mean yeah, its a sandbox, but that doesnt mean it cant have progression.
People just need to jump to conclusions less
i know a very good channel that makes concepts for minecraft updates and stuff with animations that you might want to check, i'm not gonna post the name rn bc idk if you'll allow me to. ima wait for a response
I liked the first point that seemed to suggest trails of breadcrumbs towards rare events or structures. I can ignore those quite easily. The rest mostly sounds like a very complicated way to get us to a point where players give up because they are kitted out in max enchanted enderite and magic doohickeys and complain that the game is too "easy" and there's nothing left to do, while those of us that prefer not to deal with all that extraneous stuff are still in diamond gear and getting wallopped by stronger and stronger mobs.
To me it seems like progression oriented people will always be transient because they want to steamroll their way to whatever their new perceived end-point of the game is and then bin it off. That's leaves the rest of us struggling to find servers where all this unnecessary guff is turned off and all to chase (at most) two weeks of renewed interest from a very specific subset of players who will back on the newest Dark Souls game before you know it.
Dang. Minecraft really is the type of game where people can't agree on what it's actually about. We got those who just wanna build and hang out, those who want adventures or such, those who wanna pvp and so much more. This is most open-ended game I've ever played.
I hate the people who respond to people wanting improved progression with "your just trying to make terraria!" Every game has some kind of progression whether its more linear like terraria, or more spread out like Minecraft's already existing progression.
Terraria is not linear bruh
@@vladimirPilsen5327it kinda is, you can just skip few bosses, but there still clear path. WoF -> Mechs -> Plantera -> Golem -> Moon Lord
@@vladimirPilsen5327 Pre-hardmode isn't really linear at all but hardmode is definitely pretty linear
I don't have an issue with improved progression - but a lot of players that complain about Minecraft being boring and claim mojang is lazy (debatable honestly) never interact with or try to interact with the sandbox features of the game. I have friends who seem to think adding three new tiers of armor and tools, along with new bosses will somehow end their boredom with Minecraft. These friends love Terraria (as do I). They seem to have some misconception that the sandbox elements of Minecraft exist as like a roadblock towards the RPG ones, instead of existing alongside them.
@@DuckDodgers6520 I personally believe that it's ok to choose to not interact with a certain aspect of minecraft. Minecraft's sandboxy elements is just the tip of the iceberg when it comes to what you can do in Minecraft. This is what makes Minecraft Minecraft. I agree with you that people trying to suggest improvements to the game should at least try to play around with the aspects that are out of their comfort zone to get the best idea of what kind of improvements could appeal best to Minecraft's tremendously wide audience (insert your mom joke about her being tremendously wide). But I also believe that suggestions only focusing on one aspect of the game, or additions that add entirely new aspects (ex: Redstone) is fine and can sometimes benefit other aspects of the game. Take 1.21 for example. The entire update was focused on the trial chamber, which plays into Minecraft's exploration aspect. The update even leaked into Redstone and building with the cobber bulb and tuff variants respectively. Your friends opinions on what can be improved in Minecraft I feel are valid. Balancing aside, (because three new tiers and tools is wildly overpowered) I feel like mojang could pull it off if they played their cards right. They could make another boss kind of like the wither where you have to go out of your way to spawn it, and they already added netherite in 1.16 so it shouldn't be that hard to do it. Maybe a new tier could be used to break specific blocks?
I appreciate the video, but I dislike the idea of making the overworld the place of phase 2. Phase 2 should be kept to a different new dimension I believe. Something like the aether or similar
lots of fun ideas here dude, even though i am not sure about all of them, im glad you are doing such a video
This reminds me of what Don't Starve Together has been doing with its recent updates. It has/had a similar progression system to Minecraft, with a pretty linear sequence of steps to get the game's best items and beat the gane's two "final" bosses, and then a bunch of pretty worthless branches off the start of the progression tree. It has a few other optional challenges with some good rewards, perhaps comparable to beating a raid to get totems, but others drop items that are just not worth the effort. What the game has added recently are "rifts", which you can choose to have start spawning in your world after defeating the game's "final" bosses, with each of the two types of rift being unlocked after defeating its corresponding boss. These cause new, more dangerous mobs and environmental effects to start showing up (being a survival game, they are more intrusive to players who don't care for them that what you're suggesting, but DST also does not have unlimited map sizes), but also grant access to new items and even some new, souped-up versions of the game's existing bosses with new rewards. These updates also got some rather similar feedback to this, with most players (including me) being happy with it but some saying "this is making progression more linear, stop adding RPG progression to my survival game, go play Terraria instead" They aren't quite done with adding this stuff, so i can't quite say how it ends up turning out for DST, but i think you're onto something here.
People for some reason hate the idea of progression, saying that Minecraft is a pure sandbox, and shouldn't embrace it's RPG elements. It's genuinely an awful take that does nothing but hurt the game.
Also great vid, I agree with basically everything said here, giving the player more adventure possibilities is something Mojang should def consider!
Because minecraft isn't an rpg, its a open sand box. If you start adding rpg elements that impend on its open sand box nature then people are going to have a problem with it.
@@BernardIsBestboy well why? If you say add a dungeon to explore, that had maybe an artifact of sorts, nothing forces the casual builder to get it, but anyone who wants more challenge will go do it. If anything, addingmore stuff like this appeals to more players, while not affecting the casual builders who don't want to do any combat. If you really want uninterrupted building that bad, just play creative, don't play a survival mode, when you don't want any elements related to surviving, smh
@@BernardIsBestboy That's exactly why some prefer beta. Not necessarily nostalgia, but because those poorly designed RPG elements are removed.
I don't hate the idea, but I worry that it could be executed really poorly. The last thing I want is another system like Enchanting, where it's basically busy work before I can do what I actually want to do - build, mostly.
Imagine if you had to explore every single structure before entering The End. That might sound like a good idea, but it means that I'd have to go through this massive sidequest before I can get essential items like the Elytra and Shulker Boxes.
@@hassanorisit I worry that some progression extensions will negatively affect builders, in the same way Enchanting negatively effects builders... or at least me.
The big issue with a lot of the ideas is that minecraft isnt an open world game in the same way zelda is. Zelda games and most other open world games have limited maps while minecraft's is infinitely randomly generated which would take away from having single central structures, like a pillager capital, generate. The argument of everything can be configured is loose and shakey, it shouldnt be relied on to make the points sound less agressive as much as its used here. minecraft has very little configuration aside from gamerule toggles or numerical inputs that only change the way the world works and what mobs spawn, not how many players need to vote for a difficulty ramp up. Theres also server configs but you shouldnt have to make a server to turn off something you dont want in singleplayer. lastly while I would love to see new enchantments and weapons there shouldnt be a definitive best option. minecraft is built on side grade tool progression, everything is situational and in a sandbox game that works really well. The trident does more damage to under water mobs, the mace is a risk reward weapon, axes are slower but deal more damage and disable shields, crossbows are slower than bows but deal more damage, even enchantments have side grades to them where sharpness does the least damage while smite and bane of arthropods deals more damage but to specific mob types. To treat minecraft as a sandbox is to not give it goals but to give it options, not options that change the game but options that change how you play it. mojang should update the end though
Honestly, I only brought up open-world games like Zelda because I’ve seen people use Minecraft being similar to it as an excuse to justify the current progression. Phase 2 isn’t really a difficulty ramp up, it’s more just an increase in options. Players can completely avoid the new structures and biomes if they want to. Anyway, giving more options over goals is the point of this progression plan. With this there is no longer a concrete goal or ending like the Ender Dragon, rather the progression splits off afterward to let the player have the choice of how to proceed, since this is Minecraft, not Terraria. And yes, there would be no new “best option” for tools, that’s the point of having things like the armor upgrades and having more tiered weapons and potentially making tridents and the mace upgradeable, so that in the end there is no one best option, rather they all have their own perks so that the player can choose how they want to fight.
@@TheTrueCubicLlama tiering the trident and mace doesnt really seem like the best way to go about options. itd be better to have enchantments that do specific things that cant pair with other enchantments so that way you can decide which route you want your weapon to go, like riptide and loyalty. Also looking at the enderdragon is a flawed pov as mojang wouldnt have added content past the dragon if the dragon is the end goal. Minecraft's end goal is being happy with what you did in the world and what you built, less so about your gear and tools. While these changes could make for a fun server plugin or modpack to play with friends it might have little effect on singleplayer play which in a game that was born off a singleplayer survival experience needs to be valued. Minecraft is a unique game in the sense that there is no story to follow and there is no goal to meet, its the players job to assign those things and I think thats what should be kept in mind when anything is added to minecraft.
I really like this! Was watching a video recently talking about how originally Terraria's endgame WAS the dungeon, there was no WOF or hard mode originally. With this sort of system the Ender Dragon would feel the same way, a stepping stone instead of the end of everything.
i heard this idea from some video i forgot the name of, but maybe instead of having a phase 2 you can make it so that you have to activate the ancient city portal and that will lead you to a different version of the overworld, nether, and end that is significantly harder, but you can leave at any time you can if you just head back to the ancient city portal.
The idea of having an optional "rebirth" has issues. If someone who didn't want to enter phase 2, but wanted something like Shulker Boxes, they'd have to go through it for them.
Also splitting the fanbase between "people that play phase 1, and people that play phase 2" would cause major issues for development. Becasue Mojang would either have to leave phase 2 lacking, or spend resources to create things that only half of the playerbase could experience. Besides, not many casual players even beat the Ender Dragon in the firsh place.
I genuinely love this and your content. banger vid
I’ve actually got my own few ideas I’d like to share here.
1. Make the End a greater challenge to get to:
This one may annoy some people but here’s how I’d change things. Firstly end portals now have four new exclusive new types of eyes that can be placed into the four frames alongside the normal ones, giving the player the incentive to not only explore, but also defeat those bosses to get those new eye types. I’d imagine each boss can be beaten in any order as well.
Perhaps a Zombie giant, a Zombie Pigman king, a Necromancer and a boss Guardian that’s stronger than the typical elder guardian could be the bosses you need to defeat to get these eyes.
2. Randomness and uniqueness:
This one’s a simple one, certain in game actions can affect the greater world at hand in game. Here’s a few I’ve thought of:
After opening your first portal, zoglins can randomly come out of them as well as zombie pigmen to add an extra challenge. In turn, due to your first portal opening, there’s a chance future ruined portals can rarely have zoglins or agrod zombie pigmen guarding them, with better loot. This would only occur if you opened a nether portal.
Another one could be after killing the ender dragon, difficulty would ramp up in unique ways and give more locations away in the endgame. Perhaps defeating the dragon allows Illager camps to spawn in the end, which could link in with the lore of Minecraft dungeons and how the Illagers planned on conquering the end, and you killing the Dragon helped them.
3. Progressive mob difficulty:
As each day progresses and depending on your difficulty, perhaps more mobs spawn with better gear, and in more biomes. For example, as the days go on, Spiders could spawn more frequently with potion effects, skeletons could spawn more with enchanted bows and armour, zombies could spawn with better armour and shields to mimic the players abilities, zombie pigmen can randomly turn agro if around them for too long and can sometimes spawn in the overworld and Illager patrols could become more common with illusioners also being able to spawn in patrols.
4. Challenges to your play style:
If your an outward going player who travels, has no consistent base and doesn’t sleep often, perhaps it could increase the chances of say zombie raids or pillager patrols from starting near you. Alternatively if you’re a reclusive player, perhaps things like creepers and spiders could spawn more often to risk breaching your base, forcing you to think of ways to handle them.
5. Change how the End generates:
This may be an extremely controversial one, but hear me out. Some say the reward of killing the ender dragon should be the elytra, but I’d argue it should be something else. Instead of spawning on the main end island once entering the end, you should spawn on one of the outer islands, with the intention being to get an elytra and safely be able to get to the main central island. You may ask why players couldn’t just get blocks and build out to the main island, but I have a solution. Phantoms. Since phantoms can hardly hit you when wearing an elytra, you could easily fly past them and fight the dragon, instead of falling in the void. Now here comes what I’d propose for elytra and the dragon. When discovering an elytra it should be half damaged and unable to be enchanted, however it can be repaired by fusing together other elytras. Here’s the thing I’d suggest. Once the dragon is killed, perhaps the dragon should drop an item that allows elytras to be enchanted, incentivising the player to want to kill the dragon more for better transport. As a side note, phantoms in the end should spawn rarely to avoid enemy spam, and should only spawn in groups in more than 4 if in the gap area between the outer islands and the main island to make it a challenge to get there.
6. Just a simple one for nostalgia, but make it so that old ravine generation is added again with a high chance of connecting to a mineshaft or new biome with higher ore generation:
Just a simple way to reward exploration, with the added challenge of higher mob counts in the biome and it generating rarely in certain biomes.
These are just a few from the top of my head.
I can tell a lot about a player by the mods they choose to play with, so I can tell that you're definitely a post 1.8 adventure update player. You weren't around before that so you never got to appreciate the atmosphere of minecraft of that time, the emptiness of the world and the freedom that fell onto to the player to shape the world to their image. Something that requires *creativity* and *agency* of the player to set their own goals, not have mojang guiding the player's action through the invisible hand of intended game progression systems for you to follow. Isn't that what actual freedom is? Is it the player having agency to do what they want or is it having every action of theirs guided by progression systems? This is where your misunderstanding of what freedom is. Freedom isn't about the players ability to choose which path to go down from a selection of intended routes. That isn't freedom, it's the illusion of freedom, rather freedom is being lost and paving your own path.
Another problem I have with this video is that you suggest minecraft be a jack of all trades, as in it should appeal to all sorts of playstyles while not harming any of them either. The problem with that is that it's impossible. And you thought you were being clever with the whole "phase two" when in fact it is flawed. For example you stated that after defeating this end boss, changes would occur in the world, new biomes, new items, more difficult mobs. Ok so say you're a builder and you aren't interested in combat, now you're forced to take an action you rather not do in order to get material you like in a biome that is teeming with mobs more difficult than regular mobs. You see the problem? When you focus on getting everyone what they want, what they get is bland and uninteresting which is why recent updates have gotten backlash. Minecraft shouldn't appeal to all playstyles, the original pure survival sandbox playstyle should have always been placed on a higher pedestal above all others. Don't like it? Get a mod and make it so you enjoy. That's how it should have been at least, now vanilla feels modded and I have to install mods to get that original pure survival sandbox back. 🤣
for the soul furnaces everytime you die while using it 1 heart is left where you died but you still get all of your items and every night that passes without you getting the heart half a heart is removed, (you get all the hearts you lost when you get that one heart back)
i disagree with you on some things but first let me list all the things i agree with you on/general props to you
1. you have an actually laid out plan. most people don't
2. yes, Minecraft's progression has room for improvements
3. the ender dragon is indeed not the end of minecraft(although my reasoning for that is different then yours)
4. vanilla minecraft is not really suited for extrorsely motivated players
5. horizontal progression is definitely the way to go for minecraft(although we kind of disagree on what that is)
ok and with that out of the way, lets get to what i think you are wrong in
1. most players don't make it to the nether(as shown by the minecraft bedrock achievements stats), late game content, although needed, is not the best way to allocate resources, especially if it is the only thing you are doing
2. minecraft isn't really an open world game like Zelda breath of the wild is, in minecraft when you go exploring a taiga biome for example, you aren't going for an adventure to defat some grand evil like you might be in Zelda, you go to get resources from the biome that are exclusive to that biome, minecraft is for most people about building and creativity and so exploration for new blocks is completely valid in the context of minecraft, this ties to horizontal progression so reed the next one
3. horizontal progression, when you say horizontal progression you mean many ways for the player to progress, when i do i mean progression shouldn't be about better gear or the next monster but the new things you can now do, let me explain, the best example of this in the game is ocean monuments, they don't give any valuable reward for the challenge they are from an externally motivated perspective, but they do from the internally motivated one, prismarine being such a cool looking block in a color we are somewhat missing in the minecraft block pallet(blue) is so valuable to someone like me who likes to put blue and aquamarine as colors in their builds
4. i don't really like the "rebirth" idea conceptually because of various reasons that i wont go into, but i do agree that the overworld being dangerous is an interesting feeling so far to the point when i feel like playing a more externally motivated minecraft i play a modpack that includes a mod by the name of levelz which overalls the progression not by adding to it but by adding more interesting in-between steps(although that modpack also includes an extension of the progression tree, and i don't see or want some of the more game changing mods in it to go into the vanilla game) and im interesting to hear what you have to say about it(the mod not the modpack)
generally i think that if you find yourself getting bored of Minecraft's external progression you should try getting into Redstone, building, combat, parkour or whatever else you wanna do(i do all 4 of these things and i often combine them into my survival base, although i play on servers which helps a lot), minecraft gets a lot better when you get to the point of starting a world with the objective of not getting max gear but finding a cool base location
Good ideas, but my only problem is adding stractures. It is okay to have some structures, but they have to be rear becuse it ruins lonley feel of minecraft. Look at how many villagers and pillager structures there are. Another thing is that no part of neather portal should spawn, becuse it removes difficulty that was present to obtein portal. Another think sheep shouldn't spawn at least till second night ends. This will add difficulty again. Before when beds were added sheep were rear to find and you couldn't sleep at least 1 night. Now, how to do harder fights with keeping structures rear and not adding too much of them. Add biome specific mobs and make them dpawn deep in caves. Old minecraft caves were tight with a few branches. This way, we can have something like a dungeon but feel like something natural and give players that lonely feeling again. Another way is to add fingts like skeleton horse, this way, no structure is needed, and you get fun sudden fight. Also, bringing back old texturs and style would make game feel better it is too polish now imo. Also make neather hell again. Idk why they went with something that looks like overvorld. Their desing should been more like hell. Pigmen should stayed and old eniviorment, this should be your spawn point. But more you explore, you get into more difficult biomes with harder mods. Lava walkers should look different ( somethink like Drake or any reptile), and it should be hostile towoards you till you don't defeat it. Once defeated, it becomes passive, and you can ride it. It gives a revard of moving easier araund neather (removing one annoyance) and lets you focus more on fights and harder enemies. Overvorld enemies could have diffrend variants for few biomes (zombies already have desert and water, but adding cold would be cool). I would redesing pillagers, snice desing doesn't fit much (they should look like more less intelegent mobs like hivemind or unorgaised mob). I would remove their structures completely due being unessecery. Villagers would be super rear again and at certian nights your ability to sleep would be removed and you will need to fight hords of zombies if you want to keep villagers. Also vilagess will have much simpler desing and only look you could find there would be food, coal, wood and maby 2 metals. Best trade would be iron axe and golden apple (and they should be rear offer wich you can get max 2 times). This way it still forces players to build and to find stuff for themselfs. Also adding some biome specific overvorld enemies could fix issue. I don't think we should addtoo much enemies in overvorld, so it could be more lonley. But in caves you can add meny diffrend enemies (just agian to look less intelegent but to have their attacks be smart and creative). I think this would make evrybody happy snice you would need to went deep into caves, neather or end to fight enemies, but if you don't want that you can just stay in overvorld where you are alone and abme to build whatever you want and only at night have enemies wich avarge player can fight and dungeons and villagers won't be problem snice they will be extreamly rear and you will have to get to them like before, not stepping upon them when you didn't even wanted ti be near them.
Great video👍
Completely agreed with what you said.
I'm kind of tired of people thinking its just combat progression is the only progression that's flawed, when reality its just one progression that's flawed. The real flaw that minecraft has to its progression is that it doesn't really teach you anything. If there's going to be "dungeons" then they need to teach you about core mechanics because if a new player starts playing today and they have no access to information how will they know about potions, a full enchantment setup, netherite, blazerods and enderpearls will lead you to the enderdragon. There's just no way for new comers to learn if they don't have access to learn. That's the real progression we should be striving for, yeah sure we can expand on the "post end" but fir now let's try to focus on helping new players learn about this game.
The whole "progression tree" thing might be why I've been so stuck in Hypixel Skyblock rather than vanilla Minecraft the last couple of years. Lots of things to delve deeper into there, and some of which might help in other aspects of the game than you'd think
I like a lot of the ideas in this video and while obviously you can’t fill out everything you give a lot of cool ideas that could hypothetically be fleshed out if mojang were to do a full update
Yeah bro, this is the best idea to fox Minecraft ever! I hope the devs take this into consideration, and a good start would be the end update that they’ve teased at all year
Perhaps not harder, but different unique mobs would be better. The challenge should necessarily have to come from their stats, but rather the players ability to create a solution
If these ideas were implemented, my enjoyment for Minecraft would decrease.
If you don't lose items on death, death has no meaning. If you do lose items on death, deep progression makes death too punishing.
If you have people who want to play casually and people who want to progress to phase 2, the decision of one will necessarily trample the freedom of the other.
All these ideas seem to be rooted in the Postmodern understanding of freedom, rather than the classical; and I say you have the freedom to play another game or use mods like CrazyCraft.
The shallow progression of Minecraft is intentional, it allows people who want to progress to interact meaningfully with those who enjoy other aspects.
I'm not really sure about minecraft having their "hardmode" I think your idea on that could get some rebuilding or polish (It's good that an idea is there) but I really like the idea of maps and I personally think that minecraft underuses them and those maps I find to be on of the strengths of their exploration. Having a map that leads to loot + map that leads to loot + map... is a really interesting idea you could get. Adding more bosses and harder uncommon enemies could be quite interesting for the block game
I wasn’t really thinking of phase 2 as “hard mode” like Terraria. Rather, I thought of it more as just broadening the horizon of possibilities in the over world. Most mobs would stay the same, there would just be some optional harder challenges, since anyone who’s reached phase 2 would likely have good gear. Then again it’s not so much about extending the vertical progression, the goal is more to give the player more choice in how they progress after the Ender dragon, and make the Ender feel like it’s just a new beginning instead of the end-all to the two week phase.
@@TheTrueCubicLlama I get that why I said that it's good the idea is there, I don't agree with your idea but I don't have my solution for it either. I agree with problem that there isn't really after ender dragon.
Also I just used "hardmode" as substitute for phase 2 because that was what I got from you (that harder enemies now spawn)
I really like these ideas! Recently I've been thinking MC could copy a bit of Dark Souls' homework, and I know that sounds ridiculous but hear me out.
Minecraft's progression like you said is VERY linear. I used to not have an issue with this, and think there should be more added to that linear progression because I thought that beating the dragon being the end didn't feel satisfying because of the lack of bosses before and after. To an extent that's true, but not to the degree that I believed so.
So anyway, what from Dark Souls should MC adopt? Tanite Shards!
If you're unfamiliar with Souls titles, the one of the main ways you progress is not through getting better gear, it's through upgrading your weapon with tanite shards. These are items dotted throughout the map that allow you to improve your weapon's damage and stat scaling which is a DS thing that you don't need to worry about. The beauty of this system is you can stick to the same weapon throughout your playthrough, or you change it up, but this makes every weapon viable.
How should it be implemented into MC? here's how!
Using early game items already obtainable you should be able to upgrade any piece of gear up to iron level, so lets say you use iron, stone, and wood to make an upgrade template that will upgrade your gear up to current iron level, then another template for diamond level using diamonds, and then the normal templates for netherite level, however, each piece of gear would start out at wooden/leather level in terms of durability and effectiveness, but NOT in terms of progression, so you wouldn't upgrade a pickaxe's effectiveness, that is simply a tool, but your sword and armor would be upgradable, but why? all swords are the same right? Yes that's true for now, but with this change, there should be effects that each sword has, that make the weapon different from the others, for example wooden swords could have a splinter effect that causes the target to bleed occasionally on hit. Each armor set would have a set bonus, and also to make this less annoying with durability your armor wouldn't disappear once broken, but instead become MUCH less effective and require a repair at the anvil.
Look I'll tell ya how to fix progression, it's by fixing the stupid enchantment system. It's a grindy hassle that distracts from the joy of building and exploring.
This is good, but a nether star upgrade on my therite would be cool, the upgrade template only found in the end. Linking the 2 dimentions. This upgrade cloud make the items on the ground not explode. Some blast protection and knockback resistance could be great.
Cool idea, it could also work well as one of the new armor upgrades.
awww dangit,i had like a super long comment explaining some problems with this but internet fell when i posted, so my comment got eaten when i refreshed the page :(
in super short of what i said, you kinda missed the mark with the "if they dont want to pve, they can choose not to", cuz if the loots good, they HAVE to, even if they hate pve.
also, trying to manage when phase 2 triggers in multiplayer is a cursed problem. All your suggestions collapse in different common multiplayer situations.
i still remember that you made an error at 11:38 though: the ender dragon doens't use the dragon egg to respawn, it's really just a trophy item. It uses end crystals.
But if you’re someone who’s only playing to build and hang out and doesn’t want to fight, then why would you want to defeat mobs to make yourself stronger in fights? As for multiplayer with phase 2, making that configurable would be a pretty good solution, and again, the new mobs would only be found in new structures, so people who don’t want anything to do with phase 2 don’t really have to worry about it.
@@TheTrueCubicLlama Only to address one issue. If youre a builder suddenly if you want to get the new blocks associated with these phase 2 things (im assuming there are new blocks) then you have to do the entirety of this quest line, thus making it less “optional”. This is still something in normal minecraft of course, with pur pur or endstone but this expands that issue. For the most part you can get almost any block within minutes of booting up the game due to the openworld nature. Minecraft doesnt need better progression, the progression is simple for a reason and thats because progression is less important than other things. Building and redstone arent reliant on progression, most people trying to build or do redstone just skip past most of it as fast as they can. Same with pvp, no one is interested in a fight between netherite and iron, they want to see the skilfulness of the fighters. Exploration is the only one you could make an argument for.
@@TheTrueCubicLlama djgaming gave an excellent response, but if i were to add to that, it's that Mojang does not typically single-purpose additions. The mace may be a critically powerful weapon, but it synergizes with the wind change, which is far more spread out in terms of purpose.
To have an entire section of the game single mindedly focused on combat and nothing else is kind of absurd because it limits what can be offered as reward to almost only combat-related items or blocks, which becomes way more limiting in terms of design and also really runs the risk of forcing the progression to advance too quickly(you see this in mods where endgame items have insane damage values because one reward really needs to be better than the last to be worth bothering with it).
It also becomes really difficult to design anything, considering mojang focuses on offering NEW experiences(wither:explosive, dragon:ranged, raid:swarm, breeze:blockinteraction, elderguardians:no mining, warden:stealth) for each of its combat challenges. But those challenges(bosses) are the main core of a pve experience, which means that they would need to design many of them. The difference in those bosses' experience cannot merely be a difference in attack patterns, that's not how Mojang does design.
Which means you would need many bosses that interact with the world/environment/player in unique ways, that also offer a fun and unique combat experience (likely through a new unique-feeling structure). All without offering too many cool new blocks that would force a builder to go challenge them.
That right there, not even touching on all the items, the phase 2 system and everything else, is like 4 to 8 years of updates worth. They would need to leave the entire rest of the game behind to focus on that. If they didn't, then it would take like a decade or three.
As a mod though, it'd do really great, cuz they don't have to stick to Mojang's design requirements and can just make a bunch of bosses with kinda similar arenas but different attack patterns without worrying too much about how it impacts the rest of the game.
@@RePorpoisedI never said rewards in this system had to be only combat focused. I focused on that because right now the player gets very little freedom in the progression and combat aspects and this could solve that. Of course though, there could still be other unique rewards that synchronize with each other. And yes, this plan would likely take a few years to realize, that’s why I pitched it as a road map. But as far as we know, Mojang has the time, and this would be much healthier for the game than just adding more and more unrelated updates. Even still, other updates could be incorporated as part of this plan, like adding a new structure and placing it in phase two.
@@djgaming7284that’s the reality of Minecraft survival mode - it isn’t a true sandbox and was never meant to be one. If you want a certain block set, you will have to do something or go somewhere to get it. If you want black stone or quartz, you have to go to the nether, if you want endstone, you have to go to the Ender. If you want immediate access to every block in the game, that’s what creative mode is for. Besides, this plan only extends the vertical progression by a minuscule amount, most of it is just horizontal to expand upon the player’s freedom.
good video 👍
i really really disagree with your notion that this would only be a good thing
like even just ignoring the people who always complain about any change
there are many flaws in these ideas, very notably multiplayer, which you do not address nearly enough
just because there are already flawed things about multiplayer (like the dragon egg you mentioned) doesn't mean it is fine to just add more flawed systems
also i feel like your like chart of minecraft's current progression is a little flawed, only focusing on the exact earliest you can technically do something, when what should be looked at is the intended point you are supposed to challenge things (things like when the nether is meant to be visited, which is after acquiring diamonds)
also the what i presume is a stand in for archeology being listed as a wood progression thing, when it just isn't, copper is only obtainable with stone tools or higher
also saying there's only two combat playstyles?? completely ignoring bows and crossbows??
i personally think that your blood moon idea kinda sucks, and suggesting that "just turn it off if you don't like it" as a solution to a not so good feature isn't great (just because phantoms do this doesn't mean making new content work like this is fine)
i do think that like the player should have more control over what features are enabled in a world though, things just shouldn't be designed with something like that in mind
i really don't think "hard progression" (idk what to call it) really fits into minecraft, like locking things behind getting advancements, or behind bosses
(also your "phase 2" is pretty much just terraria hardmode)
while there are plenty of good ideas in this video, it has several issues in my opinion
11:38 huh? you don't need the dragon egg to respawn the dragon? there isn't much point to refighting it unless you want dragon's breath, but i still don't know why you said this.
If new stuff in the overworld comes after the end, new olayers should be able to avoid it.
tldr: local youtuber suggests making minecraft into rpg; my brother in christ, open modrinth
I disagree with most of the statements. Adding global event that changes world generation (absurd idea, that's not how minecraft works) and difficulty is not vanilla friendly. Trial chambers totally optional and localized in one structure, while your suggestion will affect everyone. Your suggestion to how to manage multiplayer side of this just shows how poorly thought out it is. You either have hard time for players that joined this "hardmode" server or have huge headache for admins. Also, anyone can respawn ender dragon, stop misleading people
About weapons. What about bows? Or crossbows? Both allows for ranged capabilities, where bows have more direct combat approach. Crossbows can be used as piercing ranged weapon, multishot ranged weapon. Heck, you can even load them with firework to blow up everyone. Or is that not a gameplay option for you?
The Blood Moon idea is outright stupid, it's not how minecraft works, especially with lights turning off (say hello to builders and people who don't want to get involved)
This plan makes Minecraft more into Minecraft, which is a semi-rpg. And there are no mods that do this, because this plan is coordinated together, and mods are all made by different people.
Again, phase 2 is optional, you can completely ignore it. If you’re someone who doesn’t want to fight and just wants to build, don’t go to phase 2 structures, it’s as simple as that. And how on Earth is changing world gen a bad thing? That’s what every update does! Again, entering phase 2 is configurable, not to mention once again, people can completely ignore the structures if they wish to. And again, I don’t know why I have to repeat myself, but the blood moon event is optional, just like mob griefing and fire spreads, and again, the torches light up in the morning again and an item can be applied to them so that they never even go out. This plan does zero harm to anyone who plays the game for a different aspect, I took the months to make sure of that.
@@TheTrueCubicLlama First, it's a bad idea to lock some content behind event-like feature in Minecraft, because this game gives you everything right from the start. You can do literally anything from the start and you don't need to unlock it. This also goes for the world generation. Changing world generation based on some event-switch is not Minecraft style. The game generate everything no matter at which stage of the game you are, so deep dark can generate right when you create the world, so players is free to explore as they desire to do so. Making some world generation "unlockable" not only places restrictions on player but also mess with concept of "same seed same world", so now all seed-based maps explorers aren't 100% correct and so on and so on.
@@TheTrueCubicLlama And again, "configurable". Bro, have you ever hosted a server? With friends? With random folks? Open open perhaps? It's a headache having people to agree on something. And you suggesting some global events that will change gameplay (blood moon) or world generation to be configurable. Trust me, it will be hard to have unanimous opinion on this and you, as an admin, don't won't this headache. Besides, if this content is so optional, why add? Making whole ass new things just to many people will turn them off. Yeah sure, development time well spent. Oh and also, I don't want to fucking search some bullshit item so my fucking torches won't go out in the night because some jerks decided to have a blood fucking moon in mine fucking craft. Mods are there and can be configured in modpacks. And they do EXACTLY what you want - adding OPTIONAL content for people who WANT that. They can fuck up world gen all they want, they can blood moon all they want, as long as it's a mod - it can do anything. There is no mod for your idea? Well maybe there is a reason for that because there are mod nowadays for literally everything. If an idea don't have a mod realisation at least in some small form, perhaps it shouldn't be in the game either
@@antonpostcard you realize I’m talking about survival mode, right? Yes, creative mode gives you everything right from the start, it’s the sandbox you seem to want. In survival mode though, some things are more difficult to get than others, and some things are locked further in the progression than others. That’s already in vanilla Minecraft, this plan isn’t doing anything new in that regard, seeing as this barely extends the vertical progression, because that’s not the point here. The goal is to give the player more options from the start of phase 2. Also, this could be coded so that phase 2 generation is consistent for the same seed.
@@antonpostcard for this second comment, it seems like the problem is with you, not the game dude. This would be the best use of development time yet. And seriously, consider getting help.
Since hostile mobs in mc spawn dynamically around players it is possible to prevent new mobs from spawning around players who did not reach specified point in progression. On top of that new enemies could also be neutral to players who are starting out and only attack on sight those who managed to beat some boss or obtain some item.
Still the safest option is to not modify overworld to much and instead add a new dimension that would be more challenging than nether and end. Alternatively new mobs could be added to raids, pre-existing but rare structures and such (stuff that you have to summon or go out of your way to find)
everyone that sees this : SUBSCRIBE MOJANG NEEDS TO SEE THIS
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"Progression has been one of Minecraft's core aspects since the game first officially released, yet it is also one of the most neglected" Yeah, that's because progression isn't the point of the game. Minecraft isn't about progression, it's about freedom and creativity. Why can't people understand this?
So i guess we should remove crafting and mining since those are core parts of minecraft's progression
@@tynoniewiem222While we're at it, remove survival and hardcore, I mean Minecraft is obviously JUST a sandbox, so creative is the only mode that's good, how dare anyone enjoy any other gameplay style, just go play Terraria
@@tynoniewiem222 I'm not sure if you misunderstood my point sincerely or deliberately. I never said that we should remove progression or whatever. I said progression, while being a small part of the game, is not what the game is about.
Minecraft isn’t entirely about building either, so by that logic we can’t get new blocks. They’re both core aspects, as I explain in “What is Minecraft Actually About?” Since exploration isn’t the point of the game, we shouldn’t have gotten the trial chambers or any new structures either then. People use this logic as an excuse so much, but it falls apart so easily when you actually start to think about it.
You are right what minecraft is about but you don't know what the headline "Freedom and creativity" stands behind
Mincraft is considered to be one of the best games ever created is because you can do whatever and whenever
This "whatever" only exists because you have a bunch of options like: build, do redstone contraptions, mine, explore or progress the game (those are only my examples and defo not all of them). There are people who enjoy doing all of the things I listed, some do things I didn't list (like pvp or parkour) and some of people only focus one thing playing minecraft but no matter what they do all of those people use their freedom equaly
The problem begins when one of those things get neglected or done poorly and that is happening currently with progression where those who enjoyed having challenge and getting stronger are kinda in a stasis with the progression tree being quite small even for minecraft and that's why there have been more and more discourse on exploring and progressing the game for the past years
Progression isn't the only thing that creates Minecraft but it is one of the things and undoubtly you can say that progression is neglected in Minecraft
Mo-yang??????
It’s the Swedish pronunciation, since mojang is Swedish
"A Guide for Mojang" lmao
2:58 If you need to go "Actually every other open world game does this so Minecraft should", you probably aren't making a very good argument, and I'm also someone who thinks that Minecraft could be a whole lot better. Minecraft is _fundamentally_ unlike most "open-world games" outside of dedicated survival games.
Certainly, but this is a case where Minecraft could take a page out of their books. I also only brought it up because people often use Minecraft being an open world or it being like Zelda Breath of the Wild as an excuse to not improve progression.
Jumping on the progression bandwagon too little too late. Minecraft is not a game meant to be beaten. Progression is only a small aspect of a much larger whole that far too many naysayers have latched into in recent months. If you’re playing Minecraft to progress, you’re playing it wrong.
@@jimlight5137 are you serious? I’m not doing this for some trend, I’m doing this because I see ways that Minecraft could accomplish its purpose better. Progression isn’t the point of Minecraft, but that’s not a reason to not improve it. It’s a core aspect of the game that is worthy of attention. And I take it by naysayers you mean people who are capable of recognizing Minecraft’s flaws.
@@TheTrueCubicLlama if it’s not the point of Minecraft why are you trying to make it a point then? Sorry but this topic has already landed in the backlash phase and you’re just the latest entry. Don’t agree with your premise at all.
@@jimlight5137 progression contributes to the point of Minecraft - that being that the player has freedom to play how they want and further embrace whichever aspect they desire. But Minecraft’s progression is currently quite arbitrary and poorly-done, and this is a fix for that. Besides, just because something isn’t the sole point of Minecraft doesn’t mean it can’t be updated. With this logic, Mojang can’t add new blocks because building isn’t the point of the game, and they can’t add the trial chambers because exploration and combat aren’t the point of the game. This is about making the gameplay experience more enjoyable. And those who say Minecraft’s progression shouldn’t be updated or reacted negatively to progression videos have a very poor understanding of the game. At the end of the day, why not improve Minecraft? Is there something wrong with making the game more enjoyable? I’m not just the latest entry, people aren’t objects, I’m the latest to philosophize upon this topic that is so worthy of attention.
When the premise is making a game more exciting and interesting, I don’t see how you could not agree with it.
@@TheTrueCubicLlama because the game isn’t meant to be more exciting and combat focused.
@@jimlight5137 you literally ignored everything else I said. Bottom line is that there’s no harm that comes from improving the progression and making the game more enjoyable. And video games are supposed to be exciting at times! And yes, combat is a core aspect of Minecraft, you have yet to come up with any solid counter argument here because there is none. I have run this debate hundreds of times over already and it always ends the same way.