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Minecraft Dungeon

Creation studio

The game from the Swedish company Mojang Studio of the developer of indie games, which was founded in May 2009 by Marcus Persson, whose office was located in Stockholm. The essence of the game is to transfer the atmosphere of the world from the cubes form of sandbox style and with freedom of action by Minecraft, to the structure of a genre not characteristic of the franchise as an experiment in the transfer and development of the studio, since one success must be consolidated by further activities and have had victories.



Minecraft

I'll start the story by affecting the main component of the studio's with Minecraft product. Of course, this is a game highly appreciated by me and the gaming community, the essence of which is to build their world by interacting with the automatic generation code, which over the years received a huge number of additions that made the world of enormous size more alive, but without violating the basic principle of creating and interacting with complete freedom of action. The game looks wonderful, but freedom of action and the mass of variations without specific tasks makes the gameplay interesting for many years as a component of the art of reflecting the inner world of a person in the images of construction objects, and the scale of structures and the construction of biome change does not have a component of the measurement of time of gameplay, this was the reason why I could not pay the necessary attention, it takes too much time to which there is no end in sight.

All the other components of the game are completely raw and not interesting in my opinion, because the game is not about it. One of which is predicted to be released in 2023, and the other is our Minecraft Dungeon on which we will write a little short.




My thoughts on visiting the world of Minecraft Dungeon

My impressions of the dungeon claw of the genre remained positive and this positive neutrality is perhaps a factor in the lack of emotions from the story. The same random characteristics endowed with random enemies with cards that have a different kind of generic, which does not give us a feeling of fast fatigue from the location. The simplicity and curiosity of the gameplay is done with success, this is the factor why I quickly tired of it, it was in the excessive simplicity and absence of the story that I felt closed in repeating the actions, because I am looking for emotions from complex works and the need to read complex stories. However, despite the fact that it is absent in the gameplay, I have only positive impressions of the infinitely simple and well-developed world developed by Mojang Studio with the support of Double Eleven.

The assessment of the game from me is positive, the system of accumulation of objects is eternal, and therefore can be played for a very long time and not get bored with routine affairs. I'm on my way looking for games that look to me like an open book with stories, scenes, plot text and a literary story.




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