Should we "advertise" Minetest better ?

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Re: Should we "advertise" Minetest better ?

by Buddler » Post

rubenwardy wrote:Minetest needs better marketing (ahem, Minetest doesn't inspire confidence) but not necessarily advertising. We are already notable in the open source gaming community, with some extra polish in-game and value proposition online then it will be easier to draw in players
The open source gaming community, however, is comparably tiny. If you look at gamers in general, I'd say the open source gaming community that knows about Minetest is 2% of them at best. Maybe only even 1% or less because I guess the majority of FLOSS users either still resorts to non-free, closed-source games or doesn't game at all.

Almost all other gamers believe think they know that Minecraft is the only game of its kind. Maybe there's another percent or two who may have heard or read about Minetest, but they're fully convinced that Minetest is a Minecraft clone made in order to cash in on Minecraft's success. They neither know nor care about Minecraft and Minetest's common ancestor named Infiniminer, also because they flat-out refuse to accept that their treasured golden calf Minecraft isn't a fully original concept designed from scratch from the ground up but instead a "ripoff" of another game.

But most don't know anything about non-commercial games beyond Steam, GOG, the Windows Store and what's on brick-and-mortar store shelves. So they don't know that Minetest exists in the first place.

Apart from making Minetest known, the next obstacle will be to convince people that Minetest is worth playing, especially those who already know Minecraft. Those who are cheap are the easiest to get: Tell them Minetest costs nothing unlike Minecraft, and they're sold. Everyone else, however, will always compare everything to Minecraft — and consider Minecraft the reference, the pinnacle, the definition of 100%. "Better" equals "more like Minecraft" to them. Minetest would be perfect if it were absolutely identical to Minecraft but for free. If something is different from Minecraft, it sucks because it isn't like Minecraft.

Exactly this will be the trickiest part: showing and convincing people that something about a voxel game can be better than Minecraft. I'm not talking about the license, the masses of Windows-only users don't care about licenses. The programming language is slightly better, a very few may understand that a game written in C++ needs fewer resources and therefore performs better than one written in Java. Everyone else doesn't care, also because they won't notice a difference with their dozen 4Ghz cores and top-of-the-line gaming graphics card.

Minetest's biggest advantage is modding. Installing mods is way easier than in Minecraft, Minetest was meant to be modded from the very beginning, you can have different worlds with different sets of mods, and you can play almost whichever online server you want without first hacking mods into or out of your client because Minetest gets the mods for an online game from the server.

At the same time, modding becomes a disadvantage because in order to keep up with Minecraft, Minetest must be modded. This is inconvenient for both newbies and hardcore gamers. While the newbies find everything that goes beyond installing a game and playing it as it came out of the box too complicated, the hardcore gamers still need to know what mods there are, what mods are good for what, what mods you need to achieve what and so forth. Especially seasoned Minecraft players will have a hard time translating from Minecraft to Minetest because things are named differently in Minetest than in Minecraft (e.g. in order to get something like redstone, you need to install Mesecons because redstone is named MESE in Minetest).

Guess why Mineclone2 is so vastly popular: It's the closest that you can hope for Minetest to be like Minecraft.

Now I'm not an advocate for throwing minetest_game away in favour of Mineclone2. minetest_game is still necessary as the base that one can mod like there's no tomorrow. In this context it's actually good that it only comes with those bare necessities that hardly anyone would want to mod out.

But I've read several times already that Minetest should come with a more fleshed-out game. And I believe that if Minetest should become popular with people who can't e.g. install and configure Debian to whatever they need it for without a manual, it needs to be "awesome out of the box". Most people don't want a modding base, they want a black box game that's cool as it comes. Such a game should be one that really shows off what Minetest can do that Minecraft can't. And it should be good enough to work as the default game, for most gamers will probably install Minetest, fire it up and start playing right away without configuring anything and without reading up on anything. Whatever they start playing then needs to blow them away.

Ideally, Minetest should come with four games:
  • A fleshed-out, fully equipped, non-Minecraft-clone game with stuff that vanilla Minecraft doesn't have as the default that newbies start playing with right away. (Granted, Lord of the Test would be overkill, not to mention make people believe that Minetest is Minecraft meets Tolkien. Now, if Dreambuilder were a game instead of a modpack...)
  • minetest_game for the modders.
  • minimal for the ultra-hardcore modders.
  • Mineclone2 as the (non-default!) game for the "whatever isn't like Minecraft sucks" crowd.
The distinction between the engine Minetest and the game minetest_game is important, but it'll confuse everyone who isn't on a "I run my own Raspbian multi-purpose server at home" tech level. It's critical to find a good balance here.

As Wuzzy already mentioned, outward appearance is very important in marketing, too. This means we need screenshots. And half a dozen screenshots from a vanilla minetest_game world from five years ago that has been run for, like, five minutes won't cut it. Okay, there should be vanilla minetest_game screenshots, especially if minetest_game stays the game in Minetest. But keep them up-to-date and show off new features in them.

And there should definitely be lots and lots of screenshots that show off Minetest as it looks like when it's modded to kingdom come and back. If you want to sell modding, you must impress people with what can be done with mods, especially those that do the really spectacular things, ideally things that you can't get Minecraft to do even if you mod it.

If you want to whet people's appetite even further, if they're done with the screenshots, show them videos of modded Minetest worlds. You won't be able to impress anyone with vanilla minetest_game. But you will impress them with Lua-controlled Advanced Trains networks like those on the LinuxWorks server, just to give one example.
Wuzzy wrote:The UI looks horrible, especially the main menu is user-hostile and ugly and needs a major overhaul. An improvement of the UI also will mean there will be prettier screenshots to show off ^^
This seems to be a general problem with software that isn't developed by big companies. You need to take care of the backend, the user frontend, documentation and marketing. Big companies have dedicated departments for these.

Outside of big companies, take a group of n developers who take care of a software product. Usually you have one developer who is forced against his/her will to design a user frontend although he/she would rather work on the backend and n–1 developers who work on the backend. As for documentation, if a manpage is absolutely critically necessary (e.g. because all major GNU/Linux distros will refuse to include it into their repos without a manpage), someone will write one, but everything that goes beyond is left to the users. And as for marketing, the developers simply sit and wait until people discover their product by themselves because nobody takes care of that.

Now if you really want an application, especially a game, to become popular, you need an UI that not only makes the game useable by being there but that's logical and pleasant to use even for non-coders.

Last but not least, let's get to the name issue. And let's be honest: "Minetest" isn't the luckiest choice. It looks so much like an experimental FLOSS Minecraft rip-off that it's next to impossible to convince people otherwise. (Granted, when celeron55 started working on Minetest, he couldn't possibly foresee how huge a success Minecraft would become.) And "test" implies that it's an experiment never meant for public deployment. This is where games like Voxelands (RIP) and Terasology shine: Their names don't imply a half-baked Minecraft clone.

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Re: Should we "advertise" Minetest better ?

by runs » Post

Guess why Mineclone2 is so vastly popular: It's the closest that you can hope for Minetest to be like Minecraft.
This is the cause I hate Mineclone2 and Wuzzy :-D

No, really, Mineclone2 is cool, but this shows the lack of ideas and brillliance in the Minetest comunitty. :-D

No, really, if I wanted to play Minecraft, I'd play Minecraft not Minetest.

Now, I being serious: Minetest is way better than Minecraft. It only lacks some polish and ADVERTISEMENT.

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Re: Should we "advertise" Minetest better ?

by Linuxdirk » Post

Buddler wrote:Everyone else, however, will always compare everything to Minecraft — and consider Minecraft the reference, the pinnacle, the definition of 100%. "Better" equals "more like Minecraft" to them. Minetest would be perfect if it were absolutely identical to Minecraft but for free. If something is different from Minecraft, it sucks because it isn't like Minecraft.
Unfortunately this is absolutely sure. It's a bit like WhatsApp: There are a lot of better messengers, most of them are free, and XMPP as a protocol itself exists and there are dozens of clients for all operating systems. The problem is: No-one cares. WhatsApp just works. Their friends use it. No need to change. Case closed.

Same with Minecraft: It just works. Their friends play it (very likely since according to the latest numbers Minecraft is more successful than Tetris - which was the most selling game of all time for ages). No need to change. Case closed.

People need an incentive to play Minetest. It can't be the numbers (Minecraft is more succesful with all of them). It can't be open source (in real-life players actually do not care). It can't be it's freeness ("I can get a cracked account whenever I want and play Minecraft for free, too"). It can't be the games (well, that's another discussion). It can't be the modding (Minecraft is very well moddable and has an extremely active modding community and convenient tools for installing and updating mods).
Buddler wrote:The programming language is slightly better, a very few may understand that a game written in C++ needs fewer resources and therefore performs better than one written in Java.
The Java version is dying. Minecraft evolved since Mojang was acquired by Microsoft.
Buddler wrote:... shows off what Minetest can do that Minecraft can't.
Yes, but what is that? Even back when I played it, Minecraft without mods had more and better ingame tools to create functionality (command blocks and all things that come with them, like the extremely flexible API hat can be accessed via commands.*)
Buddler wrote:This means we need screenshots. And half a dozen screenshots from a vanilla minetest_game world from five years ago that has been run for, like, five minutes won't cut it.
We have a multiple hundreds pages long screenshots thread. Unfortunately no-one is willing to add some of the screenshots to the site showing how diverse Minetest's appearance can be. Instead all issues on GitHub are talked to death and in the end nothing on the website changes.

Speaking of which. The website looks like for a boring tech product and not like for a game. See minecraft.net for example: Bright and blooming with happy and colorful design. Large, bright screenshots showing it's variety. A great section with inside knowledge, news, and blog-like articles, community events and information. Everything on that page leads to "Wow, this looks awesome, I totally want to play that game!".

We, on the other hand, well, we have a dark and depressing header and 6 outdated and boring screenshots and tons of continuous text and bullet point lists.
Buddler wrote:
Wuzzy wrote:The UI looks horrible, especially the main menu is user-hostile and ugly and needs a major overhaul. An improvement of the UI also will mean there will be prettier screenshots to show off ^^
This seems to be a general problem with software that isn't developed by big companies.
No, it's not. Its a problem with not having an UI expert in the team. I know some games that are developed by one person alone, or by a team of 2-3 developers and they all have great UIs and menus. When developing a free game "this is a free game" is no justification to have a shitty UI when other free games do not have a shitty UI.

____
* I remember a game that had a world border around the player (1x1 and ranging from the bottom to the top of the map). Within this area the player needs to perform special tasks. Each tasks extended the border by 1. So jumping fo the first time leads to a 2x2 area to work with, then digging the first time 3x3, placing the first time 4x4, etc. The tasks got more and more complex to perform and the goal was to extend the area to 16x16 jsut by performing special tasks. All of this was made purely in vanilla Minecraft by using command blocks to send the API commands and other logic features provided by the game to trigger the command blocks.

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Re: Should we "advertise" Minetest better ?

by Buddler » Post

Linuxdirk wrote:People need an incentive to play Minetest. It can't be the numbers (Minecraft is more succesful with all of them). It can't be open source (in real-life players actually do not care). It can't be it's freeness ("I can get a cracked account whenever I want and play Minecraft for free, too"). It can't be the games (well, that's another discussion). It can't be the modding (Minecraft is very well moddable and has an extremely active modding community and convenient tools for installing and updating mods).
So far, there have been two incentives for people who aren't FLOSS advocates to play Minetest. One: Microsoft sux (as in they've introduced something in Minecraft that's questionable to put it mildly, causing users to ragequit Minecraft but not the genre). Two: Minetest is readily available free-as-in-free-beer without having to go through the hassle of cracking (Minetest is easier to get for free than Minecraft).
Linuxdirk wrote:
Buddler wrote:The programming language is slightly better, a very few may understand that a game written in C++ needs fewer resources and therefore performs better than one written in Java.
The Java version is dying. Minecraft evolved since Mojang was acquired by Microsoft.
This also kills off all possibilities for people who don't have Windows 10 to play Minecraft. But how many players does Minecraft actually lose this way?
Linuxdirk wrote:
Buddler wrote:This means we need screenshots. And half a dozen screenshots from a vanilla minetest_game world from five years ago that has been run for, like, five minutes won't cut it.
We have a multiple hundreds pages long screenshots thread. Unfortunately no-one is willing to add some of the screenshots to the site showing how diverse Minetest's appearance can be. Instead all issues on GitHub are talked to death and in the end nothing on the website changes.

Speaking of which. The website looks like for a boring tech product and not like for a game. See minecraft.net for example: Bright and blooming with happy and colorful design. Large, bright screenshots showing it's variety. A great section with inside knowledge, news, and blog-like articles, community events and information. Everything on that page leads to "Wow, this looks awesome, I totally want to play that game!".

We, on the other hand, well, we have a dark and depressing header and 6 outdated and boring screenshots and tons of continuous text and bullet point lists.
In other words, Minetest seems like it's being advertised to backend devs by backend devs because the entire website speaks a design language that basically only appeals to backend devs.

Either that, or we don't have enough resources to redesign it because everyone's busy working on the backend.
Linuxdirk wrote:
Buddler wrote:
Wuzzy wrote:The UI looks horrible, especially the main menu is user-hostile and ugly and needs a major overhaul. An improvement of the UI also will mean there will be prettier screenshots to show off ^^
This seems to be a general problem with software that isn't developed by big companies.
No, it's not. Its a problem with not having an UI expert in the team. I know some games that are developed by one person alone, or by a team of 2-3 developers and they all have great UIs and menus. When developing a free game "this is a free game" is no justification to have a shitty UI when other free games do not have a shitty UI.
Having an UI expert on the team is the result of either pure serendipity (at least one of the devs is actually genuinely great at designing UIs) or spending money on hiring a professional UI designer (which is out of question for most non-profit FLOSS projects).

The sad truth is that many, many software projects — especially in the FLOSS world — are driven exclusively by that (stereo)typical kind of coder who can only and only wants to do one thing: backend development. So the graphical frontend, the documentation and all kinds of advertisement and publicity campaigns will have to be made by backend devs. Thus, the project will end up with
  • a graphical frontend that was cobbled together out of necessity and does what it shall (if barely) but lacks any aesthetic appeal (also because it was made by an i3wm or awesomewm user who spends most of his time on the console and can't remember having seen any kind of pretty UI or even looks down on them as unnecessary "rice"; he wasn't the right guy to do it, but someone had to, and everyone else on the team thinks alike); in fact, many interesting FLOSS projects don't have a GUI at all or only a basic Tcl/Tk frontend that looks like it's 30 years old and that's pretty much incompatible with screens above 120dpi because there's no need for anything better in the eyes of the devs
  • a documentation written from a backend dev's POV that only devs will understand (the team would have loved to forgo documentation altogether, but all major distros refused to add their application into their repos without any doc, so someone had to cobble something together)
  • a website that appeals to an i3wm user sitting in the dark and therefore running a dark theme but not to a regular Windows or Android user because it, too, was thrown together by a backend dev out of necessity
  • promotional material and public presentations in which backend devs talk about 5% software licenses and 95% backend but don't mention anything that may be of interest for an end user who isn't a dev

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Re: Should we "advertise" Minetest better ?

by Linuxdirk » Post

Buddler wrote:One: Microsoft sux [...] Two: Minetest is readily available free-as-in-free-beer
If you speak to real-live end-users (something I do in my daytime job) you soon realize that they do not care. Most of them don't even know. They want to have $foo and do not care how to get it.

"My friends play Minecraft and I want to play it together with my friends". People from the outside world have a completely different mindset.

Try discussing free licenses with people that do not develop software that is released under a free license. Most people don't even get the concept of a free license and why they should care. The whole theme and concept is so far out of their loop that most of them don't even understand the question.
Buddler wrote:a website that appeals to an i3wm user sitting in the dark and therefore running a dark theme but not to a regular Windows or Android user
See CDB. It's even worse. The only thing missing is bright green monospace text ...

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Re: Should we "advertise" Minetest better ?

by rubenwardy » Post

Flinging shit isn't productive. If you have actual criticism then say it, and contribute for once. You're the first person that's ever complained about CDB's UI and only for a cheap shot
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Re: Should we "advertise" Minetest better ?

by rubenwardy » Post

ContentDB is dark theme both because steam and nexus mods are and because I prefer it. I am open to making it light theme if that would be more user friendly. If you have any actual criticisms, such as finding navigation painful, then let me know - I've tried to design it in a fairly logical way with prompts on what should be done next, but obviously user testing is needed.


Formspecs are largely legacy code which none of the current developers had any involvement in. The code is undergoing refactoring to support containers and styling, which will make it possible to actually make them look ok and responsive
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Re: Should we "advertise" Minetest better ?

by sorcerykid » Post

See CDB. It's even worse. The only thing missing is bright green monospace text ...
Frankly, Content DB is one of the few truly appealing Websites under the Minetest brand, and it certainly has a lot more going for it than the absolutely mundane and drab minetest.net homepage. It's in a completely different ballpark.

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Re: Should we "advertise" Minetest better ?

by Linuxdirk » Post

rubenwardy wrote:If you have actual criticism then say it
Basically just this, suggtested here.

Here’s a scientific paper.
The effect of display polarity on visual acuity and proofreading performance was investigated for younger and older adults. […] A positive polarity [(dark characters on light background)] advantage was found for both age groups. […] Visual acuity testing and a proofreading task revealed a positive polarity advantage for younger and older adults. Dark characters on light background lead to better legibility and are strongly recommended independent of observer’s age.
https://www.ncbi.nlm.nih.gov/pubmed/23654206 (full source)

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Re: Should we "advertise" Minetest better ?

by FreeGamers » Post

I enjoy the minetest homepage. Its basically just a portal to get the game, look at screenshots, or jump to the forum for me. Its pretty enough. ContentDB looks good. I enjoy browsing it occasionally. The thumbnails and dark design are great. The UI in game isn't always great but its easy to work on it if really needed.

To answer the thread OP:

Absolutely. I can't see how the answer to such a question would ever be no. Even if we were pulling in hundreds or thousands of people each day the answer to this would still be "YES!"

Realistically, the answer is "YES! Wherever and whenever we can!" I talk about Minetest when making small talk with people. I've shown the game to people. I think the word of mouth and network effects are natural. More can always be done though.
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Re: Should we "advertise" Minetest better ?

by paramat » Post

MoNTE48,
I want to apologise for my post earlier in this thread that was offensive to MultiCraft.
It was excessively cynical and i do not believe everything i wrote in it.
I have now edited it to remove the offensive comments.

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Re: Should we "advertise" Minetest better ?

by FreeGamers » Post

paramat wrote:MoNTE48,
I want to apologise for my post earlier in this thread that was offensive to MultiCraft.
It was excessively cynical and i do not believe everything i wrote in it.
I have now edited it to remove the offensive comments.
Posts like these are such a rarity on the web. Based.
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Re: Should we "advertise" Minetest better ?

by cuthbertdoublebarrel » Post

If you search google for top open source games you get a filmstrip of thumbnails . minetest is very poorly represented .the thumbnail is a cropped image of grass and a strip of dirt .looks as dull as dishwater . it hardly inspires you to click on it and take a look .
tried to track down the source to no avail .
No other sizes of this image found
Possible related search : plantation .
would like to find out where its generated from and see if its possible to replace it with a more fitting thumbnail which minetest rightfully deserves .
prehaps someone here has the skills to track the source ? .
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Re: Should we "advertise" Minetest better ?

by mcaygerhard » Post

too much "featured modernity" on geek (developers) side and less on user side.. a great lession must be learned by developers.. 0.4.X servers are vastly played today! agains "moderns 5.X ones"

this is a irony.. but developers dont understand that i will not pay a newer tablet with 8 cores (from my x86 rare based androit) just due some developers are too geek!

also noted too that runs a mientest 5.X server will need more modern things .. that raised my coputer requisites so if i have a child this will said "i need a more expensive one" and so and so.. no men! no way! minecraft runs in poor software with optifine tuned!

documentation is non-friendly and very poor! and minetst 5.X requires C++11 compared to others.. java is well known and maybe more easy to decompile (there are so many decompliers) and hacked jars are also vastly

i deployed a 5.X server adn never raised 10 users.. with 0.4 normal numbers are 20 +/- 30%, my 0.4 client runs in all olders or newers linux, and 0.4 clients do not raised requirements in androit

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Re: Should we "advertise" Minetest better ?

by runs » Post

mcaygerhard wrote:
Tue Aug 31, 2021 02:13
too much "featured modernity" on geek (developers) side and less on user side.. a great lession must be learned by developers.. 0.4.X servers are vastly played today! agains "moderns 5.X ones"

this is a irony.. but developers dont understand that i will not pay a newer tablet with 8 cores (from my x86 rare based androit) just due some developers are too geek!

also noted too that runs a mientest 5.X server will need more modern things .. that raised my coputer requisites so if i have a child this will said "i need a more expensive one" and so and so.. no men! no way! minecraft runs in poor software with optifine tuned!

documentation is non-friendly and very poor! and minetst 5.X requires C++11 compared to others.. java is well known and maybe more easy to decompile (there are so many decompliers) and hacked jars are also vastly

i deployed a 5.X server adn never raised 10 users.. with 0.4 normal numbers are 20 +/- 30%, my 0.4 client runs in all olders or newers linux, and 0.4 clients do not raised requirements in androit

errors:
- minetets 0.5 is fast, there is a thing called ·options· to play with efficiency. It cannot be left behind technologically for those people who want to play Minetest on a 90's x286...
- Playing on a mobile tablet sucks, the standard is the PC. There are many online players because there are many pirate clients of Minetets on Googleplay. And a lot of rat kids running at 5 FPS on their cell phones. I see them galore on Youtube. Kids from 10 years old and under.
- 0.4 servers are Multicraft users. I prefer 10 Minetest users than 100 Multicraft ones (my respect for Multicraft on the other hand).

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Re: Should we "advertise" Minetest better ?

by Festus1965 » Post

even if 5.x would be faster and better to use ob PC or whatever ...
the separation, change of protocol is the main problem ... as then even could the hardcore PC owner use 5.x an have fun, but also join to 0.4 ... and also the 0.4 for low budges hardware might be able to play on other server ...
that way is closed ... and we wonder why and so others close this gap

I have seen today, and that 0.4 are not only MultiCraft ... I had direct about 100 connection trials on my testing MultiCraft server with same config from 5.0 server, but NOW they was stopped by password,
but the 3 came through had 2 been from a complete other client with ads ... KawaiiWorlds like that ... and they had normal names, and could serous talk ... I send them to download MultiCraft ... !
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Re: Should we "advertise" Minetest better ?

by DOOM_possum » Post

i mean ((( It is relatively urgent )))

to get the infinite possibilities of gathering friends together

but That won't help nothing in The Long Run, if There are not stable Games

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Re: Should we "advertise" Minetest better ?

by mcaygerhard » Post

runs wrote:
Tue Aug 31, 2021 09:28
errors:
- minetets 0.5 is fast, there is a thing called ·options· to play with efficiency. It cannot be left behind technologically for those people who want to play Minetest on a 90's x286...
- Playing on a mobile tablet sucks, the standard is the PC. There are many online players because there are many pirate clients of Minetets on Googleplay. And a lot of rat kids running at 5 FPS on their cell phones. I see them galore on Youtube. Kids from 10 years old and under.
- 0.4 servers are Multicraft users. I prefer 10 Minetest users than 100 Multicraft ones (my respect for Multicraft on the other hand).
error: you dont play just try to play so .. your arges only technicals things.. so stupid and blind relative possition to most gamers

1. you made a game for gamers not for developers.. that's multicraft is most used
2. mt 5.X will be a fail if this way is the main one! you will work for nothing?
3. facts are facts: active minetest are 0.4.x with 30 gamers each day in average (see list the tops ones)
4. mayority of 5.X servers are ALMOST DEAD and multicraft are most played!

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Re: Should we "advertise" Minetest better ?

by Festus1965 » Post

mcaygerhard wrote:
Sun Sep 05, 2021 15:00
error: you dont play just try to play so .. your arges only technicals things.. so stupid and blind relative possition to most gamers

1. you made a game for gamer not for developers.. that's multicraft is most used
2. mt 5.X will be a fail if this way is the main one! you will work for nothing?
3. facts are facts: active minetest are 0.4.x with 30 gamer each day in average (see list the tops ones)
4. majority of 5.X servers are ALMOST DEAD and multicraft are most played!
right, what does a MAYBE faster 5.x (i doubt it) server help, when there are (NEARLY) no 5.x clients out there.
depending on my research and counting:
* just 10-15% of all gamer are in 5.x server ... and getting even less ! (but here are the most server !)
* just another 10-15% of gamer are in 'original' 0.4.x servers (less server, and so more gamer a server)
* and as of too late and facing now the bill for the 5.x protocol change 75-80% of all gamer are on MultiCraft server playing.
I agree, 5.x is dead - and changes in the server-list happened yesterday after some of them are 3 years asked for, are also too late and not made consequently.

The truly fact is, 5.x is not spread on for mobiles, and most gamer can't afford better hardware also ... me with a PC is a minority of all gamer.

I was, after changed my server from 5.2.0 to MultiCraft 2.0.0
was playing MineCraft ...
* we have all together even with MultiCraft just around max 800 gamer,
* the WynnCraft server have only alone about 800 gamer alone,
* and then my daughter showed me MyPixels ? server, has 7.700 gamer alone, active playing !!!
so a joke when I think about that we in 'minetest' world was separating our even so less gamer then also onto diff protocols. = poor
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Re: Should we "advertise" Minetest better ?

by Festus1965 » Post

mhh
after playing now MineCraft on WynnCraft a view days, or weeks ...

I found this video just today, as of advertise videos INSIDE Wynncraft ...
Even MineCraft was told me by my daughter and I was learning about it and found free nearby version Minetest.

... so I am combat level 44 there now, and also leveled up in farming, fishing, mining, wood-crafting, ... somewhere as I like ... and all this without know about this videos, only as my style: at Quests I used there wiki, that I also know out of inside gaming ....

What I mean:
The advertising to get new gamer might be:
* insider, gamer tell it to friends
* active bring this game to other people (as I did with my action at my daughters friends and offer them to game it when visit my home)
but just adv in internet by good webpage ... or another one video in you-tube ... ... I doubt this.

Maybe I make a test: a set of 100 name cards or flyer in Thai about game, download free, game free, similar to MineCraft and spread this at the small villages nearby, poor looking, a lot of kids ...
* main info I guess:
- free of charge as game and server, also no advantage by buy
- clear where and how to get game (download PC win, Linux and MOST Android clear 'name')
- make clear that this is very similar to expensive Minetest

will see ...
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Re: Should we "advertise" Minetest better ?

by runs » Post

JuanchiZ will be born with that claim. To be the most popular 5.0 server. I hope people will fight and even murder to get into it.

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Re: Should we "advertise" Minetest better ?

by DrFrankenstone » Post

I notice Minetest isn't in Wikipedia's List of open-source video games

Now that people have established enough notability to keep Minetest's Wikipedia page, it should be possible to add it.

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Re: Should we "advertise" Minetest better ?

by Linuxdirk » Post

DrFrankenstone wrote:
Thu Sep 09, 2021 02:43
I notice Minetest isn't in Wikipedia's List of open-source video games
For some reason the English Wikipedia HATES Minetest. The article was removed several times and was even locked for re-creation. It seems like it's still on constant unofficial surveillance by some admins and is re-evaluated and a candidate for deletion every now and then.

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Re: Should we "advertise" Minetest better ?

by mcaygerhard » Post

Linuxdirk wrote:
Thu Sep 09, 2021 07:29
DrFrankenstone wrote:
Thu Sep 09, 2021 02:43
I notice Minetest isn't in Wikipedia's List of open-source video games
For some reason the English Wikipedia HATES Minetest. The article was removed several times and was even locked for re-creation. It seems like it's still on constant unofficial surveillance by some admins and is re-evaluated and a candidate for deletion every now and then.
is a common sense.. check the user base of the crap 5.X user base servers.. max player at same time are just.. 40? 50? please.. is.. pitiful amoutn.. compared to the user based of ecuacraft (minecraft server) around 500 to 1000

culprit: stupid developers.. minecraft runs almost in any OLDER OS, older machine.. i have debian 6 only to run minecraft! but minetest forces me to use "moderrrrnnnn os" pifff..

also, take note.. again, 0.4 servers or compatible ones are most played! my venenux sub-nasa are currently down and that's the reason of the low user base (500 get down to 300 now):

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Re: Should we "advertise" Minetest better ?

by ywwv » Post

a charismatic "lets player" needs to make content for "minetest". this could be an up and coming person who is not afraid to take new risks on big technology. someone well connected to other parts of the world.

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