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In Defense* of Mojang

104K views · Apr 17, 2026 · Gaming

Comments · 1.5K

  • @rdococ · 5 months ago

    I find the community complains about the wrong things. Update size isn't the issue, it's that updates don't feel like improved versions of the game but DLC tacked into it. They're also frequently merch fuel.

    2.2K

  • @LordYvain · 5 months ago (edited)

    What pisses me off more is that these half baked updates just won’t be put back in the oven<br><br><br><br><br><br>(wow 1k)

    1.2K

  • @Haydyne · 5 months ago

    Everyone also forgets that the Buzzy Bees update came out in December… the same year that the Village and Pillage update came out and 6 months before the Nether Update

    1.1K

  • @cathat4813 · 5 months ago

    I refer to a LOT of the content that&apos;s been getting added as content islands. <br>its all content that mainly only resolves around its specific content and not the world at large or developing upon older features to help flesh them out.

    514

  • @subtog · 5 months ago

    I want a &quot;misfit makeover&quot;. basically any undercooked update they have ever added they can update them and point them into one drop. wouldnt have to be a big update maybe even add small things

    866

  • @LuizaLeo_Music · 5 months ago

    The only reason I&apos;ve been fine with them going with small drops is that the backend development has been absolutely crazy, light engine got reworked, now vulkan, many other internal fixes that made the game run significantly better <br><br><br>I hope they can work with small drops for a bit but when the code see is better they can do one big update yearly or every 1.5 years

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  • @josefmuller86 · 5 months ago

    My biggest gripe with new updates is that they never revisit already existing features but just add something you wont come across unless you look for it. Thats why I liked the villager and nether updates which built upon already existing features of the game. We need an enchanting, brewing, minecarts (well they are working on these tbh) updates.

    219

  • @datguy3581 · 5 months ago

    I&apos;m fine with drops if we do go back to updates eventually. I think the sulfer cube is cool. I liked the creaking. I like the spear. But at some point, we&apos;re gonna need features with more depth. If we can get that once Mojang has updated things on the back end, then that&apos;s okay. But I do think it&apos;s an issue that progression and enchanting have not been touched in a while. It was cool when updates like the Nether Update and Caves/Cliffs made changes that fundamentally shift the way the game is played.

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  • @joedonnelly-ys2tg · 5 months ago

    great video, feels so levelheaded compared to a lot of discussion nowadays.

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  • @samscoolworld9737 · 2 weeks ago

    <a href="https://www.youtube.com/watch?v=SSix72ncM9U&amp;t=613">10:13</a> my issue with the pale garden is they advertised it as this creepy biome that the creaking owns. But the big issue is the biome is too small most times. And other mobs can still spawn within the biome and make the creaking just feel like another nuisance rather than its own thing.

    2

  • @CDYT · 5 months ago

    No, Mojang isnt lazy, but i would argue some of the more baffling decisions they make is explained by systemic risk aversion. They dont want to piss anyone off and thus end up pissing everyone off. Risk aversion is a safe corporate bet but hardly satisfying for customers. It was strange because from 1.13–1.19 they were much more willing to take risks. I would say that the caves and cliffs/wild update chat reporting controversy etc made them much more risk averse.

    297

  • @Tydeph · 5 months ago

    During the updates 1.10, 1.11, and 1.12, large parts of the code of the game was changed. I hear many people complain about those updates nowadays, saying that the Microsoft buyout caused this or something along those lines. But from what I remember, the big problem was Mojang was running out of block IDs. Starting from 1.7 and finishing at 1.13, Mojang was transitioning away from the old block ID system to the current string name. And took a huge amount of time and effort and the large problem was they couldn&apos;t really add too many blocks at that time. When 1.13 hit and the community was surprised to see such a massive update the one thing people seemed to overlook was that the old ID system was completely gone in that version.

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