this reminds me of when they changed achievements to advancements. i hated that they changed the name and still call them achievements but i realized that it gave you more things to do if you ran out of ideas. bad in the moment but better for the overall concept of the game
@@Cl0udPvP >1.12.2 is when the game was truly no-longer like the sandbox it used to be… Ehhh, no, definitely b1.8. 1.12 added: Parrots Illusioners (not ingame) Revamped Achivements Bed colors Saved Toolbars TTS Recipe Book a few SFX And that's largely it...
something i kinda miss as well is the pacing of changing the world in older minecraft. things felt more solid and more substantial. it was harder to place and destroy blocks, the fov was lower, your speed was slower. all of that contributed to making the world feel a lot more substantial. this is another change that i think is worth mentioning.
Spot on. Old base building involved working with the terrain. With efficiency and haste now I just look at terrain and think "how can I totally destroy this and start from scratch." It takes mental effort to think in the beta minecraft style, which ultimately I think makes more soulful builds.
Definitely my least favorite change was the new terrain. I never played the beta releases, my first was official release 1.3, but man I always hated that terrain and the biome distribution. So much jungle, so much desert, so much snowy plain, so much ocean, and all of it right next to each other. It's crazy to look back and see that it took until 1.7 to get something that resembles the biome distribution we have today
Ur complaining ab so much "whatever biome"... Before all the biomes it was just green.. everywhere. You telling me that isnt annoying to u? So much plains and small hills?
@@reese-tr8sq There were biomes before beta 1.8, but the grassy ones were fairly cohesive. They looked good bordering each other and had a lot of interesting, varied terrain. My point is with the terrain introduced in beta 1.8, if you wanted to build in a nice grassy area, your only option was a boring flat plains biome because the rest of the world was a smattering of deserts, frozen wastelands, jungles, and massive oceans. Good if you like those biomes, I personally favor grassy biomes, which got a major downgrade in this version.
I think the biggest mistake was having the terrain noise/generation become integrated with the biome generation process instead of having it be its own unique thing. I can't verify it, but beta 1.7.3 and prior felt like the noise and terrain generation was primary, and then biomes (though not as developed and distinguished as beta 1.8 and later) were scattered around randomly and painted over the existing landscape as a secondary process; which is how you end up with forests, deserts, snowy, and plains with all variations of landscapes that encouraged exploration since you knew that no matter where you went, you were going to find something different. Once beta 1.8 released, the game prioritized biome designation, and terrain noise/generation became biome specific, which is why biomes became flat, with the exception of extreme hills. It doesn't take long to walk in those biomes and get a feel for what type of terrain to expect from these places. This killed exploration, because once you saw a desert, you knew what every desert was going to look like. Once you saw a forest, you knew what every forest was going to look like. Since the full release of the game, and the latest updates, this seemingly predictable terrain has become more varied. However, this is due to the introduction of new biomes and sub-groups of biomes that dictate terrain noise variants. With enough play, the terrain becomes predictable again, you just don't know what biome is going to be next beyond the render distance. I think the only way the issue could be truly fixed is to separate the terrain generation process from the biome designation process. That way we get a true blend of terrain and biomes, and the sense of unpredictability returns. Old terrain was like a true color gradient rainbow, but terrain nowadays is like a rainbow made of individual colors trying to mimic what they once had by adding a new in-between color in the form of a new biome with each update.
Well, we do have that in base game again is the thing Since 1.18 (which is like over a year ago now lol), the worldgen has gone back to a system like beta 1.7.3 where the terrain is generated first and then the biomes are painted on top
@@Timtams72 But terrain gen still feels dead and predictable in my opinion. I actually went back and did a Beta playthrough recently and the terrain gen is soooo much better.
@@pagatryx5451 Right, 1.18 made terrain generation a bit better (especially the mountain biomes), but it still doesn't come close to the unpredictability of Beta. It's still way too common to run across endless stretches of ugly, boring, and bland biomes like savannas/deserts/plains. I've been playing quite a bit of "Better Than Adventure!" lately, which uses an expanded version of the Beta 1.7.3 terrain generation system, and it's an absolute treat. Almost every corner I turn feels like a great place to build, which is a massive contrast to how I have to often search for thousands and thousands of blocks for a decent looking place in modern Minecraft.
I feel like before beta 1.8 exploration was based on finding new biomes and cool terrain, and it worked well, and was always fun. But in modern versions exploration is based on finding some rare structures with OP loot, making exploration more linear, less balanced, and also making the exploration aspect just become more boring the further you progress in the game.
The irony is that there were private prototype versions of 1.8 that had the 1.8 world gen features, but 1.7.3 terrain generation style. It genuinely would have made the game much better to have that mix of "neat and curated" and "random and unique", but alas. There aren't even many mods to bring back the old generation it seems like, the only ones I have seen that add it as a world type are years out of date and are incomplete because they don't support post-1.7.3 structures(Which argubly are part of the reason one plays newer versions instead of just 1.7.3 itself).
Even though i haven't played alpha and beta when it was new, i enjoy it much more than modern minecraft. The main reason, i think, is because the new versions feel extremely bloated and feel like it's focused on late game stuff.
Im glad minecraft went down the way it did. Hear me out, If it stayed old and classic that sounds like a good idea "now", Mainly becasue we miss old minecraft, getting home after school and playing a simple yet amazing blocky sandbox game is an early childhood of mine and most likely others too. If it stayed that way forever we would of never saw this video about old minecraft, Have all the memories of new minecraft and watch it get better or worse in some cases. The old memories from our childhood are shadowed my our newest memories from teen/adulthood. Looking back at our old memories and seeing the classic minecraft experience is a memory I for sure have along with millions of others. None of us would have these memories if minecraft didnt evolve into what it is today.
I much more prefer the sandbox portion of minecraft. That's why I mainly play skyblock-esque maps when I play modern versions. Back in beta, there was one thing I saw some youtubers do (Such as MinecraftMuse and MonkeyFarm) and loved to do myself: Leave almost all your items at your base and create a new base hundreds of blocks away. I just loved the idea that you could essentially start fresh in the same world with little to no change in gameplay.
People always did enjoy adventuring in Minecraft terrain, and I did enjoy finding the structures and trying to beat the ender dragon Issues was, the adventure progression was just half assed. Compare it to terraria, Minecraft progression was very linear, get diamonds, get obsidian, make portal, make eyes of ender, find end portal, kill dragon. Though the very linear adventure line was seen as boring, the worst part was that there was no clues that even guided the player into a write direction with out a video or guide. Minecraft was a sandbox game that tried to implement a adventure to it, if it was done write and had some different way of adventure it could of been good
There’s just something about that 1.7 version of the game that seems special. Like it’s grounded in a way it wasn’t after the update. Where it was more difficult and darker in some sense. Not much but noticeable. I still think the ender dragon and stuff was a good add but I think a lot of the things like sprinting and hunger fundamentally changed the root of the game. From grounded to “gamey”. I remember this one time I made a cabin in the tundra and just sat their hundred around my fire while it was snowing out. It was different. It was down to earth. And there was some thing deep about it.
I’ve been playing since beta 1.7, so 1.8 was my first update. I remember being so fucking hyped for it and all of its additions, as well as some adventure-mode-related mods. To me beta 1.8 is one of my favorite updates of all time.
I might be misremembering things, but back then, this version of the game was how I was introduced to it, and pretty much all I knew for a long time, or at least it felt like that. The most I remember was how potions were a notable addition back then, but before that, everything seemed like it was already part of the game to me. In hindsight, I wouldn't mind playing the game without a hunger meter at least.
although i dont mind 1.11+ hunger, the worst part of b1.8 was the terrain i remember upgrading from b1.7.3 to 1.8 in my world and i was so depressed seeing the new terrible looking swamp biome and less saturated colours
Since I was introduced to Minecraft through kids playing it on their laptops at school, I never really noticed how different things were. I think folks played the 1.8 version, because I didn't know there was a time where hunger or sprinting weren't a thing... and yet, I also remember things like wacky terrain generation and blocky lighting. It's very strange... a hodgepodge of memories in my mind. Y'know, maybe they could've added separate modes for the game: alongside Creative Mode and Hardcore Mode, separate survival into Adventure Mode (with some items being tied behind progression and the game having an end) and Sandbox Mode, something more akim to the older versions. I dunno, I think it would be a neat way to do things.
I enjoyed it. I enjoyed the... uh, 'realistic' (for lack of a better word) terrain generation that was introduced in beta 1.8. Sure, I miss the really good looking seeds. But it was flawed, and I'm certain a lot of people are looking at it with rose-tinted glasses. The "good looking seeds" were only confined to a certain area, if you left that area - there was no cool arches and floating islands. Sometimes you had to travel thousands of blocks to get to that "really cool area with all the arches and spires that stretched to worldheight". But on the way to that location, it looked like any other forest biome. New or old. Maybe you found a beach if you were lucky. The hunger system isn't perfect, but it makes sense that a survival game should have it. Sure it's a bit tedious to having to eat as often as we do. But making stairs instead of constantly jumping, utilizing elytra gliding, horses, minecarts and boats whenever possible makes the hunger drain slower. And if you have a few butcher villagers that sells you cooked food, or farmer villagers that sells the oh-so-sought after golden carrot, farming crops or breeding animals for food is nothing you need to do.
Totally agree with you. It's been 12 years and I still can't believe that people complain about everything that changed since Beta 1.7.3. Most obliviously have forgotten how monotonous Beta 1.7.3's world generation is.
Dude wtf are you even talking about? You don't have to travel far at all to find crazy arches, mountains and floating islands in pre 1.8 generation, basically any seed you could find awesome looking world gen without much effort. It was way better than 1.8 world gen and it's not even close. And the problem with hunger is that it doesn't actually pose any challenge or difficulty and isn't fun, it's just tedious and annoying and forces you to constantly stop whatever you're doing and eat food. The old system was better as it still required that you stock up on food but rewarded you for avoiding damage and managing your health effectively.
@@blib3786yep, although this depends on the game version, on alpha 1.1.2 you can find good terrain everywhere, but in later beta versions there were a lot of flat biomes.
The food/hunger system has 3 problems: you have to eat every 30 seconds (if you run a lot, which everyone does), some foods are definitely better than others and by a lot (it would be ok if there was more progression to it but right now is basically bread from village, steak and then golden carrots which are not that much better than steak anyway), sometimes you need to heal but the saturation bar is depleted and the hunger bar is full so you just cant. So here are 2 changes needed from the easiest to implement to the hardest: 1) let me eat even when the hunger bar is full so I can Always heal. This might make pvp fights longer but this is a problem that must be solved with a new combat update (having more dps or less resistance). And show me the saturation bar. 2) My idea is to rework the saturation system, using 2 bars: The first is a substitution to the current saturation bar, and it's a visible "health reserve" bar, this bar is a saturation bar that is only depleted when healing and nothing else. A full "health reserve" is able to heal 3 hearts (actual number is to define), with the current natural regeneration speed. The hunger bar in not used for healing anymore. The second bar is a reworked hunger bar, this bar is depleted for every other action. A full hunger bar would be able to let you run and jump for 10 minutes straight (actual number to define, but around this time) every other action (mining) scales accordingly to current scaling. The 10 minutes make it so you need to eat max 2 times every minecraft day (if you don't take damage), but food would be balanced so you need to eat 5-10-15 of the right food to fill this bar from 0, but the full bar would last a lot of time. The "no run" debuff would only be applied when the hunger bar is completely depleted giving the player the option to wait for the full bar to deplete before eating. This fact would also make running even more op against mobs but this is a problem that needs to be solved by scaling mobs in a different way at harder difficulties. Now food can be balanced in a way that some foods are better for health and others are better for run/mine/others, and you can balance certain similar foods (for example steak and porkchop) to have differences. Of course you would need to bring 2 types of food with you in some cases, but the inventory problem needs to be dealt with another update. Here is my take on balancing every food: Meats and fish, these would be great for health but bad for hunger with some variability depending on farmability and other factors. Plant based foods on the contrary are great for hunger bar but bad for the health. Big recipies are good for both bars (balancing scales with complexity), foods in bowls or bottles should stack up to 16 and would be slightly better than other similar foods. Golden foods, good or even great for both bars but expensive.
@@RenegadeRouserneither of you have any idea what you’re talking about lol MONOTONOUS is the perfect work for 1.8’s world generation. Every single world looked nearly identical. Beta 1.7.3’s almost always had variation and didn’t take long to find it on any given seed. This isn’t even up for debate, you’re just wrong lol it’s one of the most well regarded aspects of Beta.
I actually recently started work on a Minecraft mod for 1.2 that mixes Beta 1.7 and Beta 1.8. Think about having all the structures and adventure stuff from 1.8 with similar world generation and gameplay to 1.7. I have gotten into the Beta 1.8 aesthetic recently and how it completely transformed Minecraft's game design, so it's nice to see other people talk about this update.
Love to hear this, please let me know the name you're going to call it so I can look out for it? 1.7.3 with running mechanics, strongholds, the 1.7.3 terrain generation, no hunger etc, that would be perfect
Im insane and i like hunger. I do wish that there wasn't as much rpg stuff in Minecraft anymore but overall aside from terrain generation i'm mostly fine with these changes. Plus you don't need to beat the ender dragon or anything, you can still treat minecraft as a sandbox in survival, cause I definitely do.
sandboxes are not inherently more fun compared to more linear adventure/survival games, however the whole appeal of the voxel engine is that the entire world is malleable for the player to unleash their creativity on. and it is not good at providing finely-tuned, "crafted" combat/adventure/survival experiences in the way that most games can. so for me, 1.8 was minecraft steering away from its strengths and emphasising its weaknesses.
Yeah, that's a pretty good point... especially back then, when combat was pretty primitive. How do you feel about the combat over the newer versions, btw?
08:30 i just now discovered why i always felt kinda lonely playing minecraft with my friends on the server. I had my die-hard minecraft time around 2012-2014 with 1.6 beta. I loved discovering and mindlessly strip mining. We all had a cracked version back then and were basically stuck in the older versions. But i didn't really mind it. Back then, no one of us knew how to create servers. We were around 13 years old and just couldn't really get it to work. But we did have some sick lan-partys where everyone brought their big gaming setup.. but since this was a one session only thing, we just opted for killing the dragon as fast as possible ( it still took us hours), and i couldn't compare play styles. Now a days i sometimes play vanilla with some of my old friends... My girlfriend is already having hugh farms and picks strategic fights with pilligars, I have a fence with 10 cows. I feel overwhelmed by all these mechanics, like big fancy sorting systems, enchantments, and all these "new" mobs. After a few hours, she doesn't really need to go mining anyway. And now I see why i feel so uncomfortable in modern minecraft. I always understood minecraft as the purely sandbox game it once was. And i kept playing it, as if it was just that. I picked it up as a sandbox. I loved to play as a sandbox, and i always tried to keep playing it as a sandbox. But that's just not how the game is designed anymore. I see all these shiny block options, but i get frustrated and overwhelmed by the obstacles to get them. The flow of the game is meant to make you go certain routes. Some things are just not achievable without getting into some sort of gameplay. You also will be confronted with the mechanics way more often.. It's hard to pass a hillside without stumbling above different villages or Pilligars. In the end, i am so happy and thankful to see that there really IS a big difference between old and new minecraft and that the old versions just fit my playstyle better. With all these gradual changes, it can be hard to pin point, what made the difference. Now i get it ^^ and now i now, why i dont like playing minecraft any more... i am very exited to load up an old version and go strip mining again.. See you at y12
the real reason people don't like this update is because they weight 300KG irl and Steve is no longer relatable because he can run also minecraft was always a survival game as well as sandbox the first mode added was survival lol
i mean *most* people find the pre 1.8 food system to weired one it depends on when you started playing the game i would prefer the old one if there was a way to sprint back then tho
I feel like beta 1.8 really separated the game's sandbox and survival aspects, because it added all the changes that made survival less sandbox-like, but it also added creative, which made the game way more sandbox-like. But the reason I like 1.7.3 more is that it was more sandbox-like, which I like because it allowed you to be more creative, but it also was in survival mode, which kept you from getting bored, and therefore losing creativity.
im still so confused on this controversy? it still is a survival sandbox game no? I've played since the beginning and am just now finding out there was even a controversy about this...
@@Swole_Gecko It still is indeed a survival sandbox game, but I think the old versions were more of a survival sandbox game, with stuff such as unenchanted diamond gear being the best you can get and sprinting missing enforcing the survival aspect and the lack of an objective etc. enforcing the sandbox part, whilst nowadays, while it has more potential to be kind of like a game engine, where you make maps that others can play with command blocks, it lacks in the survival sandbox aspect, where instead of trying to survive the night and build cool builds at day you just ignore monsters with your enchanted netherite armor, fly a thousand blocks in an instant with your elytra and build an AFK farm that has no interactivity.
As someone who has played minecraft from the beginning im absolutely confused and didn't even know there was any controversy on this. And after reading a lot of comments on this video it's actually quite sad because the reasons are... stupid to say the least. 🤔
Mojang since this update I think has always helped out map makers, modders, datapack writers and resource pack creators to truly become a game to create experiences with. Especially with more recent-ish updates Mojang has added tons of useful commands and such in this area. Think of the 1.12.2 modding community or recent release datapack creations. Things we would have only dreamed of back then.
I would go for a mix of features. For example, sword shielding was a fun feature and gave players an opportunity to use skill to reduce damage, and it was extremely accessible. Sprinting and hunger bars are not necessary and make the game too easy. While the light level required to spawn hostile mobs was changed from 7 to 0, i would go for a middle ground like 3. I agree that spamming torches everywhere was annoying and made it difficult to have good looking and safe areas, but idk if it needed to be that easy (though i dont know if i mind that much if it were still 0). There are tons of bugs and qol improvements that exist now that i cant really think of. Creative mode, adventure mode, spectator mode. All good updates. Endermen, silverfish. Not sure about the end dimension given reasons you mentioned. Honestly my problem has been more with the enchanting system than the ender dragon or wither, but beacon haste incentivizes not doing massive mining projects till you kill the wither so idk. I dont hate Elytra. The problem I have with playing is i dont feel like gathering resources or building till i have eff 4 unb3 and/or mending. Not having elytra has never stopped me from building tbh. I rarely get to use Elytra because killing the end dragon is like killing the final boss, and you need everyone to be there together for it, but by then everyone is burnt out from enchanting or building mob grinders.
God i loved the lighting of pre 1.8 Minecraft. I remember my first night and seeing the vague shape of mods in the distance. The old lighting was way more atmospheric in my opinion
I recently went back the older versions for the fifth time, I'm playing a1.1.2_01 and honestly I'm sad to say I'm having the best experience overall that I ever think I had in singleplayer ever. I'm sad because with all of the new content added since, I find none of it really goes well with what I liked and still like about the game. 50 hours in so far, this might be where I stay permanently for survival. While modern Minecraft is great, I guess when I started it was just a different game. You can change the mechanics and make things "better" but at a certain point its just not the same game anymore. I also dont like biomes, thats why I picked a1.1.2_01 and not b1.7.3 even though I love pistons, I like the look and aesthetic of the world to be constant, but without specific code for biomes you get variations an a very good theme. You still have forests, mountains, plains, valleys, and so on. But all in the same nuclear green aesthetic alpha is known for. Maybe Nostalgia has nuked my brain, but the modern game just doesn't fully have what I enjoyed about it when I started, and a lot of updates for me have felt like letdowns, I personally would just rather play something constant and secure, something I both know and love, than watch the game slowly keep turning into something I no longer recognize or enjoy. Also sbeve makes funny hurt sound.
Yea, the inventory management plus that gave us was so good. Can you imagine it still being unstackable today? With the breadth of the palette taking up as much space as it does today? It would be hell.
I think Minecraft taking the direction it took was a good thing. You aren't forced to do the RPG elements despite what Minmaxxers might tell you. If you really do just want to build and relax, there are ways to do that without combat being necessary.
The only change i really did not like was the terrain. Not the biomes, the terrain itself. I hated it. Ever since then they have fixed many issues i had with it but not all. The old generation worked on a smaller scale, more fit for the render distance and gameplay purposes. I think the alpha/beta hills that were 15-30 blocks high were perfect for survival purposes, after beta 1.8 mountains became a thing but all cliffs and insane overhangs were essentially gone. Thankfully, they did improve the generation a lot since then but the the scale of most mountains is still too big to be practical for survival building. Sure, i can easily find a cool cliff but it's often 100 blocks tall and the mountain it's in is too vast to fit within the render distance. Even today i consider that Mojang is still fixing the 1.8 world generation.
Me and my friends always have this "3 week minecraft phase" every year and all we do is build, we always say that we are going to explore/ kill the ender dragon but we always end up building and treating the game as an sandbox, and I actually prefer it that way
Beta 1.8 and pre beta 1.8 to me should be counted as 2 different games really. Because of the shift from no goal to a goal is what makes it different plus the million over differences between modern and beta
For me, a other "Most Important Disaster" is the 1.13: There was a net loss of performance and the mod community was shattered, a real disaster, and it took years for the game to recover. But the reasons for all this are just as important, since 1.13 was one of the biggest code reworks the game has ever seen. In addition to some particularly technical and complex features such as waterloggable blocks, this update laid the foundations for the great customization now possible in Minecraft thanks to Datapack. Also, this version really was the high point in terms of poor performance and annoying bugs, because from then on, Minecraft just kept getting better, smoother and more stable. Okay, most of the times, the performance stagnates between updates, but it's a null sum between the additions and improvements made in this update (and the only time there was a noticeable new loss of performance was with the Cave and Cliff and the world height increase, but it was worth it). When you look back before 1.13, every update meant a guarantee loss of performance, and even if things went well bug-wise, the game didn't really qualify as stable, so yeah, a clear improvement.
I really love starting a world in beta knowing there's no point or end goal to it other than just to be there and to do whatever i want. Ofc i could have the same mindset in new mc but there's so much going on that i get distracted from the simple "mine and build" kinda mindset
My thought is that if Minecraft didn't add the adventure related path, then speedrunning would be totally different. If there's no goal, you can't really speedrun. Sure, maybe there'd be, like, "speedrun to find diamonds" but it's just not the same. Honestly, I don't know if I'd play the game as much if it was just sandbox; I like having a goal.
That's why I played with the first Tekkit/FTB modpack. Infinite possibility at the tips of your hands and workaround mechanics you don't like. Nowadays, when I play vanilla, I'm bored after about 10 hours, whereas I easily sanked hundreds of hours in various modpack.
As much as I love modern-day Minecraft I still prefer the old versions mainly because I like the more sandbox aesthetic I would like to see more Adventure but nothing beats the old Minecraft (for me at least) sandbox But I still love most of the modern-day features (Except for Hunger and Chat Reporting)
I joined on my ps4 when the adventure update was pretty much a normal thing at the time, I personally think that for me it didn't really cause problems till today's Minecraft it became more of a speedrun thing, I am also noticing how this whole "forced path" is a real thing but I like the hunger, or at least to have a stamina and the many new foods compared to eating pork (I don't eat that.)
Very fun surprise to watch while playing osrs, only to see an osrs comparison! Feels like an extra fitting comparison when a lot of the reasons to play osrs vs rs3 nowadays are more about whether you prefer a more modern mmo (rs3) or the older gameplay 2000s mmos used to offer rather than a direct upgrade or downgrade. A lot of osrs push was even inspired by the rise in rs private servers pre osrs, much like the modern beta mods in mc! Cool to see how these direction changes in games evolve and how the playerbase reacts
That's weird, after beta 1.8 (I wasn't looking a lot at patch notes this time) , I began to feel that the game were different and I realized later how beta 1.8 changed minecraft world generation. I was really nostalgic for minecraft beta 1.7 and under. But today, even if I feel more nostalfic for minecraft beta 1.7 and under, I'm also nostalgic for these times ( beta 1.8 to minecraft 1.5).
I still don't understand why people would prefer the older healing system. Food wasn't stackable, and animals weren't "breedable" and we had to eat everytime we took damage. Sure, you didn't need to carry as much as we do now but still one inventory slot wasnt enough most of the time. And farming food has been fairly easy since b1.8 anyway. And regarding your point about food being a necessity, it has always been a necessity. You still had to go out of your way to acquire food pre b1.8, so the hunger bar system technically didn't take away the sandbox appeal of the game. You lose hunger much slower if you dont sprint, which was something we weren't able to do pre b1.8 . The hunger bar system, I think, is the only feature that is objectively better than previous versions, the remaining are subjective.
one of minecraft's greatest strengths is that it does everything. its not a good rpg, but it has rpg elements if one, its not a good survival game, but it has enough light survival elements. its not an industrial game like factorio, but it has enough elements to be enough. all together it makes a really unique experience that you dont get very much, and the direction minecraft is in reflects it oretty well.
I actually love the super filled nature of modern Minecraft bc pointlessness is a choice. But I wish there wasn’t 1 set story path. I think the biggest flaw with modern Minecraft is that it still hasn’t embraced being a completely different game from what it was in the adventure update. It’s just added 2 many things where the scope & aesthetic of the adventure era doesn’t fit anymore. I think it needs 2 have an abundance of alternate story paths where it feels like a sandbox game again. I think the adventure era was perfect 4 what it was. I think the beta era was perfect 4 what it was. The cohesive way they’re both built in their specific way shows an understanding of what Minecraft was @ that moment. Modern Minecraft, though I think is gr8, hasn’t fully set foot on how it should b now. It’s just my suggestion that modern Minecraft revises & hyper-fills everything. Making the world balanced but highly diverse is kinda the only fulfilling path I c Mojang taking it. That’s my weird take. I’m a new player (perhaps obviously). At least 2 me, a lot of Minecraft versions felt like it knew what the game should b (even if unintentionally). This is a weird thought but it feels like the buzzy Bs update marks when the game doesn’t know what it should b but it also can’t go back even though it wants 2. Hopefully, we’re reaching that game world that feels correct. But we’re just not there yet.
My thing with it is that ibdont see how you can feasibly develop and iterate mechanics in a meaningful way *without* some sort of inherent progression system
I love and prefer Beta 1.7.3, but I do admit the lack of an actual end goal does hurt it enough that I never come back to Minecraft for long. There's a reason mods like Twilight Forest exist, and get continual updates even in modern Minecraft. People like having a proper goal.
Beta 1.8 had some great things like Strongholds, abandoned mines, ravines and villages etc, but the worst thing it did was change the world generation forever and it’s never been as good since! It became way more boring and plain, the old terrain was so much more magical and cool to explore, also replacing the iconic “OOO” damage sound with a silly click was a poor choice. My ideal version of minecraft is beta 1.7 but with all the modern structures like strongholds and temples etc, and with some more of the modern blocks, but with old school terrain, sounds, lighting and vibe.
Beta 1.7 is when I started playing the game but I could not live without minecrafts modern features. Not everything is great but it's just objectively better in almost every aspect but with Minecraft this isn't really an issue anyway since you can just go back and play the older versions easily, all the way back to when Minecraft was still called "Cave Game" and had only cobblestone and dirt in a small flat world and nothing else if you desire it. Therefore having an argument about which version is the best is pointless.
The more I play, the less I want to see the new updates. There's so much stuff to do or find, and I don't feel like travelling thousands of chunks to find them.
this was super interesting to watch as modern minecraft enjoyer! and ngl, I totally agree with some of this. I think the terrain is absolutely too flat, which unfortunately does make exploration more boring while the game simultaneously has prioritised exploration. personally, I prefer playing with mods nowadays for that exact reason, once you’ve seen one vanilla world you‘ve kinda seen them all. Just the other day I was searching a world for a cool mountain to build on, and it was so hard to find one (actually created a second world before I finally found something that sort of worked). Also, there should just be a game rule that disables hunger imo (and I say this as someone who actually does prefer hunger, in fact I assumed it did exist until just now lol), and maybe just more configuration possibilities in general to make the experience more adjustable for everyone
I personally think that Beta 1.8 did give us what we have today and it was a fairly decent update, but 1.18 really amplified the terrain generation to the point where travelling in the overworld is a pain
I don’t understand the idea of hunger being “forced” in 1.8. Yeah, hunger always goes down and you need to refill it, but assuming you take ANY damage pre-1.8, wouldn’t you have wanted food on hand anyway to restore your health? In either version you’d want to have a reliable source of food on hand, the only difference I can see is that because hunger constantly drains (assuming you move at all) you’d probably need more food post-1.8. But really, if you already have a farm, I doubt it makes much of a difference crafting 16 vs 64 pieces of bread
in my opinion, the biggest problem with the hunger system is that you have to eat almost all the time + the fact that most of the foods are completely useless to keep hunger at bay, it feels like you have to spend a lot of time getting food instead of everything else. the problem would be less in my opinion if all foods were more effective and kept hunger at bay for longer and perhaps the most difficult food to prepare could have some positive effects on the player. if nothing else it should slow down how often you have to eat...
I think for me when I play better than adventure or beta 1.7.3 I just am not burdened by knowledge. I can't explore cause I need a elytra. I can't gather cause cause I need netherite. I can't build a simple base cause it is so easy to get a lot of stuff and build more. And if I wanted to do all that I may as well have more fun playing terraria which I did before I started playing better than adventure. Btw my first version of minecraft is legacy console.
It's like world generation went into a great depression. Everything became dull and flat and generally... jaded. This isn't necessarily a problem but it's a stark difference from the colorful, sometimes even to an uncanny degree beta, or the super neon greens of alpha. I'm all for realism, but ironically the adventure update made me less excited to actually explore the world. Another interesting thing I would note is how Minecraft, starting around b1.8, started moving away from mining. With the addition of ravines caves became a lot more open and accessible. Nowadays you can easily find diamonds before the first sunset, which really makes the whole game feel extra pointless.
I think release 1.9 is the update that ruined the sandbox feel the most. That became when killing the ender dragon was more than just an optional side thing if you felt like it bc they added the elytra and everything. Up until that point the only reason to kill the dragon was the egg, some XP and idk bragging rights?
I feel like beta 1.7.3 is minecraft 1, official release 1.8 is minecraft 2, and modern minecraft is minecraft 3. Personally i feel like 1.8 is the definitive version of minecraft, with beta1.7.3 being a close second. A lot Past 1.9 the game just starts to feel like its modded minecraft from back in the day, its no longer simple and is less blocky like the clay pots and archeology brush just clash with minecrafts original aesthetic. All the updates between 1.7.3 and 1.8 kept minecrafts original aesthetic and added ontop of it, with only a few tweaks like world gen and more structures making the game less isolated. Im thinking of making a mod that takes everything i like from official release minecraft and adding it to beta 1.7.3, and possibly release it with the option for players to toggle every block and major mechanic that was added since 1.7.3 allowing you to make the perfect version of minecraft.
the thing about Minecraft is that it is a sandbox. You don't want to play the game like it is a story? just don't do the story. This is what I tell people when they complain about the elytra or mending, just because it is a feature, doesn't mean you have to use it. Anyway great video!
The biggest problem here isn't that they added these things, but rather that they didn't rebalance everything else to make them work. Oh yeah and the terrain became much too samey but that was a different issue.
i remember how terrible i felt when i played minecraft for the first time in my life and was like "the fuck is this shit" when i saw hunger. all of the videos that i saw on youtube about minecraft had no hunger and i wanted to play that game because that was the game i got to like. so basically when i played real minecraft it felt like i was playing different game because i never even wanted hunger in first place. for sure second worst feeling i ever got related to minecraft with only thing worse being aether portal
Everything besides the terrain generation I thought were steps in the right direction. I prefer Minecraft to be a mix of a sandbox and rpg the way it is now. I like Beta pre-1.8 a lot but having an optional "end" of the game adds an extra play style to people that want more of a linear experience as opposed to a sandbox. That's the beauty of Minecraft, it is many things.
The pointless sandbox route was better but only because they halfassed the RPG route and continues to halfass it. Like we've gotten so many updates since beta 1.8 but they at best only add a small RPG related thing, like when I think of an RPG and how Minecraft is stylized for the lack of a better term, I would have expected a full blown magic update if not 2 by now and yet nothing. The only semblance of magic they've added is the Evoker and technically potions and stuff as well but still.
its impossible for Mojang to add mechanics that work in sync with other mechanics. its why Terrara will always be a better game despite it having a power creep problem from constant last updates.
They are making the game more and more rpg like, but rpgs are built on restrictions. Sandbox games shouldnt have restrictions. They have a massive conflict of interest which they dont seem to keen on doing anything about.
ah yes kill the dragon and get the Elytra in a version without either of them. I understand those features wouldn't exist without beta 1.8 but there was hate at the time too
I recall this update, it certainly did change Minecraft forever. I was one of those that wasn’t happy, I preferred the old game at the time. However, would Minecraft be here today without this directional change? … I doubt it. The game has come a long way since those days. If I were asked which version I preferred at the time, I’d have said pre beta 1.8 … however, today! I’m glad these changes happened.
minecraft was always about the mining and crafting, building stuff. not only that: the world you survived and build in was yours and yours alone, with the mystery of myth that herobrine the hypothetical antagonist who was your equal lurking in the shadows, we now know Notch was just trolling us with it, but that vibe was what i always loved the "mine""craft" of today is completely different, when they did all the changes you already adressed in the video changed a lot of stuff, they introduced endermen and took a completely different "lore" approach adding this story of endermen being enslaved in their dimension, sadly however the end dimension is incredibly bland and boring, instead of adressing this they ignore it and add more stuff. They added villages, lots and lots of frequent villages, ocean monuments, temples, and more. Suddenly this vibe of "this is my/our world" has faded into obscurity you are no longer the god of the world you are playing on, you are a nobody inhabiting it just like the rest of the creatures I recently got back to the game in modern version playing with my friends on my private server, i encountered the warden for the first time While yes it is interesting i feel like this was the final nail in the coffin the warden is unreasonably overpowered: deals loads of damage, is extremely tanky, literally aimbots so you cant even fight it, you'd need to outheal it with golden apples or something on the surface looks like i complain of the warden just being way to hard, and in a sense yes i am but my frustration lies deeper, the idea of old minecraft where i owned and ruled the world, is gone, i am a nobody, the creatures inhabiting the world dont care who i am, nor should they we're all just useless specks. The focus of the game has shifted away from being a fun sandbox to an action game to satisfy hardcore players that want a challenge, yes the endgame is optional but i do not care if shulker boxes and mending diamond/netherite gear help me build stuff more efficiently, its pretty much a requirement gone are the days you had to actually mine and craft, you can obtain a lot of stuff from just trading with villagers, exploring temples etc the goal is to get yourself tto maxed gear and never have to fear mobs again so you can build, yet thats also not true cus they added another boss entity to the game that doesnt even care about your hard earned gear and will murder you in a matter of seconds my biggest gripe with modern minecraft is it feels like nihilism i loved old minecraft for the escapism which is no longer present in modern versions of the game.
Removing the feeling of being alone is what killed it for me. These days towns are absolutely everywhere and you have no choice but to use them if you want to play efficiently.
sorry, you were autobanned because of the account too new rule! (3 day old accounts or less can’t join due to avoiding bots/spam/scams/etc). that’s probably why it says it’s invalid. I’ll unban your account after it’s 3 days old, just remind me if I forget :)
I always hated it. it's just doesn't really add any challenge to the game because food is so easy to get and they made it stackable so you can carry a shitload of it anyway.
Heavily disagree with some of the points made but nonetheless still a good video. Keep it up. Looking forward to more Evolution episodes, your best content imo.
this reminds me of when they changed achievements to advancements. i hated that they changed the name and still call them achievements but i realized that it gave you more things to do if you ran out of ideas. bad in the moment but better for the overall concept of the game
I remember the Update being like 1.9. Good intentions, but removed a lot features that made Minecraft feel like a sandbox game.
1.12.2 is when the game was truly no-longer like the sandbox it used to be… which is why I play anarchy servers, like 2b2t, on 1.12.2
@@Cl0udPvP bro wanted a reason to tell people he plays on 2b soooo bad
@@byefelicia92 i didn’t obsess over mentioning this, it is a logical reason to play an old version of the game
@@Cl0udPvP >1.12.2 is when the game was truly no-longer like the sandbox it used to be…
Ehhh, no, definitely b1.8.
1.12 added:
Parrots
Illusioners (not ingame)
Revamped Achivements
Bed colors
Saved Toolbars
TTS
Recipe Book
a few SFX
And that's largely it...
I ironically agree for a different reason
it's like 1.9, it made massive improvements to the game that some people still bitch about to this day
something i kinda miss as well is the pacing of changing the world in older minecraft. things felt more solid and more substantial. it was harder to place and destroy blocks, the fov was lower, your speed was slower. all of that contributed to making the world feel a lot more substantial. this is another change that i think is worth mentioning.
Spot on. Old base building involved working with the terrain. With efficiency and haste now I just look at terrain and think "how can I totally destroy this and start from scratch." It takes mental effort to think in the beta minecraft style, which ultimately I think makes more soulful builds.
Definitely my least favorite change was the new terrain. I never played the beta releases, my first was official release 1.3, but man I always hated that terrain and the biome distribution. So much jungle, so much desert, so much snowy plain, so much ocean, and all of it right next to each other. It's crazy to look back and see that it took until 1.7 to get something that resembles the biome distribution we have today
Ur complaining ab so much "whatever biome"... Before all the biomes it was just green.. everywhere. You telling me that isnt annoying to u? So much plains and small hills?
@@reese-tr8sq There were biomes before beta 1.8, but the grassy ones were fairly cohesive. They looked good bordering each other and had a lot of interesting, varied terrain. My point is with the terrain introduced in beta 1.8, if you wanted to build in a nice grassy area, your only option was a boring flat plains biome because the rest of the world was a smattering of deserts, frozen wastelands, jungles, and massive oceans. Good if you like those biomes, I personally favor grassy biomes, which got a major downgrade in this version.
@@reese-tr8sq Alpha 1.2 added biomes and changed the grass color.
>so much ocean
*Laughs in Alpha*
@@higueraft571 Fr oceans in alpha were more akin to lakes and rivers judging by their depth and width.
I think the biggest mistake was having the terrain noise/generation become integrated with the biome generation process instead of having it be its own unique thing. I can't verify it, but beta 1.7.3 and prior felt like the noise and terrain generation was primary, and then biomes (though not as developed and distinguished as beta 1.8 and later) were scattered around randomly and painted over the existing landscape as a secondary process; which is how you end up with forests, deserts, snowy, and plains with all variations of landscapes that encouraged exploration since you knew that no matter where you went, you were going to find something different.
Once beta 1.8 released, the game prioritized biome designation, and terrain noise/generation became biome specific, which is why biomes became flat, with the exception of extreme hills. It doesn't take long to walk in those biomes and get a feel for what type of terrain to expect from these places. This killed exploration, because once you saw a desert, you knew what every desert was going to look like. Once you saw a forest, you knew what every forest was going to look like. Since the full release of the game, and the latest updates, this seemingly predictable terrain has become more varied. However, this is due to the introduction of new biomes and sub-groups of biomes that dictate terrain noise variants. With enough play, the terrain becomes predictable again, you just don't know what biome is going to be next beyond the render distance.
I think the only way the issue could be truly fixed is to separate the terrain generation process from the biome designation process. That way we get a true blend of terrain and biomes, and the sense of unpredictability returns.
Old terrain was like a true color gradient rainbow, but terrain nowadays is like a rainbow made of individual colors trying to mimic what they once had by adding a new in-between color in the form of a new biome with each update.
Well, we do have that in base game again is the thing
Since 1.18 (which is like over a year ago now lol), the worldgen has gone back to a system like beta 1.7.3 where the terrain is generated first and then the biomes are painted on top
@@Timtams72 But terrain gen still feels dead and predictable in my opinion.
I actually went back and did a Beta playthrough recently and the terrain gen is soooo much better.
@@pagatryx5451 Right, 1.18 made terrain generation a bit better (especially the mountain biomes), but it still doesn't come close to the unpredictability of Beta. It's still way too common to run across endless stretches of ugly, boring, and bland biomes like savannas/deserts/plains.
I've been playing quite a bit of "Better Than Adventure!" lately, which uses an expanded version of the Beta 1.7.3 terrain generation system, and it's an absolute treat. Almost every corner I turn feels like a great place to build, which is a massive contrast to how I have to often search for thousands and thousands of blocks for a decent looking place in modern Minecraft.
I feel like before beta 1.8 exploration was based on finding new biomes and cool terrain, and it worked well, and was always fun. But in modern versions exploration is based on finding some rare structures with OP loot, making exploration more linear, less balanced, and also making the exploration aspect just become more boring the further you progress in the game.
The irony is that there were private prototype versions of 1.8 that had the 1.8 world gen features, but 1.7.3 terrain generation style. It genuinely would have made the game much better to have that mix of "neat and curated" and "random and unique", but alas.
There aren't even many mods to bring back the old generation it seems like, the only ones I have seen that add it as a world type are years out of date and are incomplete because they don't support post-1.7.3 structures(Which argubly are part of the reason one plays newer versions instead of just 1.7.3 itself).
Even though i haven't played alpha and beta when it was new, i enjoy it much more than modern minecraft. The main reason, i think, is because the new versions feel extremely bloated and feel like it's focused on late game stuff.
Im glad minecraft went down the way it did. Hear me out, If it stayed old and classic that sounds like a good idea "now", Mainly becasue we miss old minecraft, getting home after school and playing a simple yet amazing blocky sandbox game is an early childhood of mine and most likely others too. If it stayed that way forever we would of never saw this video about old minecraft, Have all the memories of new minecraft and watch it get better or worse in some cases. The old memories from our childhood are shadowed my our newest memories from teen/adulthood. Looking back at our old memories and seeing the classic minecraft experience is a memory I for sure have along with millions of others. None of us would have these memories if minecraft didnt evolve into what it is today.
I much more prefer the sandbox portion of minecraft. That's why I mainly play skyblock-esque maps when I play modern versions.
Back in beta, there was one thing I saw some youtubers do (Such as MinecraftMuse and MonkeyFarm) and loved to do myself: Leave almost all your items at your base and create a new base hundreds of blocks away. I just loved the idea that you could essentially start fresh in the same world with little to no change in gameplay.
Everyone knows the most controversial change in beta 1.8 was changing the pork chop texture. How dare they!
How dare they add more foods to the game and have to change the texture of one item to make another item look like the thing it's trying to be
@pengil3 calm down kid lmao
@@IfYouKnewYouKnowHE WAS BEING *SARCASTIC*
People always did enjoy adventuring in Minecraft terrain, and I did enjoy finding the structures and trying to beat the ender dragon
Issues was, the adventure progression was just half assed. Compare it to terraria, Minecraft progression was very linear, get diamonds, get obsidian, make portal, make eyes of ender, find end portal, kill dragon. Though the very linear adventure line was seen as boring, the worst part was that there was no clues that even guided the player into a write direction with out a video or guide.
Minecraft was a sandbox game that tried to implement a adventure to it, if it was done write and had some different way of adventure it could of been good
There’s just something about that 1.7 version of the game that seems special. Like it’s grounded in a way it wasn’t after the update. Where it was more difficult and darker in some sense. Not much but noticeable.
I still think the ender dragon and stuff was a good add but I think a lot of the things like sprinting and hunger fundamentally changed the root of the game. From grounded to “gamey”.
I remember this one time I made a cabin in the tundra and just sat their hundred around my fire while it was snowing out. It was different. It was down to earth. And there was some thing deep about it.
I’ve been playing since beta 1.7, so 1.8 was my first update. I remember being so fucking hyped for it and all of its additions, as well as some adventure-mode-related mods. To me beta 1.8 is one of my favorite updates of all time.
I might be misremembering things, but back then, this version of the game was how I was introduced to it, and pretty much all I knew for a long time, or at least it felt like that. The most I remember was how potions were a notable addition back then, but before that, everything seemed like it was already part of the game to me.
In hindsight, I wouldn't mind playing the game without a hunger meter at least.
although i dont mind 1.11+ hunger, the worst part of b1.8 was the terrain
i remember upgrading from b1.7.3 to 1.8 in my world and i was so depressed seeing the new terrible looking swamp biome and less saturated colours
at the time it wasn't controversial at all. I remember everyone being extremely excited for it. little did we know it was the beginning of the end
Since I was introduced to Minecraft through kids playing it on their laptops at school, I never really noticed how different things were. I think folks played the 1.8 version, because I didn't know there was a time where hunger or sprinting weren't a thing... and yet, I also remember things like wacky terrain generation and blocky lighting. It's very strange... a hodgepodge of memories in my mind.
Y'know, maybe they could've added separate modes for the game: alongside Creative Mode and Hardcore Mode, separate survival into Adventure Mode (with some items being tied behind progression and the game having an end) and Sandbox Mode, something more akim to the older versions. I dunno, I think it would be a neat way to do things.
I enjoyed it.
I enjoyed the... uh, 'realistic' (for lack of a better word) terrain generation that was introduced in beta 1.8. Sure, I miss the really good looking seeds. But it was flawed, and I'm certain a lot of people are looking at it with rose-tinted glasses. The "good looking seeds" were only confined to a certain area, if you left that area - there was no cool arches and floating islands. Sometimes you had to travel thousands of blocks to get to that "really cool area with all the arches and spires that stretched to worldheight". But on the way to that location, it looked like any other forest biome. New or old. Maybe you found a beach if you were lucky.
The hunger system isn't perfect, but it makes sense that a survival game should have it. Sure it's a bit tedious to having to eat as often as we do. But making stairs instead of constantly jumping, utilizing elytra gliding, horses, minecarts and boats whenever possible makes the hunger drain slower.
And if you have a few butcher villagers that sells you cooked food, or farmer villagers that sells the oh-so-sought after golden carrot, farming crops or breeding animals for food is nothing you need to do.
Totally agree with you.
It's been 12 years and I still can't believe that people complain about everything that changed since Beta 1.7.3. Most obliviously have forgotten how monotonous Beta 1.7.3's world generation is.
Dude wtf are you even talking about? You don't have to travel far at all to find crazy arches, mountains and floating islands in pre 1.8 generation, basically any seed you could find awesome looking world gen without much effort. It was way better than 1.8 world gen and it's not even close. And the problem with hunger is that it doesn't actually pose any challenge or difficulty and isn't fun, it's just tedious and annoying and forces you to constantly stop whatever you're doing and eat food. The old system was better as it still required that you stock up on food but rewarded you for avoiding damage and managing your health effectively.
@@blib3786yep, although this depends on the game version, on alpha 1.1.2 you can find good terrain everywhere, but in later beta versions there were a lot of flat biomes.
The food/hunger system has 3 problems: you have to eat every 30 seconds (if you run a lot, which everyone does), some foods are definitely better than others and by a lot (it would be ok if there was more progression to it but right now is basically bread from village, steak and then golden carrots which are not that much better than steak anyway), sometimes you need to heal but the saturation bar is depleted and the hunger bar is full so you just cant.
So here are 2 changes needed from the easiest to implement to the hardest:
1) let me eat even when the hunger bar is full so I can Always heal. This might make pvp fights longer but this is a problem that must be solved with a new combat update (having more dps or less resistance). And show me the saturation bar.
2) My idea is to rework the saturation system, using 2 bars:
The first is a substitution to the current saturation bar, and it's a visible "health reserve" bar, this bar is a saturation bar that is only depleted when healing and nothing else. A full "health reserve" is able to heal 3 hearts (actual number is to define), with the current natural regeneration speed. The hunger bar in not used for healing anymore.
The second bar is a reworked hunger bar, this bar is depleted for every other action. A full hunger bar would be able to let you run and jump for 10 minutes straight (actual number to define, but around this time) every other action (mining) scales accordingly to current scaling. The 10 minutes make it so you need to eat max 2 times every minecraft day (if you don't take damage), but food would be balanced so you need to eat 5-10-15 of the right food to fill this bar from 0, but the full bar would last a lot of time. The "no run" debuff would only be applied when the hunger bar is completely depleted giving the player the option to wait for the full bar to deplete before eating. This fact would also make running even more op against mobs but this is a problem that needs to be solved by scaling mobs in a different way at harder difficulties.
Now food can be balanced in a way that some foods are better for health and others are better for run/mine/others, and you can balance certain similar foods (for example steak and porkchop) to have differences.
Of course you would need to bring 2 types of food with you in some cases, but the inventory problem needs to be dealt with another update.
Here is my take on balancing every food:
Meats and fish, these would be great for health but bad for hunger with some variability depending on farmability and other factors.
Plant based foods on the contrary are great for hunger bar but bad for the health.
Big recipies are good for both bars (balancing scales with complexity), foods in bowls or bottles should stack up to 16 and would be slightly better than other similar foods.
Golden foods, good or even great for both bars but expensive.
@@RenegadeRouserneither of you have any idea what you’re talking about lol MONOTONOUS is the perfect work for 1.8’s world generation. Every single world looked nearly identical. Beta 1.7.3’s almost always had variation and didn’t take long to find it on any given seed. This isn’t even up for debate, you’re just wrong lol it’s one of the most well regarded aspects of Beta.
The combat changed, the diamond sword felt massively nerfed because it used to 2 shot everything but now that was no longer the case.
I actually recently started work on a Minecraft mod for 1.2 that mixes Beta 1.7 and Beta 1.8. Think about having all the structures and adventure stuff from 1.8 with similar world generation and gameplay to 1.7. I have gotten into the Beta 1.8 aesthetic recently and how it completely transformed Minecraft's game design, so it's nice to see other people talk about this update.
Love to hear this, please let me know the name you're going to call it so I can look out for it? 1.7.3 with running mechanics, strongholds, the 1.7.3 terrain generation, no hunger etc, that would be perfect
@@wodensol5000 It's out right now and it's called Authentic Adventure.
@@bluestaggo so we had Adventure updates
a fork of pre adventure updates called Better Than Adventure!
and another fork called Authentic Adventure
Ah, fascinating!
Im insane and i like hunger. I do wish that there wasn't as much rpg stuff in Minecraft anymore but overall aside from terrain generation i'm mostly fine with these changes. Plus you don't need to beat the ender dragon or anything, you can still treat minecraft as a sandbox in survival, cause I definitely do.
sandboxes are not inherently more fun compared to more linear adventure/survival games, however the whole appeal of the voxel engine is that the entire world is malleable for the player to unleash their creativity on. and it is not good at providing finely-tuned, "crafted" combat/adventure/survival experiences in the way that most games can.
so for me, 1.8 was minecraft steering away from its strengths and emphasising its weaknesses.
Yeah, that's a pretty good point... especially back then, when combat was pretty primitive. How do you feel about the combat over the newer versions, btw?
08:30 i just now discovered why i always felt kinda lonely playing minecraft with my friends on the server. I had my die-hard minecraft time around 2012-2014 with 1.6 beta. I loved discovering and mindlessly strip mining. We all had a cracked version back then and were basically stuck in the older versions. But i didn't really mind it. Back then, no one of us knew how to create servers. We were around 13 years old and just couldn't really get it to work. But we did have some sick lan-partys where everyone brought their big gaming setup..
but since this was a one session only thing, we just opted for killing the dragon as fast as possible ( it still took us hours), and i couldn't compare play styles.
Now a days i sometimes play vanilla with some of my old friends... My girlfriend is already having hugh farms and picks strategic fights with pilligars, I have a fence with 10 cows. I feel overwhelmed by all these mechanics, like big fancy sorting systems, enchantments, and all these "new" mobs. After a few hours, she doesn't really need to go mining anyway.
And now I see why i feel so uncomfortable in modern minecraft.
I always understood minecraft as the purely sandbox game it once was. And i kept playing it, as if it was just that.
I picked it up as a sandbox. I loved to play as a sandbox, and i always tried to keep playing it as a sandbox. But that's just not how the game is designed anymore. I see all these shiny block options, but i get frustrated and overwhelmed by the obstacles to get them. The flow of the game is meant to make you go certain routes. Some things are just not achievable without getting into some sort of gameplay. You also will be confronted with the mechanics way more often.. It's hard to pass a hillside without stumbling above different villages or Pilligars.
In the end, i am so happy and thankful to see that there really IS a big difference between old and new minecraft and that the old versions just fit my playstyle better. With all these gradual changes, it can be hard to pin point, what made the difference. Now i get it ^^ and now i now, why i dont like playing minecraft any more... i am very exited to load up an old version and go strip mining again..
See you at y12
the real reason people don't like this update is because they weight 300KG irl and Steve is no longer relatable because he can run also minecraft was always a survival game as well as sandbox the first mode added was survival lol
They should have leaned into the sandbox and made it less linear, even if there are certain adventure aspects.
This was my favorite update back then.
i mean *most* people find the pre 1.8 food system to weired one it depends on when you started playing the game i would prefer the old one if there was a way to sprint back then tho
I feel like beta 1.8 really separated the game's sandbox and survival aspects, because it added all the changes that made survival less sandbox-like, but it also added creative, which made the game way more sandbox-like. But the reason I like 1.7.3 more is that it was more sandbox-like, which I like because it allowed you to be more creative, but it also was in survival mode, which kept you from getting bored, and therefore losing creativity.
im still so confused on this controversy? it still is a survival sandbox game no? I've played since the beginning and am just now finding out there was even a controversy about this...
@@Swole_Gecko It still is indeed a survival sandbox game, but I think the old versions were more of a survival sandbox game, with stuff such as unenchanted diamond gear being the best you can get and sprinting missing enforcing the survival aspect and the lack of an objective etc. enforcing the sandbox part, whilst nowadays, while it has more potential to be kind of like a game engine, where you make maps that others can play with command blocks, it lacks in the survival sandbox aspect, where instead of trying to survive the night and build cool builds at day you just ignore monsters with your enchanted netherite armor, fly a thousand blocks in an instant with your elytra and build an AFK farm that has no interactivity.
As someone who has played minecraft from the beginning im absolutely confused and didn't even know there was any controversy on this. And after reading a lot of comments on this video it's actually quite sad because the reasons are... stupid to say the least. 🤔
Mojang since this update I think has always helped out map makers, modders, datapack writers and resource pack creators to truly become a game to create experiences with. Especially with more recent-ish updates Mojang has added tons of useful commands and such in this area. Think of the 1.12.2 modding community or recent release datapack creations. Things we would have only dreamed of back then.
I would go for a mix of features. For example, sword shielding was a fun feature and gave players an opportunity to use skill to reduce damage, and it was extremely accessible.
Sprinting and hunger bars are not necessary and make the game too easy.
While the light level required to spawn hostile mobs was changed from 7 to 0, i would go for a middle ground like 3. I agree that spamming torches everywhere was annoying and made it difficult to have good looking and safe areas, but idk if it needed to be that easy (though i dont know if i mind that much if it were still 0).
There are tons of bugs and qol improvements that exist now that i cant really think of.
Creative mode, adventure mode, spectator mode. All good updates.
Endermen, silverfish. Not sure about the end dimension given reasons you mentioned. Honestly my problem has been more with the enchanting system than the ender dragon or wither, but beacon haste incentivizes not doing massive mining projects till you kill the wither so idk.
I dont hate Elytra. The problem I have with playing is i dont feel like gathering resources or building till i have eff 4 unb3 and/or mending. Not having elytra has never stopped me from building tbh.
I rarely get to use Elytra because killing the end dragon is like killing the final boss, and you need everyone to be there together for it, but by then everyone is burnt out from enchanting or building mob grinders.
God i loved the lighting of pre 1.8 Minecraft. I remember my first night and seeing the vague shape of mods in the distance. The old lighting was way more atmospheric in my opinion
I recently went back the older versions for the fifth time, I'm playing a1.1.2_01 and honestly I'm sad to say I'm having the best experience overall that I ever think I had in singleplayer ever. I'm sad because with all of the new content added since, I find none of it really goes well with what I liked and still like about the game. 50 hours in so far, this might be where I stay permanently for survival.
While modern Minecraft is great, I guess when I started it was just a different game. You can change the mechanics and make things "better" but at a certain point its just not the same game anymore.
I also dont like biomes, thats why I picked a1.1.2_01 and not b1.7.3 even though I love pistons, I like the look and aesthetic of the world to be constant, but without specific code for biomes you get variations an a very good theme. You still have forests, mountains, plains, valleys, and so on. But all in the same nuclear green aesthetic alpha is known for.
Maybe Nostalgia has nuked my brain, but the modern game just doesn't fully have what I enjoyed about it when I started, and a lot of updates for me have felt like letdowns, I personally would just rather play something constant and secure, something I both know and love, than watch the game slowly keep turning into something I no longer recognize or enjoy.
Also sbeve makes funny hurt sound.
Bro I still can't believe 2011 was 12 years ago.
The one change beta 1.8 made I like is stackable food.
Yea, the inventory management plus that gave us was so good. Can you imagine it still being unstackable today? With the breadth of the palette taking up as much space as it does today? It would be hell.
I think Minecraft taking the direction it took was a good thing. You aren't forced to do the RPG elements despite what Minmaxxers might tell you. If you really do just want to build and relax, there are ways to do that without combat being necessary.
im salty about the pre-release (dev build, non public) terrain not being added
I kinda like pre b1.8 more, but that might shift when I try out Alternate Adventure, who knows?
The only change i really did not like was the terrain. Not the biomes, the terrain itself. I hated it. Ever since then they have fixed many issues i had with it but not all. The old generation worked on a smaller scale, more fit for the render distance and gameplay purposes. I think the alpha/beta hills that were 15-30 blocks high were perfect for survival purposes, after beta 1.8 mountains became a thing but all cliffs and insane overhangs were essentially gone. Thankfully, they did improve the generation a lot since then but the the scale of most mountains is still too big to be practical for survival building. Sure, i can easily find a cool cliff but it's often 100 blocks tall and the mountain it's in is too vast to fit within the render distance.
Even today i consider that Mojang is still fixing the 1.8 world generation.
Me and my friends always have this "3 week minecraft phase" every year and all we do is build, we always say that we are going to explore/ kill the ender dragon but we always end up building and treating the game as an sandbox, and I actually prefer it that way
Beta 1.8 and pre beta 1.8 to me should be counted as 2 different games really. Because of the shift from no goal to a goal is what makes it different plus the million over differences between modern and beta
For me, a other "Most Important Disaster" is the 1.13: There was a net loss of performance and the mod community was shattered, a real disaster, and it took years for the game to recover.
But the reasons for all this are just as important, since 1.13 was one of the biggest code reworks the game has ever seen.
In addition to some particularly technical and complex features such as waterloggable blocks, this update laid the foundations for the great customization now possible in Minecraft thanks to Datapack. Also, this version really was the high point in terms of poor performance and annoying bugs, because from then on, Minecraft just kept getting better, smoother and more stable. Okay, most of the times, the performance stagnates between updates, but it's a null sum between the additions and improvements made in this update (and the only time there was a noticeable new loss of performance was with the Cave and Cliff and the world height increase, but it was worth it). When you look back before 1.13, every update meant a guarantee loss of performance, and even if things went well bug-wise, the game didn't really qualify as stable, so yeah, a clear improvement.
I really love starting a world in beta knowing there's no point or end goal to it other than just to be there and to do whatever i want. Ofc i could have the same mindset in new mc but there's so much going on that i get distracted from the simple "mine and build" kinda mindset
My thought is that if Minecraft didn't add the adventure related path, then speedrunning would be totally different. If there's no goal, you can't really speedrun. Sure, maybe there'd be, like, "speedrun to find diamonds" but it's just not the same. Honestly, I don't know if I'd play the game as much if it was just sandbox; I like having a goal.
That's why I played with the first Tekkit/FTB modpack. Infinite possibility at the tips of your hands and workaround mechanics you don't like. Nowadays, when I play vanilla, I'm bored after about 10 hours, whereas I easily sanked hundreds of hours in various modpack.
As much as I love modern-day Minecraft I still prefer the old versions mainly because I like the more sandbox aesthetic I would like to see more Adventure but nothing beats the old Minecraft (for me at least) sandbox But I still love most of the modern-day features (Except for Hunger and Chat Reporting)
I joined on my ps4 when the adventure update was pretty much a normal thing at the time, I personally think that for me it didn't really cause problems till today's Minecraft it became more of a speedrun thing, I am also noticing how this whole "forced path" is a real thing but I like the hunger, or at least to have a stamina and the many new foods compared to eating pork (I don't eat that.)
Very fun surprise to watch while playing osrs, only to see an osrs comparison! Feels like an extra fitting comparison when a lot of the reasons to play osrs vs rs3 nowadays are more about whether you prefer a more modern mmo (rs3) or the older gameplay 2000s mmos used to offer rather than a direct upgrade or downgrade.
A lot of osrs push was even inspired by the rise in rs private servers pre osrs, much like the modern beta mods in mc! Cool to see how these direction changes in games evolve and how the playerbase reacts
That's weird, after beta 1.8 (I wasn't looking a lot at patch notes this time) , I began to feel that the game were different and I realized later how beta 1.8 changed minecraft world generation. I was really nostalgic for minecraft beta 1.7 and under. But today, even if I feel more nostalfic for minecraft beta 1.7 and under, I'm also nostalgic for these times ( beta 1.8 to minecraft 1.5).
Like most things in life, it is what it is. Isn't it?
Yeah I loved having 15 different slots just for food
Im stuck on this version bc its free
I still don't understand why people would prefer the older healing system. Food wasn't stackable, and animals weren't "breedable" and we had to eat everytime we took damage. Sure, you didn't need to carry as much as we do now but still one inventory slot wasnt enough most of the time. And farming food has been fairly easy since b1.8 anyway.
And regarding your point about food being a necessity, it has always been a necessity. You still had to go out of your way to acquire food pre b1.8, so the hunger bar system technically didn't take away the sandbox appeal of the game. You lose hunger much slower if you dont sprint, which was something we weren't able to do pre b1.8 . The hunger bar system, I think, is the only feature that is objectively better than previous versions, the remaining are subjective.
one of minecraft's greatest strengths is that it does everything. its not a good rpg, but it has rpg elements if one, its not a good survival game, but it has enough light survival elements. its not an industrial game like factorio, but it has enough elements to be enough. all together it makes a really unique experience that you dont get very much, and the direction minecraft is in reflects it oretty well.
I actually love the super filled nature of modern Minecraft bc pointlessness is a choice. But I wish there wasn’t 1 set story path.
I think the biggest flaw with modern Minecraft is that it still hasn’t embraced being a completely different game from what it was in the adventure update. It’s just added 2 many things where the scope & aesthetic of the adventure era doesn’t fit anymore. I think it needs 2 have an abundance of alternate story paths where it feels like a sandbox game again.
I think the adventure era was perfect 4 what it was. I think the beta era was perfect 4 what it was. The cohesive way they’re both built in their specific way shows an understanding of what Minecraft was @ that moment. Modern Minecraft, though I think is gr8, hasn’t fully set foot on how it should b now. It’s just my suggestion that modern Minecraft revises & hyper-fills everything. Making the world balanced but highly diverse is kinda the only fulfilling path I c Mojang taking it.
That’s my weird take. I’m a new player (perhaps obviously). At least 2 me, a lot of Minecraft versions felt like it knew what the game should b (even if unintentionally). This is a weird thought but it feels like the buzzy Bs update marks when the game doesn’t know what it should b but it also can’t go back even though it wants 2. Hopefully, we’re reaching that game world that feels correct. But we’re just not there yet.
womp womp
please do a "Minecraft's most nostalgic mods" video!!!
suggestion: optfine, minimaps, morph, space, those different ores etc
optifine is nostalgic?
Galacticraft was peak.
Can 1.7.3 was Minecraft’s og peak went from survival sandbox to almost like a RPG and more of a grinding afk game
My thing with it is that ibdont see how you can feasibly develop and iterate mechanics in a meaningful way *without* some sort of inherent progression system
I love and prefer Beta 1.7.3, but I do admit the lack of an actual end goal does hurt it enough that I never come back to Minecraft for long. There's a reason mods like Twilight Forest exist, and get continual updates even in modern Minecraft.
People like having a proper goal.
Beta 1.8 had some great things like Strongholds, abandoned mines, ravines and villages etc, but the worst thing it did was change the world generation forever and it’s never been as good since! It became way more boring and plain, the old terrain was so much more magical and cool to explore, also replacing the iconic “OOO” damage sound with a silly click was a poor choice. My ideal version of minecraft is beta 1.7 but with all the modern structures like strongholds and temples etc, and with some more of the modern blocks, but with old school terrain, sounds, lighting and vibe.
lovin the runescape music
Beta 1.7 is when I started playing the game but I could not live without minecrafts modern features.
Not everything is great but it's just objectively better in almost every aspect but with Minecraft this isn't really an issue anyway since you can just go back and play the older versions easily, all the way back to when Minecraft was still called "Cave Game" and had only cobblestone and dirt in a small flat world and nothing else if you desire it.
Therefore having an argument about which version is the best is pointless.
The more I play, the less I want to see the new updates. There's so much stuff to do or find, and I don't feel like travelling thousands of chunks to find them.
Chris says hi, love mom xx
this was super interesting to watch as modern minecraft enjoyer! and ngl, I totally agree with some of this. I think the terrain is absolutely too flat, which unfortunately does make exploration more boring while the game simultaneously has prioritised exploration. personally, I prefer playing with mods nowadays for that exact reason, once you’ve seen one vanilla world you‘ve kinda seen them all. Just the other day I was searching a world for a cool mountain to build on, and it was so hard to find one (actually created a second world before I finally found something that sort of worked).
Also, there should just be a game rule that disables hunger imo (and I say this as someone who actually does prefer hunger, in fact I assumed it did exist until just now lol), and maybe just more configuration possibilities in general to make the experience more adjustable for everyone
I personally think that Beta 1.8 did give us what we have today and it was a fairly decent update, but 1.18 really amplified the terrain generation to the point where travelling in the overworld is a pain
I don’t understand the idea of hunger being “forced” in 1.8. Yeah, hunger always goes down and you need to refill it, but assuming you take ANY damage pre-1.8, wouldn’t you have wanted food on hand anyway to restore your health? In either version you’d want to have a reliable source of food on hand, the only difference I can see is that because hunger constantly drains (assuming you move at all) you’d probably need more food post-1.8. But really, if you already have a farm, I doubt it makes much of a difference crafting 16 vs 64 pieces of bread
in my opinion, the biggest problem with the hunger system is that you have to eat almost all the time + the fact that most of the foods are completely useless to keep hunger at bay, it feels like you have to spend a lot of time getting food instead of everything else. the problem would be less in my opinion if all foods were more effective and kept hunger at bay for longer and perhaps the most difficult food to prepare could have some positive effects on the player. if nothing else it should slow down how often you have to eat...
I think for me when I play better than adventure or beta 1.7.3 I just am not burdened by knowledge. I can't explore cause I need a elytra. I can't gather cause cause I need netherite. I can't build a simple base cause it is so easy to get a lot of stuff and build more. And if I wanted to do all that I may as well have more fun playing terraria which I did before I started playing better than adventure. Btw my first version of minecraft is legacy console.
It's like world generation went into a great depression. Everything became dull and flat and generally... jaded. This isn't necessarily a problem but it's a stark difference from the colorful, sometimes even to an uncanny degree beta, or the super neon greens of alpha. I'm all for realism, but ironically the adventure update made me less excited to actually explore the world.
Another interesting thing I would note is how Minecraft, starting around b1.8, started moving away from mining. With the addition of ravines caves became a lot more open and accessible. Nowadays you can easily find diamonds before the first sunset, which really makes the whole game feel extra pointless.
Good afternoon Ryan, i kinda remember seeing people talking about this uptade when i discovered minecraft, well have a good one
I think release 1.9 is the update that ruined the sandbox feel the most. That became when killing the ender dragon was more than just an optional side thing if you felt like it bc they added the elytra and everything. Up until that point the only reason to kill the dragon was the egg, some XP and idk bragging rights?
I feel like beta 1.7.3 is minecraft 1, official release 1.8 is minecraft 2, and modern minecraft is minecraft 3. Personally i feel like 1.8 is the definitive version of minecraft, with beta1.7.3 being a close second. A lot Past 1.9 the game just starts to feel like its modded minecraft from back in the day, its no longer simple and is less blocky like the clay pots and archeology brush just clash with minecrafts original aesthetic. All the updates between 1.7.3 and 1.8 kept minecrafts original aesthetic and added ontop of it, with only a few tweaks like world gen and more structures making the game less isolated.
Im thinking of making a mod that takes everything i like from official release minecraft and adding it to beta 1.7.3, and possibly release it with the option for players to toggle every block and major mechanic that was added since 1.7.3 allowing you to make the perfect version of minecraft.
There is no reason why Hunger can't just be a toggle without being attached to the difficulty level.
the thing about Minecraft is that it is a sandbox. You don't want to play the game like it is a story? just don't do the story. This is what I tell people when they complain about the elytra or mending, just because it is a feature, doesn't mean you have to use it. Anyway great video!
The biggest problem here isn't that they added these things, but rather that they didn't rebalance everything else to make them work.
Oh yeah and the terrain became much too samey but that was a different issue.
i remember how terrible i felt when i played minecraft for the first time in my life and was like "the fuck is this shit" when i saw hunger. all of the videos that i saw on youtube about minecraft had no hunger and i wanted to play that game because that was the game i got to like. so basically when i played real minecraft it felt like i was playing different game because i never even wanted hunger in first place. for sure second worst feeling i ever got related to minecraft with only thing worse being aether portal
Everything besides the terrain generation I thought were steps in the right direction. I prefer Minecraft to be a mix of a sandbox and rpg the way it is now. I like Beta pre-1.8 a lot but having an optional "end" of the game adds an extra play style to people that want more of a linear experience as opposed to a sandbox. That's the beauty of Minecraft, it is many things.
I feel like beta 1.8 is an amazing update
yeah pretty much peak minecraft except for the terrain generation, biome additions made sense though.
@@fortitude120 Terrain was never bad, it was worse before
i believe that rpg-adventure route was the right one, but it was done horribly wrong, thats why i am fan of Better than Advenure mod
The pointless sandbox route was better but only because they halfassed the RPG route and continues to halfass it. Like we've gotten so many updates since beta 1.8 but they at best only add a small RPG related thing, like when I think of an RPG and how Minecraft is stylized for the lack of a better term, I would have expected a full blown magic update if not 2 by now and yet nothing. The only semblance of magic they've added is the Evoker and technically potions and stuff as well but still.
its impossible for Mojang to add mechanics that work in sync with other mechanics. its why Terrara will always be a better game despite it having a power creep problem from constant last updates.
Ryan can Paladdin
They are making the game more and more rpg like, but rpgs are built on restrictions. Sandbox games shouldnt have restrictions. They have a massive conflict of interest which they dont seem to keen on doing anything about.
ah yes kill the dragon and get the Elytra in a version without either of them. I understand those features wouldn't exist without beta 1.8 but there was hate at the time too
I don't understand the take on DST hunger mechanic being better than the Minecraft one. There basically yhe same, what do you mean
I recall this update, it certainly did change Minecraft forever. I was one of those that wasn’t happy, I preferred the old game at the time. However, would Minecraft be here today without this directional change? … I doubt it.
The game has come a long way since those days. If I were asked which version I preferred at the time, I’d have said pre beta 1.8 … however, today! I’m glad these changes happened.
Who tf plays base Minecraft when you have modpacks
minecraft was always about the mining and crafting, building stuff.
not only that: the world you survived and build in was yours and yours alone, with the mystery of myth that herobrine the hypothetical antagonist who was your equal lurking in the shadows, we now know Notch was just trolling us with it, but that vibe was what i always loved
the "mine""craft" of today is completely different, when they did all the changes you already adressed in the video changed a lot of stuff, they introduced endermen and took a completely different "lore" approach adding this story of endermen being enslaved in their dimension, sadly however the end dimension is incredibly bland and boring, instead of adressing this they ignore it and add more stuff. They added villages, lots and lots of frequent villages, ocean monuments, temples, and more. Suddenly this vibe of "this is my/our world" has faded into obscurity you are no longer the god of the world you are playing on, you are a nobody inhabiting it just like the rest of the creatures
I recently got back to the game in modern version playing with my friends on my private server, i encountered the warden for the first time
While yes it is interesting i feel like this was the final nail in the coffin
the warden is unreasonably overpowered: deals loads of damage, is extremely tanky, literally aimbots so you cant even fight it, you'd need to outheal it with golden apples or something
on the surface looks like i complain of the warden just being way to hard, and in a sense yes i am
but my frustration lies deeper, the idea of old minecraft where i owned and ruled the world, is gone, i am a nobody, the creatures inhabiting the world dont care who i am, nor should they we're all just useless specks.
The focus of the game has shifted away from being a fun sandbox to an action game to satisfy hardcore players that want a challenge, yes the endgame is optional but i do not care
if shulker boxes and mending diamond/netherite gear help me build stuff more efficiently, its pretty much a requirement
gone are the days you had to actually mine and craft, you can obtain a lot of stuff from just trading with villagers, exploring temples etc
the goal is to get yourself tto maxed gear and never have to fear mobs again so you can build, yet thats also not true cus they added another boss entity to the game that doesnt even care about your hard earned gear and will murder you in a matter of seconds
my biggest gripe with modern minecraft is it feels like nihilism
i loved old minecraft for the escapism which is no longer present in modern versions of the game.
Removing the feeling of being alone is what killed it for me. These days towns are absolutely everywhere and you have no choice but to use them if you want to play efficiently.
0:00-0.07 How come your beta 1.8 has such beautiful fog? And my beta is not as beautiful as yours.
Hey, Paul! Loved the video, and I have a quick question: What is the name of shader pack you often use in your videos?
Complementary shaders!
I really love your channel
beta 1.8, despite how old it is, is the first update I consider "modern", and honestly I think the game was better before it
to me this is the definitive minecraft version
Still hate the hunger bar, everything else was great, but hunger ruined the game for me.
modern versions are fun, but beta 1.7.3 is the most enjoyable for me
"Hunger is forced in survival"
No shit not like hunger is a survival thing that is necessary in well survival
This update didn’t add strongholds, or the XP system
Ur discord link is either invalid or expired bc it says it's invalid or expired when you try and join through it
sorry, you were autobanned because of the account too new rule! (3 day old accounts or less can’t join due to avoiding bots/spam/scams/etc). that’s probably why it says it’s invalid. I’ll unban your account after it’s 3 days old, just remind me if I forget :)
@@PaladinRyan yo my account is 3 days old now
@@yes-iq4to try joining again!
@@PaladinRyan I'm in
Do people actuallt hate hunger though
no
I always hated it. it's just doesn't really add any challenge to the game because food is so easy to get and they made it stackable so you can carry a shitload of it anyway.
Destiny_Hawk was here.
Heavily disagree with some of the points made but nonetheless still a good video. Keep it up. Looking forward to more Evolution episodes, your best content imo.
How is beta 1.8 less of a sandbox?
It added actual objectives to pursue in the game that weren't finding diamonds or building a house