If I ever accidentally make something that seems to gain traction, I'll probably abandon it immediately.
Steam is not really leading the PC in any creative way, but it certainly has proved that the PC is a viable commercial platform by having a product that is amazingly easy to use for the end user, to the point where it's easier to buy a game on Steam than it is to pirate it.
I remember disassembling and putting an old analog alarm clock together. It was a lot of fun figuring out why it still worked with that one spring missing.
Any email that contains the words 'important' or 'urgent' never are, and annoy me to the point of not replying out of principle.
I've never run a company before, and I don't want to feel like a boss. I just want to turn up and do my work.
I'm not much of a builder in 'Minecraft,' so I don't really understand how much work goes into these big projects. Seeing the flyby videos blows me away, and I have no idea how people do it.
I guess people feel like they kind of know me. The game developer me, or the Twitter persona, that's Notch. It's a censored version. The real me is Markus.
We lived in this area that was basically two circular roads next to each other. There were forests and pastures and stuff. I remember walking around the forest quite a bit.
The speed at which modern CPUs perform computations still blows my mind daily.
If I had intended for 'Minecraft' to end up on consoles, I wouldn't have developed the game in Java. The decision to port the game to consoles came from a combination of player requests, a desire to play around with the brand on different platforms, and some interesting business deals.
The more consoles the better, because if there's more competition, they might get more open.
Turns out, what I love doing is making games. Not hyping games or trying to sell a lot of copies. I just want to experiment and develop and think and tinker and tweak.
Facebook creeps me out.
When I was young, we didn't have indie games. We had 'garage developers' or similar terms, who were just small teams making games out of passion.
I really wanted to make a dungeon crawler, but this game came out, 'Legend of Grimrock 2,' which was, like, the perfect dungeon crawler. It basically destroyed the genre for me, and no way could I make a game that good in that genre.
Specifically, my favorite tool in Java is hot code swapping in debug mode, meaning I can edit the code while the game is running and immediately see the results in the running game. This is super great for rapid tweaking.
By the nature of how a personal computer works and how open they are, modding has always been a big part of PC games, and it can really enhance the experience and extend the lifespan of a game.
I think the only way I could make something fun and big is if I don't expect it to be.
The only thing I think that is wrong with modern gaming now is the free-to-play stuff on mobile phones. I think it's very cynical and cold and weird.
PC gaming has always been strong, and I see it surviving for quite a few more years. It will be around for at least as long as people use PCs.