but if people download Minetest and dont find a "Minetest" game inside they will be confused...maybe even pissed.
Who downloads minecraft to play the "diggingdanistheman-demo_game" nobody
And calling it vanilla or basic or whatever just undermines the game
minetest_game is
not a game, because it lacks basic goals or even challenges. You just do what you want to, not even death has a real consequence. You can't win or lose in minetest_game. These are all the stereotypical properties of a sandbox. Therefore, minetest_game is a sandbox.
Also, I hate it to write “minetest_game” or “Minetest (the subgame)” and “Minetest (the engine)” every time in discussions instead of a proper name. It gets annoying.
I also do not understand what you meant by “claritiy in the usage of terms”. A clarity would be an unambigious naming. But if you defend ambigious names (the same name for both the engine and the default subgame), then how exactly does this helps here? o_O
And minetest_game is really just a diggingdanistheman-demo_game. ;-) It feels very much like a demo, really, because there is not much stuff you can do in it. But this is a completely different topic, by the way.
(I am not suggesting this crazy name, of course!).
[…] but if people download Minetest and dont find a "Minetest" game inside they will be confused...maybe even pissed. […] You download Minecraft to play Minecraft and you download Minetest to play Minetest.
This can all be fixed by modifying the main menu in such a way that it is more newbie-friendly, i.e. a pointer to the default game (or a
brief explanation), handling a tutorial (hint-hint ;-)), and much more. Currently, the main menu is pretty ugly, also it is not helpful to newbies at all, they do not understand at this point the concept of subgames, mobs, and all the other stuff.
but I think there should be 3 or more bundled by default called Minetest XYZ, with the XYZ explaining what the subgame aims to do easily, with none implying they're the default game.
Like Minetest Builder, Minetest Survival, Minetest Engineer. You'd need descriptions too.
Builder isn't creative, but won't have hardcore hunger and mobs like survival would have.
I don't like this idea very much. It would cause a huge amount of redundancy and thus a large potential for inconsistency. It would be hell to maintain all these subgames.
Because you are basically forking the entire subgame over and over again with only a few modifications, the base would, however, stay the same. I think you can use the same codebase to implement multiple “modes”.
This could be solved by allowing some subgame (or mod??) configuration in the main menu, in world creation or whatever, where you can set subgame-specific variables (such as “Activate enemies”, “infinite items”, etc.). How exactly this could work isn't clear yet, but I think it is pretty clear possible to improve the main menu for some kind of mod- or subgame-specific configs.
Of course, a fork is justified as soon as you are going to make big changes to gameplay or important mods.
Anyways. Personally, I have no strong opinion towards any particular name, I just think the name should be changed.