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The Minecraft Generation

How a clunky Swedish computer game is teaching millions of children to master the digital world.

By Matei BobuPublished 2 years ago 14 min read
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An 11-year-old in dark horn-­rimmed glasses, Jordan is a devotee of Minecraft, the computer game in which you make things out of virtual blocks, from dizzying towers to entire cities. He recently read “The Maze Runner,” a sci-fi thriller in which teenagers live inside a booby-­trapped labyrinth, and was inspired to concoct his own version — something he then would challenge his friends to navigate.

Jordan built a variety of obstacles, including a deluge of water and walls that collapsed inward, Indiana Jones-style. But what he really wanted was a trap that behaved unpredictably. That would really throw his friends off guard. How to do it, though? He obsessed over the problem.

Then it hit him: the animals! Minecraft contains a menagerie of virtual creatures, some of which players can kill and eat (or tame, if they want pets). One, a red-and-white cowlike critter called a mooshroom, is known for moseying about aimlessly. Jordan realized he could harness the animal’s movement to produce randomness. He built a pen out of gray stones and installed “pressure plates” on the floor that triggered a trap inside the maze. He stuck the mooshroom inside, where it would totter on and off the plates in an irregular pattern.

Presto: Jordan had used the cow’s weird behavior to create, in effect, a random-­number generator inside Minecraft. It was an ingenious bit of problem-­solving, something most computer engineers I know would regard as a great hack — a way of coaxing a computer system to do something new and clever.

When I visited Jordan at his home in New Jersey, he sat in his family’s living room at dusk, lit by a glowing iMac screen, and mused on Minecraft’s appeal. “It’s like the earth, the world, and you’re the creator of it,” he said. On-screen, he steered us over to the entrance to the maze, and I peered in at the contraptions chugging away. “My art teacher always says, ‘No games are creative, except for the people who create them.’ But she said, ‘The only exception that I have for that is Minecraft.’ ” He floated over to the maze’s exit, where he had posted a sign for the survivors: The journey matters more than what you get in the end.

Since its release seven years ago, Minecraft has become a global sensation, captivating a generation of children. There are over 100 million registered players, and it’s now the third-best-­selling video game in history, after Tetris and Wii Sports. In 2014, Microsoft bought Minecraft — and Mojang, the Swedish game studio behind it — for $2.5 billion.

There have been blockbuster games before, of course. But as Jordan’s experience suggests — and as parents peering over their children’s shoulders sense — Minecraft is a different sort of phenomenon.

For one thing, it doesn’t really feel like a game. It’s more like a destination, a technical tool, a cultural scene, or all three put together: a place where kids engineer complex machines, shoot videos of their escapades that they post on YouTube, make art and set up servers, online versions of the game where they can hang out with friends. It’s a world of trial and error and constant discovery, stuffed with byzantine secrets, obscure text commands and hidden recipes. And it runs completely counter to most modern computing trends. Where companies like Apple and Microsoft and Google want our computers to be easy to manipulate — designing point-and-click interfaces under the assumption that it’s best to conceal from the average user how the computer works — Minecraft encourages kids to get under the hood, break things, fix them and turn mooshrooms into random-­number generators. It invites them to tinker.

In this way, Minecraft culture is a throwback to the heady early days of the digital age. In the late ’70s and ’80s, the arrival of personal computers like the Commodore 64 gave rise to the first generation of kids fluent in computation. They learned to program in Basic, to write software that they swapped excitedly with their peers. It was a playful renaissance that eerily parallels the embrace of Minecraft by today’s youth. As Ian Bogost, a game designer and professor of media studies at Georgia Tech, puts it, Minecraft may well be this generation’s personal computer.

At a time when even the president is urging kids to learn to code, Minecraft has become a stealth gateway to the fundamentals, and the pleasures, of computer science. Those kids of the ’70s and ’80s grew up to become the architects of our modern digital world, with all its allures and perils. What will the Minecraft generation become?

“Children,” the social critic Walter Benjamin wrote in 1924, “are particularly fond of haunting any site where things are being visibly worked on. They are irresistibly drawn by the detritus generated by building, gardening, housework, tailoring or carpentry.”

Playing with blocks, it turns out, has deep cultural roots in Europe. Colin Fanning, a curatorial fellow at the Philadelphia Museum of Art, points out that European philosophers have long promoted block-­based games as a form of “good” play that cultivates abstract thought. A recent paper Fanning wrote with Rebecca Mir traces the tradition to the English political philosopher John Locke, who was an early advocate of alphabet blocks. A century later, Friedrich Froebel — often called the inventor of kindergarten — developed block-­based toys that he claimed would illustrate the spiritual connectedness of all things. Children would start with simple blocks, build up to more complex patterns, then begin to see these patterns in the world around them. Educators like Maria Montessori picked up on this concept and pioneered the teaching of math through wooden devices.

During the political cataclysms of the 20th century, European thinkers regarded construction-­play not merely as a way to educate children but also as a means to heal their souls. The Danish landscape architect Carl Theodor Sorensen urged that areas in cities ruined by World War II be turned into “junk playgrounds,” where children would be given pickaxes, hammers and saws and allowed to shape the detritus into a new civilization, at child scale. (Several were in fact created in Europe and were quite popular.) In Sweden, educators worried that industrialization and the mechanization of society were causing children to lose touch with physical skills; they began teaching sloyd, or woodcrafting, a practice that continues today.

When Fanning first saw Minecraft, he felt a jolt of recognition. Nearly all these historical ­impulses were evident in the game. “It’s striking to me how much this mirrors the appeal and the critical reception of Minecraft,” he says. “In Scandinavian toys, the material of wood has had a really long association with notions of timelessness and quality and craftsmanship.” In Minecraft, as he notes, wood is one of the first resources new players gather upon entering the game: chopping trees with their avatar’s hand produces blocks of wood, and from those they begin to build a civilization. Children are turned loose with tools to transform a hostile environment into something they can live in.

Block-play was, in the European tradition, regarded as a particularly “wholesome” activ­ity; it’s not hard to draw a line from that to many parents’ belief that Minecraft is the “good” computer game in a world full of anxiety about too much “screen time.” In this way, Minecraft has succeeded Lego as the respectable creative toy. When it was first sold in the postwar period, Lego presented itself as the heir to the heritage of playing with blocks. (One ad read: “It’s a pleasure to see children playing with Lego — Lego play is quiet and stimulating. Children learn to grapple with major tasks and solve them together.”) Today many cultural observers argue that Lego has moved away from that open-­ended engagement, because it’s so often sold in branded kits: the Hogwarts castle from “Harry Potter,” the TIE fighter from “Star Wars.”

“It’s ‘Buy the box, open the box, turn to the instruction sheet, make the model, stick it on the shelf, buy the next box,’ ” the veteran ­game designer Peter Molyneux says in a 2012 documentary about Minecraft. “Lego used to be just a big box of bricks, and you used to take the bricks, pour them on the carpet and then make stuff. And that’s exactly what Minecraft is.”

As a Swede, Markus Persson, who invented Minecraft and founded Mojang, grew up amid such cultural influences and probably encountered sloyd in school himself. In Minecraft, Persson created what Fanning calls “a sort of digital sloyd.”

Persson, now 36, was a child of the ’80s computer scene who learned to program when he was 7 on his father’s Commodore 128. By the time he was in his 20s, he was working for an online photo-­album site and programming games in his spare time at home, an apartment littered with game CDs and soda bottles. He released the first version of Minecraft in 2009. The basic play is fairly simple: Each time you start a new game, Minecraft generates a unique world filled with hills, forests and lakes. Whatever the player chops at or digs into yields building blocks — trees provide wood, the earth dirt and stone. Blocks can be attached to one another to quickly produce structures. Players can also combine blocks to “craft” new items. Take some stone blocks, add a few pieces of wood, and you make a pickax, which then helps you dig more quickly and deeper, till you reach precious materials like gold, silver and diamond. “Mobs,” the game’s creatures (“mob” is short for “mobile”), can be used for crafting, too. Kill a spider, and you get spider silk, handy for making bows and arrows.

In its first year, Minecraft found popularity mostly among adult nerds. But sometime in late 2011, according to Alex Leavitt, a Ph.D. candidate at the University of Southern California, children discovered it, and sales of the game exploded. Today it costs $27 and sells 10,000 copies a day. (It’s still popular across all age groups; according to Microsoft, the average player is between 28 and 29, and women make up nearly 40 percent of all players.) Persson frequently added new features to the game, like a “survival mode,” in which every 20 minutes evening falls and monsters attack — skeletons shooting arrows, “creepers” blowing themselves up when they get close to you — forcing players to build protective shelters. (“Creative mode” is just about making things.)

Persson also made it possible for players to share their works. You could package your world as a “map” and post it online for others to download and move around in. Even more sophisticated players could modify Minecraft’s code, creating new types of blocks and creatures, and then put these “mods” online for others to use. Further developments included a server version of Minecraft that lets people play together on the Internet inside the same world. These days, kids can pay as little as $5 a month to rent such a server. They can also visit much larger commercial servers capable of hosting hundreds or thousands of players simultaneously. There is no single, central server: Thousands exist worldwide.

The game was a hit. But Persson became unsettled by his fame, as well as the incessant demands of his increasingly impassioned fans — who barraged him with emails, tweets and forum posts, imploring him to add new elements to Minecraft, or complaining when he updated the game and changed something. By 2014, he’d had enough. After selling Minecraft to Microsoft, he hunkered down in a $70 million mansion in Beverly Hills and now refuses to talk about Minecraft any more.

I wanted to know whether the European tradition of block-play had influenced him, but Persson politely declined to be interviewed. Via a public reply to me on Twitter, he explained that he “sold Minecraft to get away from it.”

Nearly everyone who plays Minecraft, or even watches someone else do so, remarks on its feeling of freedom: All those blocks, infinities of them! Build anything you want! Players have re­created the Taj Mahal, the U.S.S. Enterprise from “Star Trek,” the entire capital city from “Game of Thrones.” It’s the most obvious appeal of the game. But I first started to glimpse how complex Minecraft culture can be when I saw what kids were doing with what’s called “redstone,” the game’s virtual wiring. My two sons had begun using it: Zev, who is 8, showed me an automated “piston door” and stone gateway he built. Gabriel, who is 10, had created a “minigame” whose actions included a mechanism that dropped anvils from a height, which players on the ground had to dodge.

Redstone transports energy between blocks, like an electrical connection. Attach a block that contains power — a redstone “torch,” for example, which looks like a forearm-size matchstick — to one end of a trail of redstone, and anything connected to the other end will receive power. Hit a button here, and another block shifts position over there. Persson ingeniously designed redstone in a way that mimics real-world electronics. Switches and buttons and levers turn the redstone on and off, enabling players to build what computer scientists call “logic gates.” Place two Minecraft switches next to each other, connect them to redstone and suddenly you have what’s known as an “AND” gate: If Switch 1 and Switch 2 are both thrown, energy flows through the redstone wire. You can also rig an “OR” gate, whereby flipping either lever energizes the wire.

These AND and OR gates are, in virtual form, the same as the circuitry you’d find inside a computer chip. They’re also like the Boolean logic that programmers employ every day in their code. Together, these simple gates let Minecraft players construct machines of astonishing complexity.

One day this winter, I met Sebastian, a 14-year-old, at his home in New Jersey, where he showed off his redstone devices. One was a huge “trading post,” a contraption that allows players on either side of a large wall to trade items through an automated chute. It required a large cluster of AND gates, he said, and took him several days to figure out.

“Hop down here,” he said, moving down into a subterranean pit beneath the apparatus and looking around. (In Minecraft, you see the world from the viewpoint of your in-game avatar.) It was like being in the bowels of a factory: the redstone sprawled in all directions. He pointed out different parts of the wiring, rattling off components like an architect at a construction site. “Coming in from these two wires are the lever inputs from the side — and from over here, the other side. And what these do is, when they’re both on, they power a piston, which pairs redstone to this block up into this tower dispenser.”

Mastering redstone requires rigorously logical thinking, as well as a great deal of debugging: When your device isn’t working, you have to carefully go over its circuitry to figure out what’s wrong. One fifth ­grader I visited, Natalie, was assembling a redstone door on her iPad while I watched. But nothing happened when she flicked the “on” lever. “I did that wrong,” she said with a frown, and began tracing her way through the circuit. Eventually the problem emerged: A piece of redstone was angled incorrectly, sending the current in the wrong direction.

This is what computer scientists call computational thinking, and it turns out to be one of Minecraft’s powerful, if subtle, effects. The game encourages kids to regard logic and if-then statements as fun things to mess around with. It teaches them what computer coders know and wrestle with every day, which is that programs rarely function at first: The work isn’t so much in writing a piece of software but in debugging it, figuring out what you did wrong and coming up with a fix.

Minecraft is thus an almost perfect game for our current educational moment, in which policy makers are eager to increase kids’ interest in the “STEM” disciplines — science, technology, engineering and math. Schools and governments have spent millions on “let’s get kids coding” initiatives, yet it may well be that Minecraft’s impact will be greater. This is particularly striking given that the game was not designed with any educational purpose in mind. “We have never done things with that sort of intent,” says Jens Bergensten, the lead Minecraft developer at Mojang and Persson’s first hire. “We always made the game for ourselves.”

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