Dispensing (001): Jigarbov

Dispensing is an impromptu podcast series where Moesh and other prominent members of the Minecraft game development community discuss various aspects of Minecraft, its community, and the art of making games with Minecraft.

The inaugural episode of the impromptu Dispensing podcast features the creator of Simburbia and City of Love; the incomparable Jigarbov. We discuss the release of Minecraft 1.8.6 and its impact on the Minecraft game development community.

If you are interested in what prominent Minecraft map makers think about Minecraft, this podcast is for you.

Activation and Data Values

This episode contains explicit language. I apologize for this. Stick with it, the conversation gets really interesting after I settle down. I will do better in the future.

HostsMoesh
GuestJigarbov
Recorded: Tuesday, May 26th, 2015 at 12:02AM AST
MusicSectopod by Michael Aranda

The Dispensed Items

  • 00:15: Comparing Redstone to Command Blocks
  • 03:20: “Builders versus redstoners”
  • 07:25: “Concept creators vs map makers”
  • 08:18: Jigarbov talks about Dispensers and leaving the technical community
  • 10:00: Old Dogs of Redstone vs Cutting Edge Mechanics (Command Blockers)
  • 12:02: How Minecraft 1.8.6 affects Simburbia and map makers
  • 16:40: Some maps are meant for specific versions of Minecraft
  • 20:44: Block models and Jesper the End
  • 23:35: Inefficiencies of dispensing Command Blocks
  • 29:51: A minor release which breaks months and months of work

Refill the Dispenser

Who do you want to hear from next?

Leave your thoughts in the comments below.

11 comments
  1. This was very interesting and a great discussion. I still personally think there are plenty of workarounds, I am sure they are not as simple for people who don’t do the “strictly command blocking” but in terms of future proofing stuff I think its important they move away from the redstone ( survival ) stuff. I feel like they tinker with and there is a greater potential for more bugs from using the more “hardware”(redstone dust) approach.

    1. I agree, I feel like the theories of modern command blocking rely on deeper and more static code of Minecraft, where the redstone code is a separate entity that can easily be modified and edited.

    2. @Panguino: This a great point. The quality of redstone circuits is easier to determine, and the containment when bug-fixing is significantly more visible and easy to control.

  2. Disclaimer:
    These are all my personal opinions on the state of Minecraft both from an extreme internal view from a year ago, to my relatively distant perspective that I have now.

    Opening comments:
    I totally disagree with your statement that the initial map makers were technically minded. I feel that the first map makers were game design focused, neither technical or aesthetic. Three_Two’s early CTM maps, and Rixiot’s early PvP maps are great examples of this. Then there was the transition to high aesthetic maps, Highpixel ect, and then finally to our technical people that make concepts and are regarded as the map makers.

    This is where I agree with you. The art of game design has been lost. The requirements of creating a map deteriorated from a good game, to a pleasant visual, to a cool idea. The community has totally fostered this through common media, such as Youtube. The ratio of a 5 minute video of a cool concept sells to success, and 50 days of game theory and testing to success, is extremely one sided.

    Minecraft Updating:
    Eris still works, I don’t know what all of your problems are, get on my non analog technical level. Kappa.

    But for all seriousness, Minecraft needs to be backwords compatible. Personally, I do blame the developers for pushing features to be released before they have been thoroughly tested, but again, this push is by the community for constantly needing new content. Of course, issues such as needing to remove dispensation of commandblocks, can be lead to having a poor code base for Minecraft itself. But again, if the devs were not pressured for content, they might have more time to rewrite code.

    Final thoughts/TLDR:
    The community fucked themselves.

    1. @Jeven: We agree on this point. I meant to position my comments from a new-age perspective. I feel early maps had a lot of “mechanics” legwork already in place, and the strength game from level design. By level design, I mean creating the puzzles and pacing them appropriately. What they created was incredibly important, but they created it from the perspective of a level/map designer and not necessary from a mechanics standpoint…if that makes sense.

  3. I really want to hear about taking on projects that you can/can’t handle, and dealing with obstacles and stress that comes with map making.

    1. @CacaoMix: I hear where you’re coming from. I will try to find someone who really fits this description really well, but you may find your answer from Derek Halpern, who has been my favorite bloggers for several years. I just took about five minutes to find a topic specifically on finishing a project, but couldn’t find one outright. However, I find his content very inspiring. Take 20 minutes to browse through his content, you may be very surprised how much it correlates to map making.

  4. I’ve always been interested in what straw breaks the camels back for people that quit things they’ve been doing a long time. I know a lot of people that were content producers on the Internet who have quit. It’s a harsh mistress, the Internet age. Thanks for doing this, I really enjoyed it.

    1. @Erijah: I caught Jigarbov at a particularly high-emotions moment. I hope he gets back into game design at some point. I would make a point to play anything he puts out.

  5. The reason why I haven’t updated the Codes to the latest minecraft versions is party because the Code uses some version specific features and partly because I’m too lazy 😛

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