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→How is it Better Than Adventure? (Design Philosophy)
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=== ''How'' is it Better Than Adventure? (Design Philosophy)=== | === ''How'' is it Better Than Adventure? (Design Philosophy)=== | ||
BTA specifically has been created in response to some fairly major gripes with Minecraft, in particular the Adventure Update, which marked a complete change in the game's focus and mechanics. Hunger was added, worlds became much flatter and more predictable, and soon enough other additions were made, like the enchanting system which completely broke the already flawed existing progression system. | |||
Future updates beyond the Adventure Update felt more and more scattered in design philosophy, without enough attention paid to the existing underdeveloped mechanics of the game. | |||
Examples of this include 1.14's village reworks, rendering the whole gameplay loop obsolete as you no longer need to mine or craft when you can play the trading game instead; decorative mobs like the Polar Bear which add nothing to the game, when the existing balance of mobs hasn't been fixed since before Beta; 1.16 and 1.17 adding 67 and 93 new blocks respectively, contributing to the obscene inventory bloat. | |||
BTA responds to this through incorporating Modern's quality of life changes, expanding on Beta's mechanics (e.g. rebalancing the hostile mobs so that there are advantages to fighting each), and adding new concepts that build off of existing ones (e.g. meshes that allow items through but not mobs or water; using pistons to crush blocks, allowing for greater automation). | |||
Therefore Better Than Adventure strives to learn from the things Modern Minecraft has done right, while simultaneously departing from its contradictory and half-baked design philosophies. We very much hope you enjoy. | |||
=== ''Who'' is Better Than Adventure? (About Our Developers)=== | === ''Who'' is Better Than Adventure? (About Our Developers)=== |