Infiniminer | |
---|---|
Developer(s) | Zachtronics |
Platform(s) |
|
Release | April 2009[1] |
Genre(s) | |
Mode(s) | Multiplayer |
Infiniminer is an open-source, multiplayer sandbox game focused on block-based building and excavation created by Zachtronics. The game centers around the player, who takes on the role of a miner in a team, aiming to dig to the bottom of the map while avoiding and battling mobs. According to its creator, Zachary Barth, the game was inspired by Infinifrag, Team Fortress, and Motherload by XGen Studios.[2][3] The game is noted for its influence on the development of Minecraft.[4]
Gameplay
editPlayers are placed into teams within a procedurally generated landscape and are equipped with mining tools and explosives. The primary objective is to dig toward the bottom of the map while dodging mobs, earning points along the way. The team that reaches the bottom first or accumulates the highest score by the end of the round is declared the winner. During development, Zachary Barth, the creator of Infiniminer, observed that players were using game mechanics to collect and build with items rather than following its intended competitive strategy. This behavior led to the emergence of sandbox-style gameplay.[5][6]
Development
editZachary Barth had early experience with programming games in his youth but honed his skills more formally while attending Rensselaer Polytechnic Institute in New York. After graduating, he worked as a game programmer at Microsoft, continuing independent development in his spare time. In April 2009, he released Infiniminer, a multiplayer game that initially focused on competitive mining objectives. However, players soon began using its sandbox mechanics to construct structures.
Despite the game's growing popularity, Infiniminer generated no revenue. Barth had not encrypted the game's source code, which led to it being leaked online. As a result, unauthorized modifications and hacks became widespread. Due to the lack of monetization and control over the game's code, Barth discontinued development.[5]
In October 2009, Swedish indie developer Markus Persson expressed interest in creating a game similar to Infiniminer through a post on his Tumblr blog. He began early development on the project that would eventually become Minecraft, initially titled RubyDung. Infiniminer significantly influenced the project, particularly in its block-based visual style, first-person perspective, and building mechanics. However, Persson aimed to incorporate additional gameplay elements, such as role-playing features, to distinguish his game from its predecessor.[7]
The first alpha version of Minecraft was released on 17 May 2009 on TIGSource.[8] Persson continued to update the game regularly, introducing new features including tools, mobs, and different in-game dimensions. As the game gained popularity, Persson released the full version on 18 November 2011.[9]
Following the release, Persson stepped down from the lead development role, handing over responsibilities to Jens "Jeb" Bergensten. On 15 September 2014, Microsoft announced its acquisition of Mojang Studios for US$2.5 billion. The acquisition included the Minecraft intellectual property.[10] Persson had initiated the possibility of a sale in a public tweet expressing interest in leaving the project after receiving criticism over the enforcement of the game's end-user license agreement (EULA), which had been in place for several years.[11] According to Persson, Mojang CEO Carl Manneh received a call from a Microsoft executive shortly after the tweet, questioning the seriousness of the offer. Other companies, including Activision Blizzard and Electronic Arts, were also reportedly interested. The deal with Microsoft was finalized on 6 November 2014, and Persson was subsequently listed among Forbes' "World's Billionaires."[12]
Following the rise in popularity of Minecraft, Barth reflected on the game's impact in an interview with Cascade PBS. He stated, "It was never my plan to have what happened, happen. You don't plan things in life." Although initially shocked by Minecraft's success, Barth acknowledged the game's popularity.
Barth went on to achieve his own success with the release of SpaceChem, a puzzle game that grossed over US$1 million on a development budget of just US$4,000. The game's financial success enabled him to leave his position at Microsoft and establish his own studio, Zachtronics, which eventually employed four people. By 2012, however, the studio faced financial difficulties and turned to contract work with the education company Amplify to develop educational games.[5] In 2015, Barth released Infinifactory, a puzzle game combining elements from Infiniminer and SpaceChem.
In July 2022, Zachtronics released Last Call BBS, which the studio announced would likely be its final game. The team stated that they felt it was "time for a change."[13][14] Barth and other former members of Zachtronics established Coincidence, an organization described as a "flexible business framework" that enables the team to pursue a diverse range of creative projects. These include card games, educational games, and other experimental works.
In February 2025, Coincidence announced Kaizen: A Factory Story, a puzzle game similar to those by Zachtronics. The game tasks players with assembling complex machines, drawing thematic inspiration from Japanese asset price bubble of the 1980s and 1990s.[15]
References
edit- ^ Persson, Markus (30 October 2009). "The origins of Minecraft". Tumblr. Archived from the original on 12 December 2018. Retrieved 7 May 2020.
- ^ Smith, Quintin (January 20, 2011). "My Chemical Romance: Zach Barth Interview". Rock, Paper, Shotgun.
- ^ Motherload, XGen studios.
- ^ Johnson, Eric (17 September 2014). "Minecraft Shows Why Game Cloning Can Be a Good Thing". Vox. Retrieved 12 April 2025.
- ^ a b c Nierenberg, Jacob (10 August 2015). "The local origins of Minecraft: A conversation with indie gamer Zachary Barth". Cascade PBS. Retrieved 12 April 2025.
- ^ Smith, Quintin (20 January 2011). "Proto-MineCraft Abandoned Due To Epic Error". Rock Paper Shotgun. Retrieved 12 April 2025.
- ^ Davies, Marsh (10 November 2012). "Blockbuster – The Making of Minecraft". PC Gamer. Future plc. Archived from the original on 15 December 2012. Retrieved 11 April 2025.
- ^ Smith, Graham (6 February 2012). "The First Moments of Minecraft". PC Gamer. Future plc. Archived from the original on 27 December 2012. Retrieved 1 January 2013.
- ^ Fernandez, Carlo (17 November 2012). "Minecraft Full Version Available; MineCon Live Streaming". International Business Times. Archived from the original on 19 November 2011. Retrieved 17 October 2012.
- ^ Stuart, Keith; Hern, Alex (15 September 2014). "Minecraft sold: Microsoft buys Mojang for $2.5bn". The Guardian. ISSN 0261-3077. Archived from the original on 29 September 2022. Retrieved 9 August 2020.
- ^ Stuart, Keith (24 June 2014). "Minecraft: how a change to the rules is tearing the community apart". The Guardian. ISSN 0261-3077. Archived from the original on 15 July 2022. Retrieved 1 January 2021.
- ^ Mac, Ryan (3 March 2015). "Inside The Post-Minecraft Life Of Billionaire Gamer God Markus Persson". Forbes. Archived from the original on 20 March 2015. Retrieved 25 March 2015.
- ^ Plunkett, Luke (June 23, 2022). "Goodbye Zachtronics, Developers Of Very Cool Video Games". Kotaku. Retrieved June 25, 2022.
- ^ Wheeler, CJ (June 16, 2022). "Retro-styled puzzle compilation Last Call BBS is the final Zachtronics game". Rock Paper Shotgun. Retrieved June 16, 2022.
- ^ Leone, Matt (February 28, 2025). "A new Zachtronics puzzle game? Kind of!". Polygon. Retrieved March 1, 2025.