Markus Notch Quotes

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In 2010, computer games were sold to the tune of $46.7 billion. That’s more than double the total amount of music sold, $16.4 billion. If you believe the industry’s own statistics, the consumer demographics are a far cry from the usual picture of gamers as mainly young men and boys. Four out of ten players in the United States are women. Three out of ten are over fifty years old, and only one out of ten is a boy under seventeen years old. Today, gaming is one of the world’s largest, most appreciated, and most demographically widespread forms of entertainment.
Daniel Goldberg (Minecraft: The Unlikely Tale of Markus "Notch" Persson and the Game that Changed Everything)
During its first week in stores, Battlefield 3 sold more than 5 million copies. The financial people at Electronic Arts established that the game had added about $370,000 to the company’s coffers—significantly more money than Avatar, one of the most lucrative films ever, earned during its first weekend in the theaters. For the uninitiated, the numbers may seem sky-high, but they were exactly in line with what the bosses at Electronic Arts had predicted. Battlefield 3 was just more proof that computer games are big business.
Daniel Goldberg (Minecraft: The Unlikely Tale of Markus "Notch" Persson and the Game that Changed Everything)
Minecraft is a sandbox video game created by Swedish game developer Markus Persson, also known as Notch.
Steve Mojan (Minecraft Handbook: The Ultimate Survival Guide For Beginners To Master All The Secrets, Tips And Tricks)
In late 2014, Minecraft creator Markus “Notch” Persson sold his company to Microsoft for $2.5 billion. Notch published a depressive justification for his desire to recede from public life thanks to the impossibility of satisfying the onslaught of demands from his customers and fans—another thing that can turn on you, it turns out. Then he bought a $70 million Beverly Hills mansion, along with all the furnishings, accessories, art, even the cases of champagne and tequila, even the ultraluxury vehicles the real estate speculator who built the place had installed within its sprawling garage for staging. Notch, the man who made a blank canvas world in which you could make anything, used the spoils to buy a prepackaged, off-the-shelf billionaire’s life. As for his fans, undeterred, they dutifully reconstructed a version of the $70 million mansion in Minecraft.16 It’s an addict’s logic: only one more hand, only one more hit, then I’ll be satisfied. Then I can stop. But, of course, that’s not how addiction works. With every repetition, the effect of a compulsion reduces, requiring even more stimulation to produce formerly intoxicating results. Such
Ian Bogost (Play Anything: The Pleasure of Limits, the Uses of Boredom, and the Secret of Games)
EARLY COMMENTS ON the first version of Minecraft didn’t seem particularly noteworthy at the time. Reading them now, they seem rather prophetic. Minecraft was then a very simple game, with only a fraction of the features that it has today. You could only dig up blocks and put them where you chose; that was it. Markus hadn’t had time to put in the animals, monsters, or anything else he had planned for the game. Still, the response was overwhelmingly positive. Players built things, took immediate screenshots of their creations, and uploaded them online. Within a few years, millions of others would be doing exactly the same thing. The question is why? What made Minecraft so easy to like right from the start?
Daniel Goldberg (Minecraft: The Unlikely Tale of Markus 'Notch' Persson and the Game that Changed Everything)
JULY 2010. IT was morning as Markus logged onto his computer at home, as part of the morning routine he had developed and rather enjoyed. Every time someone bought a copy of Minecraft, he received an e-mail. Since most customers were in the United States, most of those e-mails came in while Markus was asleep in Sweden and when he woke up, the purchase confirmations would be waiting for him in droves. Not only had clicking through them become second nature, it put him in a great mood. To Markus, those e-mails symbolized the acknowledgement of all his hard work and bore the fruits of his labors. And so many people willing to pay for Minecraft was pretty good indication that things were going pretty well.
Daniel Goldberg (Minecraft: The Unlikely Tale of Markus 'Notch' Persson and the Game that Changed Everything)