The Top “Ten” Video Games of 2012 – #5
With half the running order done, it’s into the top 5 Games of 2012. Everything from here on in had far greater numbers of votes and it’s no surprise that the team are more universally invested in these Games. Straight into the top five is the crafting, building, digging and maiming masterpiece that has taken over the lives of everone from 8 year olds to 45 year olds alike.
Graeme Strachan: Top “Ten” game No. 5: Minecraft!
Chris Peebles: Is this specifically the Xbox or the PC?
Alan Williamson: Only a year old? Wow.
Dave Whitelaw: The only game to also appear on Square Go’s 2011 list also!
Graeme Strachan: either, PC and XBOX both eligible by our reckoning
Joseph Blythe: Yeah the “official” release was around Nov 2011
Andrew Travers: Didn’t it come out on PC ages ago?
Phil Doyle: Not played enough to fully given an opinion but this is THE indy game of the year isn’t it? And without even being kickstarted!
Alan Williamson: Minecraft is the game of the decade.
Mitch Alexander: yes.
Chris Peebles: It’s a good game, it changes a lot, maybe too much for me to keep track of.
Graeme Strachan: Andrew: been out in beta for ages, official gold release was November 2011
Joseph Blythe: Hmmm
Andrew Travers: Ah
Si Wellings: Minecraft is like the ultimate construction kit. Loving it.
Chris Peebles: I play a lot of the Xbox version with my best mate. We spend hours just playing around.
Andrew Travers: Really loved the game
Graeme Strachan: Same here. I play it with Si a lot. Also with my Daughter.
Alan Williamson: I was talking to one of my clients in work: completely non-techie, and they’d set up a Minecraft server in their house so their son could play with his friends. It is a phenomenon. Kids in schools are playing with educational builds of it
Mitch Alexander: Ironically it’s also debatably a game (stuff from The End notwithstanding).
Andrew Travers: Playing with my brothers exploring the caves that are endless was good fun
Graeme Strachan: My daughter is better at it than either of us.
Dave Whitelaw: What makes you say that Mitch?
Chris Peebles: I also played a map called “The Walls” with my flatmates. Great fun. Even though I won because the server glitched and I was invunerable.
Dave Whitelaw: Because there’s no narrative?
Joseph Blythe: Minecraft really shone on its multiplayer servers. I had such a good time messing around and building with other people. Shame the solo experience couldn’t match it, really
Alan Williamson: It’s 21st Century Lego for me. Just love making things for the sake of it, exploring a massive cave. I haven’t even touched the multiplayer
Mitch Alexander: There’s no set, definable goal or way to accomplish/attain said goal.
Dave Whitelaw: So? I don’t see that as remotely relevant.
Andrew Travers: Yea, just do what you want kind of game
Dave Whitelaw: Look at many MMOs, EVE Online is the classic example
Si Wellings: I like that it is also still being updated for the Xbox in line with the PC. Nice to see them looking after their client base
Mitch Alexander: It’s a “technically” thing though, it has no bearing on how much fun it is. (i.e., mahoosively)
Joseph Blythe: Though I haven’t played it since a lot of the updates hit, so there’s a load of features I haven’t tried out
Dave Whitelaw: If anything, Minecraft has some of the best stories from a game I’ve ever heard.
Chris Peebles: Survival mode brings a lot of gamey stuff to the table. In it’s current state, it feels like an RPG with a huge amount of building elements. It’s fun making castles and traps to just survive through the night. As for the Xbox version, it’s fun just trying to make epic structures while still competing with the creepers and the like messing things up down in caves and such
Dave Whitelaw: I love hearing what other players have done with their world.
Chris Peebles: I’ts hard to pinpoint what I love most about it, but I love trying out new building designs and applying them. It’s also very satisfying doing it “legit” and building it from materials you’ve gathered yourself.
Andrew Travers: Some of the stuff is awesome
Chris Peebles: It’s also really great just seeing those epic things people are making, like that one Lord of the Rings server that is recreating Middle Earth by hand, using books and movies for reference.
Graeme Strachan: Or the guy who wrote the code that turned a WoW castle into a minecraft map
Alan Williamson: Minecraft is like most things in life: there’s always someone who is better than it than you, and they’re usually much younger
Si Wellings: Chris: I think I like looking at other people’s worlds. It is nice to see how even something as obvious as a castle can be created so many different ways
Graeme Strachan: It’s a toolset for artistic endeavour
Alan Williamson: I don’t even know how to build a mine track
Andrew Travers: It takes a while
Alan Williamson: I just make big massive towers and stare into the horizon from their summit
Andrew Travers: and for me it doesn’t work well
Graeme Strachan: I wonder how much a psychiatrist could say about you, based on your minecraft endeavours
Chris Peebles: That I REALLY love making Castles?
Graeme Strachan: I tend to dig huge spiraling chasms made of glass…. inverted skyscrapers almost…
Chris Peebles: Also, the plans for a giant Nyan Cat…
Joseph Blythe: Mine were always just massive black towers
Dave Whitelaw: It’s weird – I’ve not actually played Minecraft in maybe 18 months, 2 years.
Si Wellings: I made mine out of obsideon. Thats commitment to a cause
Dave Whitelaw: Not played any of the ‘official’ final release.
Chris Peebles: This is making me want to pop up my Xbox version and start scoping out designs in creative modes.
Graeme Strachan: Ok so WE ALL LOVE IT! what does it mean for 2012 and gaming?
Si Wellings: Again, something simple in concept selling well. the difference between this and Slender? Hidden depth and creativity
Phil Doyle: This was what put indie gaming back on the map wasn’t it? Proper proved that there was a space for this kind of development
Dave Whitelaw: Well, not in 2012 thoug, in 2010 maybe
Phil Doyle: Aye
Alan Williamson: It made Notch a millionaire and changed our expectations of how games should be released and funded. It’s cracking
Phil Doyle: But this was what started the ball rolling to where we are now
Chris Peebles: It gave way for more games adding in building elements. There’s the epic game thats essentially TF2 + Building. Terraria. That Towns game on Steam Greenlight that looks good…etc. It’s shown that building elements work and can really help creativity and enjoyment in a game. It’s like the new school version of modding and community map making.
Dave Whitelaw: The indie scene has changed a lot since Minecraft started the ball rolling in 2009
Phil Doyle: Question; is the Minecraft paid alpha/beta way of selling the game better or worse than kickstarter?
Alan Williamson: Better. You’re actually getting something from your money
Graeme Strachan: As a full retail release I think it’s shown that a great idea wins out even over paying audiences. Where it maybe once wouldn’t have
Si Wellings: In essence, this is the construction kits that people had for things like Duke Nukem without all the extra game. And who HASN’T spent an age using something like that at some point?
Graeme Strachan: Ahhh the Build Engine
Alan Williamson: Rather than Kickstarter’s “Goan mate, lend us a tenner and I’ll give you my game when it’s done” style of business
Chris Peebles: Alan’s right. As much as Kickstarter is good, there’s that chance it won’t come out. Whereas the “Minecraft” Model is already a game in it’s early stages, it’s there, it’s playable, and you can help develop it. It’s not an idea at that stage.
Graeme Strachan: I made Hadley’s Hope (space station from Aliens) in that
Dave Whitelaw: The thing with Minecraft is, even though i don’t really play it any more, I love that it exists. If I go onto a site such as EG, RPS or whatever, I’ll always click open a Minecraft story.
Si Wellings: Also I predict that if this year is about creativity, next year will be about procedural content.
Dave Whitelaw: I love that people are out there doing cool stuff with it.
Joseph Blythe: It was a real indie success story, and a great example of just how fun an open toolbox can be no matter what you do. Some people made scale replicas of fantasy castles, I spawned dynamite until I blew my way to the bottom of the world.
Graeme Strachan: Final thoughts!
Alan Williamson: Should be higher on the list
Andrew Travers: Such an awesome and fun game, where anything can happen
Si Wellings: There will never be anything more scary in an indie game than hearing “ssssssssssss” after finishing building a home.
Graeme Strachan: A brilliant sandbox of fun. Which hopefully will spawn a generation of game makers.
Dave Whitelaw: Something else – I loved how in the Alpha and Beta, there was no tutorial
Chris Peebles: Great game that shows that creativity in gamers is high, and it allows for so many different things to be done, whether it be art or adventure maps, and that functionality just gets better with time.
Dave Whitelaw: part of the game was figuring stuff out, how to make that first wee 2 x 2 x 2 cave, then shut yourself in the dark, then make a workbench
Alan Williamson: No matter how deep you dig, you’ve barely scratched the surface. That sums up the whole game
Andrew Travers: first night I hid in the ground
Dave Whitelaw: I understand that some of this is explained to you in the official release? Seems a real shame.
Graeme Strachan: It’s ok Dave. We all know you were into it before it went mainstream
Joseph Blythe: The perfect sandbox game
Chris Peebles: Never. Ever. Dig. Straight. Down.
Dave Whitelaw: lol, no, it’s not so much that, just that it’s a game about exploration and discovery and creation. And taking any of that away is a bit of a shame
Graeme Strachan: Yeah.
So the final five is underway and the team, raring and champing at the bit. The final scores are a mystery to them as much as to you readers! So hold onto your hats until tomorrow night at 5pm. When you’ll discover what made Number 4 on the SquareGo Top “Ten” Video Games of 2012.