It has been a long time since I've thought about this, but at the heart of my interest in MMORPGs has always, at least in part, is an idea precisely captured by the above quote: These are worlds made out of the acts of people. Newer MMOs have moved further and further away from this over time, I suppose because it is harder to maintain the changes of so many people and also make a good game that sells... a good game to play, perhaps a good haven from the screaming noise of the internet.
I have always been terribly fascinated by cities for the same reason: to see all the individual human choices that comprise an entire landscape. Not the people themselves, but the results of their many different "acts" all visible and noticeable to varying degrees -- not in a melting pot which simplifies a great ocean of players down to a single shared metric (e.g. Noby Noby Boy, or Splatoon's splatfests) but in a garden or a cemetery, which maintains as much complexity, as much resolution, as is possible.
However, the idea that Alexander presents also captures something I wish I had thought of or internalized earlier: that part of this garden or cemetery is not a mere collection of any acts, but acts which contribute to a living space, here a "living street" but generally a space which is alive.
Starseed Pilgrim's hub world is such a living space; although it is a living space only occupied and built by one person, it is still composed of many human acts, each one made with human purpose, for beauty and/or comfort.
I have made intentionally acerbic space before (Cruel World) and generally fantasized about more along these lines: Worlds full of thieves and betrayals, which some moral players might elect to avoid. Other cruel worlds where living structure could in theory be built but where it was the exception (the beautiful exception), not the norm.
Minecraft is a more beautiful game than any of these ideas. Minecraft worlds are more alive, though a game could be more attuned to living process. It is certainly not the perfect game, or the only possible way to make such a game.
I have always been terribly fascinated by cities for the same reason: to see all the individual human choices that comprise an entire landscape. Not the people themselves, but the results of their many different "acts" all visible and noticeable to varying degrees -- not in a melting pot which simplifies a great ocean of players down to a single shared metric (e.g. Noby Noby Boy, or Splatoon's splatfests) but in a garden or a cemetery, which maintains as much complexity, as much resolution, as is possible.
However, the idea that Alexander presents also captures something I wish I had thought of or internalized earlier: that part of this garden or cemetery is not a mere collection of any acts, but acts which contribute to a living space, here a "living street" but generally a space which is alive.
Starseed Pilgrim's hub world is such a living space; although it is a living space only occupied and built by one person, it is still composed of many human acts, each one made with human purpose, for beauty and/or comfort.
I have made intentionally acerbic space before (Cruel World) and generally fantasized about more along these lines: Worlds full of thieves and betrayals, which some moral players might elect to avoid. Other cruel worlds where living structure could in theory be built but where it was the exception (the beautiful exception), not the norm.
Minecraft is a more beautiful game than any of these ideas. Minecraft worlds are more alive, though a game could be more attuned to living process. It is certainly not the perfect game, or the only possible way to make such a game.