

Yes, that’s where I’m heading: Not the cartoonish simulation that Minecraft has, instead I am heading, in the long run, towards a coarse and small-scale simulation of reality. And you’d need to weaken certain wall blocks considerably using your assault shotgun before they’d finally be regarded as nonexistent. Neither can you use your fist to punch through walls. In Deus Craft :P you can of course not carry around with you 15 kilotons of stone. 128/4 is 32, that’s 32 height meters for Hell’s Kitchen. Just to get a feeling: In Minecraft, the simulated area is 300x300x128. But we’re also not dealing with an infinite world. So we’re dealing with 64x the amount of blocks per unit of space, which is a ton. That’s 4x the amount of blocks per unit of length, so 16x the amount of blocks per area. But I’ll stick to the brute-force 25x25x25 approach for now. An octree approach could also be taken, then you could actually make the furniture out of blocks, too (even smaller sizes).


Only, those blocks wouldn’t be 1x1x1 meter, they’d be 25x25x25 cm, an ideal size for stair steps or room-walls. Now, what would happen if we’d marry Minecraft and Deus Ex? I am talking about an actual remake of the game Deus Ex using “Minecraft tech”. When you’re there, you’re in a certain mental story-mode, your expectations are different than e.g. In Minecraft it means something because of the cause&effect relevance that directly emerges from the world blocks (lava kills, water drowns or drags etc., a cave can be searched and it can imprison you a bit, etc.), in Deus Ex the environment means something because it tells a story. Yes, Deus Ex is story-driven, and you can’t just do whatever you please, but you’re often in an environment in which you can look around for goodies, interact with people just for a bit more depth, play mini-missions, play real missions, decide to progress the story, and you can even choose how the story continues next, though that part is extremely under-developed.Ī second common element is: The environment means something to the player. There’s a common element in both games: The freedom of decision. “I like them both, so if we mix them, the resulting game must be great!” That’s not the flawed logic I’m using here. What a nice spot to plug a text that I wrote but showed no one so far.
