interview entière en anglais annoté en vert par moi même ^^
IGN: You're nearing three million sales at this point for Minecraft – what do you think contributes so much to the game's success? The design? The distribution model? A combination of the two, or something else?
Markus Persson: Oh, there are many factors. I've tried to analyze this so many times.
Back when Minecraft started, the PC download market was just starting to take off, and Minecraft fit perfectly into the climate. Getting the game out to customers very early meant I never had to develop the game in the dark, and players who liked the game could start talking about the game to their friends very early on. Once the fan base grew large enough on various forums and on YouTube, the game really started taking off.
Since we're continuously developing the game while selling it, we constantly have a new opportunity to sell the game to people who may have tried it and decided not to buy it yet. Listening to what the community wants and communicating with people as transparently as possible makes people feel involved in the game. And that's good.
And of course, I also like to think the game itself is pretty good, and it has the advantage of not being part of an over-saturated genre.
notch analyse le succès de minecraft, selon lui, il marche car il est en continuel développement pour satisfaire de nouveaux joueursIGN: When did you first realize the product was about to break through into massive popularity? Was there a single event? A YouTube video? Or is there no way to clearly identify what it might have been?
Markus Persson: Sales started climbing early last year once the fan base was large enough and the game was getting fun enough. Last summer, sales were very high for a one-man project, but still slowly climbing, and I realized the game was getting too big for me to just do it on my own. There are several milestone events that stand out in my mind, like getting an email from Peter Molyneux about how much he likes the game, and getting a big mention on the Team Fortress blog, but there was no individual breakthrough.. it was much more organic than that.
il explique qu'il a été très surpris lorsque les ventes sont devenues énormesIGN: When starting out on Minecraft, what was your vision for the game? How has the growing user base affected what you initially wanted to do with it, if at all? How important has the mod community been in determining the direction of development?
Markus Persson: The absolutely first iteration of what later became Minecraft was a top-down isometric game inspired by Dwarf Fortress. Once it switched over to first person, I fairly quickly came up with the concept of a game very similar to what Minecraft is like now. I try very hard to stick to my idea of making a game for myself, while still combining that with listening to the community. Sometimes they're just plain right, like when they finally convinced me to add ladders to the game.
As for the modding community, it's made me realize that Minecraft can be a bigger - or at least different game - from my own ideas. It's not really just my game any more. As a direct result of the great mods out there, we're working on an extremely extensive modding support that will let people do pretty much everything they want with the game. I still want to make the game I initially set out to do, though, so I try not to let mods affect the core game too much.
Jens [Bergensten from Mojang] is more open to integrating mods, however. Every once in a while he convinces me that some mod is just too good not to add, and thus we've ended up with stuff like the smoother lighting, pistons, a more compact saving format and a few things more.
I think the dynamic between us two is very good for the game.
il dit qu'a ces débuts, il a codé minecraft pour lui, puis sous l'impulsion de la communautés, c est devenus bien plus et bien mieux ! ensuite il dit que lui n est pas trop pour que les mods soit tous sans grand discernement ajouté a minecraft, contrairement a certain dev de mojang, ce qui est (je cite) très bon pour le développement du jeu(il ajoute aussi que même lui s'est résolu a ajouter quelques mods a minecraft, comme les pistons, le smooth lightning, le format de sauvegarde plus compact ET d’autres petites choses (???)IGN: How do you go about making sure Minecraft doesn't become an overwhelmingly complicated experience for a newcomer, especially as more and more features are added moving toward launch? How do you maintain the element of fun in a game that's all about freedom?
Markus Persson: This boils down to plain old game design. The more complex things in the game shouldn't be the first things you encounter in the game. As it's now, the first thing you do is dig into the ground and perhaps punch a tree. Other than the crafting, there's nothing really complicated being presented to the player until he or she chooses to start doing it. We try to keep the game in a way where as few new features as possible are mandatory, but the player can choose which features to play around with.
One big challenge is how we present all these options the player. The achivements was our little attempt to bootstrap the gameplay experience, but at the moment, I almost feel like we don't have to anything. The community is so strong, and there are much better resources out there explaining how to play the game than anything we could ever do ourselves.
il dit que c'est difficile de faire de minecraft un jeu simple mais qu'il s est bien débrouillé (il avoue que le crafting n'est pas simple pour les nouveaux joueurs)IGN: Was a console version on your mind at all when starting out with the game? At what point in development did that conversation start up?
Markus Persson: No, the idea of a console port didn't come up until fairly late in the project. If I had intended for Minecraft to end up on consoles, I wouldn't have developed the game in Java. The decision to port the game to consoles came from a combination of player requests, a desire to play around with the brand on different platforms, and some interesting business deals. Thankfully, I didn't personally have to be involved with any of the business talks, some of the first people we hired was a business developer and a CEO, and they both do a great job taking care of all of that.
ici, il dit que c'est la communautée qui réclamais une version consoleIGN: I have to imagine Microsoft wasn't the only company that approached you. Are you able to mention any other companies you've been in talks with, and what was discussed at the meetings?
Markus Persson: Almost all of the big companies talked to us. I wasn't involved in the actual talks myself, so I'm not sure what was said, but one major point for us was for us to keep our culture and to be able to make games in the way we want to make games, where we can release games fairly early and keep iterating on them based of community feedback for a long time.
beaucoup de compagnies les ont approché pour faire leur version de minecraft, mais il ont choisit microsoft afin de pouvoir continuer de développer le projet comme ils l'entendaientIGN: For Minecraft on Xbox 360, are you able to say how it will differ from the PC version? Will there be multiplayer and what are the Xbox 360 / PC cross-platform features? How do you handle the updates that are so often issued for the PC version – do they need to go through Microsoft certification before being pushed live? Will that affect the frequency and content of the updates? How might the Kinect controls work?
Markus Persson: I find myself in a strange situation here! There's going to actual marketing for the Xbox 360 version of Minecraft, so I've agreed to be slightly less transparent than usual when it comes to that version, so now I basically have no idea what I can and what I can't say..
But..
The 360 version with be a new product based of the PC version of Minecraft. It will be designed to work better on a console and to focus on the types of experiences you expect when playing games on a game console. As an example of something that will change, the crafting needs to be done completely different. The current type of crafting with a game controller would be about as fun as name-entry is.
I don't dare answer any more of the questions, other than to say that I'm trying very hard to make sure we have a setting you can turn on that turns the game into what everyone is joking about; you wave your arms around to mine and use items. It's just too silly not to include. Punching trees from the comfort of your living room has never been this immersive before.
la version x-box aura un nouveau système de crafting (l'actuel est trop compliqué a mettre sur console). il ajoute aussi que le jeu n'aura jamais été aussi immersif, grâce a kinect (il dit que tu dois bouger tes bras pour miner, couper des arbres etc...)IGN: Is the Xbox 360 exclusivity a timed exclusive? Is there any chance Minecraft might show up on PlayStation 3 in the future, or Nintendo's Wii U?
Markus Persson: I have been instructed not to reply to this question, so here's a picture of a sheep instead:
lorsqu'on lui demande si une version PS3 ou Wii est a prévoir, notch répond qu il ne doit pas répondre a cette question, alors a la place, il dessine un mouton XDIGN: Minecraft's mobile version on Android, that's yet again a different version? What features set it apart from the Xbox 360 and PC versions? What about iOS, in what state are plans to bring Minecraft to iPhone / iPad?
Markus Persson: The mobile version of Minecraft is a bit more experimental at this point. I have a theory that playing Minecraft on a phone is in some sense going to be a more social experience than playing it on a PC. Since you'll have your level with you wherever you go, you might want to show it off to people you meet, or even invite them to help you build when you run into someone on the subway, so we're probably going to explore these aspects of the game more with the mobile version.
The Xperia Play version of the game is written in a way that will make it easy to port to all sorts of mobile phones, but it's an Xperia Play exclusive for some period of time.
la version android est plus expérimentale est permettra de faire visiter et partager son monde a d autres personnesIGN: For those currently playing the PC beta, we're anticipating the release of the Adventure Update. It seems as though the release of this patch is going to significantly alter the game experience. What makes now the right time to add in more gamey elements, and was that always the plan from the start?
Markus Persson: I've always intended for Minecraft to be more of a comprehensive game experience, even if it will always be extremely sandbox in nature. Recently, most updates have been less bold than they were earlier on when I added things like infinte sized worlds, crafting, a lighting engine and so almost on a whim. In order for us to be able to finish the game in time for the release date we're aiming at, we had to step up the game and focus on game features again.
There obviously are players who prefer the less gamey aspects of Minecraft, so the Adventure Update will also include a fully fleshed out Creative mode where you can access all blocks in the game, take no damage, and can fly if you desire. You'll even be able to set this per-player in multiplayer in case you want your moderators to have the ability to easily navigate the map and deal with griefing.
si il veut sortir le jeu a temps, il est obligé de faire de la 1.8 une grosse mise a jour ^^ et pour ceux qui préfèrent la version sandbox de minecraft, un mod creative vous permettras de voler, d avoir tous les blocs, et d être invincible pour construire ce que vous voulez !IGN: Can you provide more detail on the NPC villages? How large will they be? What will the NPCs be doing there? Will they live in houses? What sorts of services will they provide, if any? Can you kill them and break their stuff? Are there a limited number of villages in someone's world?
Markus Persson: I'd rather keep this secret for now, but I will say that you can choose to either help the villages or to destroy them if you wish.
pour les villages pnj, il dit vouloir garder ces secrets pour l instant, mais il nous dit quand mémé que l on pourra choisir d'aider ou de tuer les villageois ^^IGN: What are some of the additional farming options for the update? And can go you into detail about how the random dungeons will function?
Markus Persson: We've added melons, and made both melons and pumpkins farmable so you can grow them. Both have a central stem that slowly grows to max size. When it's max size, it will randomly spawn a fruit next to it if there isn't one next to it at the moment. We might add even more farming options if needed.
The random dungeons are part of the terrain, and will contain a reason to explore them. It's likely our first boss monster may appear in the dungeons, but we haven't gotten that far in their development yet.
notons d abord l’ajout des melon ! les melons et les citrouilles sont cultivables sous la forme de grande tiges avec des fruits au pied. on aura une raison d explorer les donjons (?) (notez qui'il dit explorer, les donjons seront ils plus grand ?) leur premier boss devrait apparaître dans les donjon, mais il n ont pas été aussi loin dans le développement pour l instantIGN: Is there a release date or window for the Adventure Update? Would you be able to share it?
Markus Persson: We're taking the time to play around with this update. There's lots of playtesting and brainstorming going on, so we decided to just set a fairly distant release date for once. The first publicly playable version of the Adventure Update will be available at our booth at PAX in August. Then we'll go back, tweak it based off the feedback we get, and release 1.8.
la première version jouable publique de la 1.8 devrait voir le jour en aout !!!!!!!, ensuite il verront les feedback, et sortirons la 1.8 finale (en gros une 1.8.0 puis une 1.8.1) IGN: How do you see Minecraft developing over the next six months? Less of a focus on the building and collection aspect, more on combat?
Markus Persson: Internally, there will be a bigger focus on exploration and combat, more reason to do the things you already can do, like fishing and farming, and the ability to keep animal farms. At the same time, we'll roll out the modding support, and hopefully we'll see some interesting mods gaining more momentum.
The month or so before the release in November, we'll polish the game as much as we can, fixing the showstopper bugs and keeping the fun bugs, then celebrate it with our fans at MineCon.
en ce moment, ils travaillent sur la pêche, l agriculture, l élevage, le rp, le support de mods, nous allons voir certain mod gagner plus momentum (????) (wiki me dit : indicateur de mouvement ou courbe en bourse). en septembre, il fixerons les différents bugs pour avoir une version cleen en novembre, ensuite il celebrerons ça avec leur fan sur MineConIGN: Would you be able to talk a little bit about statistics and player behaviors? What do people tend to do or build most often in the game? Are there any behaviors that stand out as unexpected? Are there things you wish people would do more often? Do you find new users tend to stick around for a while after making the initial purchase, and are you able to say is much of the early player base is still logging in regularly in 2011?
Markus Persson: We are horrible at tracking and statistics, so I honestly don't know the answer to most of those questions. I do know that most of the people who joined early on and talked to me still talk to me to this day. I don't know if all of them still play, but most seem to still be interested in the game.
lorsque IGN lui demande des stat, il dit être nul en stat et... c'est tout ^^IGN: Finally, would you be able to give a release window for the PC, Xbox 360, iOS and Android versions of the game along with associated price points?
Markus Persson: Minecraft for PC will be released in November 2011, and will cost 20 euro. Minecraft for Xbox 360 (actual game title not decided yet) will be released this winter, the price has not been set yet. Minecraft - Pocket Edition for Xperia Play will be released this fall, and will cost 6.99 USD.
minecraft PC sera la en novembre, et coûteras 20 euros (assez modique somme pour les qualités du jeu ^^.cet hiver, ce serat le tour de minecraft XBox, mais le prix n est pas encore décide, minecraft pour Xperia sortira cet automne et coûteras 6.99 dollardsvoila c'est tout pour aujourd'hui !