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What makes minecraft so flexible in how you can mod the game? The reason it is still holding strong as the highest selling game after 15 years is because of the freedom it offers with modding. You can make an infinite number of new minigames in multiplayer servers. You can make an endless variations of new parkour maps or modpacks that will never feel repetitive.

No game comes close in how much you can change the vanilla version to make new stuff.

What allows minecraft to have this ability?
>>
Simplicity, amazing community and lack of censorship.
>>
>The reason it is still holding strong as the highest selling game after 15 years is because of the freedom it offers with modding
Is it? Actual gameplay mods are almost completely dead. Most never made it out of 1.7.10 and the rest never made it out of 1.12.2. People only use mods these days to load cancer shaders and somewhat reduce the awful post-1.13 lag. And most modders these days are less aspiring game dev and more fosstard. It's a completely different environment bottom to top. Don't get me started on the speedrunning. Ruins all games but hit minecraft especially hard.
>>
>>107646903
>Actual gameplay mods are almost completely dead.
you obviously dont play much minecraft LOL
>>107646137
java is easy to decompile and work with, minecrafts code base isnt that big and now these days all of it has been documented anyways
>>
>>107646137
High ownership/userbase and the fact that it's relatively simple to understand on a file and code level.
>>
because the game is fundamentally rudimentary and hierarchical
if anything the base game just establishes a ruleset to be expanded upon
i.e.
>the world is fully represented by voxels
>materials can be harvested
>harvested materials can be crafted or refined into intermediates
>intermediates can be crafted into final (consumption) goods
all of these can be expanded upon in every which way
you could add to the world by added new voxels
you could new materials to the game
you can add new intermediates to the game by either adding or modifying crafting recipes, or expanding options for refinery
you can add new final goods that can offer alternatives to existing goods, or even expand on the previous elements
and you can even change how the game is played by changing the relation between all of these elements
>>
>>107647355
>>Actual gameplay mods are almost completely dead.
>you obviously dont play much minecraft LOL
I may just be over 18 and have different standards for what counts as a gameplay mod than you but there's nothing like witchery, thaumcraft, IC2, buildcraft, RFTools, big reactors. A few of these have mods that are explicitly revivals but they're always strictly worse with fewer features, worse art, and worse integration into the base game and other mods.
>>
>>107646137
literally and ironically java, that language is so good that you can copy a fragment of it to a j2me flip phone app and it will work fine, tell me if flutter, kotlin, or dart can do that?
>>
>>107647572
At least the kids still have Twilight Forest on a version that's only a couple years old, that's good.
>>
>>107647573
does java have potential in games today



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