I'm not going to talk about the game itself today. If you realy want to know more about minecraft, you should visit the minecraft website or check a review of the game.
Today i want to anser the question: why minecraft became such a success?
The people who have read my previous blog post know that i'm going to talk about the blue ocean strategy.
Blue is beautiful
The metaphor of red and blue oceans describes the market universe.
Red oceans represent all the industries in existence today – the known market space. In the red oceans, industry boundaries are defined and accepted, and the competitive rules of the game are known. Here companies try to outperform their rivals to grab a greater share of product or service demand. As the market space gets crowded, prospects for profits and growth are reduced. Products become commodities or niche, and cutthroat competition turns the ocean bloody; hence, the term red oceans.
Blue oceans, in contrast, denote all the industries not in existence today – the unknown market space, untainted by competition. In blue oceans, demand is created rather than fought over. There is ample opportunity for growth that is both profitable and rapid. In blue oceans, competition is irrelevant because the rules of the game are waiting to be set. Blue ocean is an analogy to describe the wider, deeper potential of market space that is not yet explored.
The strategy canvas is both a diagnostic and an action framework for building a compelling blue ocean strategy and seems best suited to answer our question. The hardest part is to determine the competing factors in an action-RPG game.
Notice that all games are trying to compete in all factors resulting in immens developing cost.
By removing (or extremely lowering) the story, quests, graphic detail and sound, Mojang saved millions of dollars in the development cost. It also created a new factor. For the first time players can make their own world. By doing so, players can endlessly explore new worlds.
Some say minecraft is more a sandbox then a RPG game. I don't know if Markus Persson was ware of this strategy when he made minecraft, but he did manage to make a new game genre.
Who says you need high detailed graphics, epic loot, a compelling story or lots of quest to have a good game?
This is value innovation at its best!