I was curious how a game designer would represent the world of Minecraft as a board game, and what the refinement process looked like on their end, so I reached out to Ulrich himself for insight into his process and what he learned during development. Take it away, Ulrich!
Ulrich: “The first thing I did was to play Minecraft non-stop for about a week. I started to dissect the game: what am I actually doing, what goals do I set for myself, and what catches my interest? Most importantly, how do I feel doing all this?
“The first and most obvious thing that was clear to me: I wanted blocks in the game. Physical, chunky blocks, that I could touch, play with, stack, etc. But what to do with the blocks? Should players build with them? A quick call with Daniel killed that idea. If we used small cubes, we could pack about a hundred of them in the box without making the game too expensive. The bigger the cubes would be, the less could go in the game. Four players building stuff with just about fifty cubes wouldn’t work.
“So if building was not an option, the other main way to interact with blocks in the digital game was mining. How could I translate that to a physical game? Then I had one of those moments where everything was apparent in an instant, and the mining cube was born. A big block, built out of 64 blocks where you can dig for the resources that you need.
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