u/Chemist_Builds

Minecraft is flawed and cannot reach its potential of an infinite content game, if it continues at the rate it is going. Let me explain:

Minecraft is way too… linear. Every game feels repetitive, you always start the game doing the same steps, and you always take the same linear path to defeat the end boss. Start the game, get wood, mine for better ores, go to the nether, craft eyes of ender, find a stronghold, defeat the enderdragon. There is only one side boss in the game that you don’t even have to defeat, and the game never tells you about it either. The only other ‘boss’ was made to be impossible to kill so it doesn’t even count as a boss, plus there is no reason to go out of your way to kill it. Minecraft can’t ‘fix’ this by just adding more bosses, because it wouldn’t fix anything. What Minecraft needs, is a rework.

Minecraft has a major restriction issue, with it being the biomes. The problem I have with biomes in Minecraft, is that they just don’t have enough depth. Biomes should feel vast, with many locations, structures, mobs, and items. Every biome should feel entirely different from one another, but instead every biome shares the same mobs, only having a couple of unique mobs in certain biomes, they share the same ores too, with only certain biomes having any unique ores. All the different tree variants are just visually different but they all get turned into the same tools and sticks. There are no biome specific armors, and some biomes don’t even have any village variants, or any structures. This just further pushes Minecraft’s linear gameplay, seeing almost all of the biomes are just aesthetically different and that’s it.

However, one biome almost succeeds in breaking this pattern. Completely different mobs, different ores, very unique structures, trading gold mechanics specific for this biome, different areas within the biome to break it up. This is, of course, the nether. The nether has so much going for it, because it feels so different from any other place in the game. This is mainly due to how expanded the biome is, and that’s thanks to it being a whole world.

Imagine what Minecraft could look like, if every biome had the same amount of unique mobs as the nether, with unique ores and big structures, unique mechanics specific for each world, sub biomes within each biome, and a whole sub biome dedicated to a world boss, because each world is just so big. Could it work?

Yes, it can definitely work. I have the perfect idea:

-The overworld no longer exists, instead being replaced by ‘The Void’ that players will start the game in. The void is completely empty and desolate, but throughout the game will become more full as the player progresses, but I’ll get to that later. Players will spawn next to 3 portals, almost complete but each missing one block to activate it, unique to each portal. Minecraft succeeds with the options you have in the game and where you can go at anytime, so I want to keep that in this version. Every biome is now a world, that can only be accessed through unique portals in the void. At the start of the game, the player has the choice between which portal they want to enter to start their journey. Each world is now categorized by difficulty, with the 3 portals at the start of the game connecting to a random easy difficulty world. So the Minecraft biome rng is replicated and still somewhat preserved in this version. In one game, you might have the portals be connected to the desert, grassland, and mountain worlds. In another, you might have the forest, savanna, and ocean worlds, etc. once the player chooses one of the 3 portals, the other two become locked. The portals are one-way portals, so once the player enters, they must work their way through the easy biomes, accepting quests and finding ores and resources that they need to upgrade, slowly making their way across the world through the harder biomes, till they reach the boss. Upon killing the boss, they unlock a portal that will take them back to the void, where they can choose one of the other two worlds left to complete. After defeating the boss in that world, returning to the void and defeating the boss in the third world, they will return back to the void and see an outline for a portal, next to the third portal. The player now has a new menu where they can see how to craft every easy level portal, where it gives them the info on what resources they will need. To make sure players don’t just move on from a world and never go back to a previous world, the game will encourage backtracking to completed worlds to collect certain blocks and items. So after the player completes the first 3 randomized portals, they can then craft every other easy level portal. Only one outline of a portal will spawn though, so the player can only choose one world at a time, with a new portal outline appearing with every previous portal being completed. After all the easy level portals have been completed, the player will unlock recipes for the medium level portals, and finally the hard level portals. After completing every main world (this allows for future worlds to not make the main game longer and longer, instead just being portals that are unlocked after the final boss is defeated) the end will appear as a portal, allowing the player to finally defeat the enderdragon, completing the main game, each world will have completely different mobs and structures and ores and mechanics. Also, players will be able to craft two-way portals after defeating the enderdragon, just making the late game a lot more efficient when it comes to traveling every world. Two way portals can only be activated inside the actual world itself, not the void world. They don’t need special world blocks, they just auto activate to the world they are placed in, connecting back to the void world version of the word portal it is linked to. The player can place as many of these two-way portals as they want in a world, acting as a final reward for beating the main game.

Okay back to the void becoming more full as the player progresses idea. So, every world that gets completed, will generate a large portion of that world into the void world. This solves a late game issue of players getting annoyed at having to go through endless portals to get everything they need. However I don’t want the player to just never return back to the portal world, so the void generated section of each world will have scarcer resources, and certain mobs and items will be exclusive to the portal worlds. Certain worlds like the end, the nether, the underworld, and the volcanic world etc will only be accessible through their portals, and will not generate in the void world once completed

I have the desert world concept mostly completed if you want to hear my ideas for that, just comment and like this post :)

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u/Chemist_Builds — 9 days ago