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I'd like to disagree with that because Minecraft ends up turning into a different experience once you're working at that scale. Similar to EVE, which goes from spaceship simulator to corporate management simulator depending on how deep you get into it, Minecraft turns from house building simulator into project management simulation if you're building things of such size. There's a planning stage, there's a stage in which you aquire resources, people working on the project together need to be coordinated, the area needs to be prepared, and the actual building has to take place. Regarding large projects, this might also require preliminary buildings, such as stone generators, xp farms to improve tooling, complex smelting setups to create glass or lumber farms. Modded minecraft will bring even more complexity to the table, from automated mining rigs, power production, ore processing, large scale agricultural work and making a disjoint set of technologies from different mods do exactly what you want them to do. The project I'm working on on our server right now is building a world spanning road network (we have a 30km x 10km world) with safehouses every 500m and access points every 100m. After researching options and testing several designs, i arrived at a design that is both feasible and secure. One of the things I worked on before that is full automation of food production where I took this [http://imgur.com/Np6Ftaj] and converted it into a factory. Or building a computer controlled pebble bed reactor. But since "that's pretty neat" isn't an argument, my experience managing personal projects outside of the game has also broadened considerably. It's taught me to vigorously test sub components, track figures and validate them, to detail the entire process before jumping into it, and a whole range of other useful planning skills. I think for something that calls itself a game, that's a lot of use I'm getting out of it. |