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"Free content" is not free: My thoughts as a Java Ed. Content Creator.
I just want to preface that I'm well aware it's probably more a vocal minority of people, but I still feel like I need to share my experience, and hope some of you keep it in mind. If this is all too long for you and you'd rather not read everything, I've made a comprehensive tl;dr at the bottom.
It seems like every so often there's a new "wtf is this crap" post with a screenshot of the marketplace that appears at the front of this subreddit, and the comment "they're trying to make us pay for stuff that used to be free" tends to come up.
I feel like it's important to make the distinction, that this content is free to download; not free to make.
I'm going to talk a little bit about my personal experience with all this. I'm a community creator. I work primarily on Java Edition resource packs, and have been messing around with it since 2014. I very recently joined the marketplace, and will start selling custom content in 2018. I currently have four resource packs I’m working on for Java, and a handful of projects lined up for the marketplace now, including a full themed resource pack, and a number of skin packs.
Well over a year ago I had my breakthrough resource pack, which started to cement a presence for me in the community, called ItemBound. It got noticed by a couple huge youtubers (Thinknoodles, and LogDotZip <3) and through their promotion of it, the pack kind of exploded, and gave me a following and platform to share my content on. It's been great, and it makes me happy how much people loved it. And like most other Java Edition works, it's totally free to download.
Here's the thing though. It wasn't free to make. I definitely didn't have to pay an arm and a leg to make all of my textures (mostly just the $20 or so I spent on Cubik many years ago). But it took a lot of time and effort to put together (the pack currently has well over a thousand textures alone). My first release of the pack was worked on over the course of 2-3 months, not including some of the assets I'd made for it back in 2014 or so, that I'd never released to the public at the time. From the point that I started getting a significant following on youtube for my update videos, I started needing to get into a fairly regular update cycle to maintain and grow my audience and keep the pack relevant. So I tried to commit myself to releasing content updates on a monthly basis.
While I was doing all of this I was also working on finishing my bachelors of science. I was doing two majors, spanning genetics, biotech, and cellular biology. On top of that, I also did other artwork on the side for money, which helped pay for school supplies, as well as electronics and equipment that I needed to further any sort of future art career. (Parents wanted me to pursue science, but it wasn't working out. Just to clarify.)
It was exhausting.
And honestly, half the reason I managed to pull it off for a while was because I tend to have sort of unhealthy work habits and sleeping schedules, and also not much of a social life offline honestly. For the first few years of my university career, I wasn’t paying that much attention to my mental health either. In fact, part of the reason I started sinking so much time into ItemBound again and working towards a public download was because 2016 was a really rough year for me (won't get into the reasons) and I probably only legitimately left the house maybe 10 times in 6 months. Needless to say I had a lot of time on my hands.
Once I started getting back on my feet and back to work on finishing school, I realized how difficult the cycle was to maintain. Updates got smaller until eventually I just had to stop for a while and wait a few months to wrap up a semester before making more stuff. I almost quit working on it because it started to become really tiresome and I had an 11-page document of suggestions of stuff people wanted me to add to the pack that I’d only scratched the surface of, dealing with repetitive feedback messages got irritating, and the pack had already been reposted to several other sites that used their own download mirrors instead of my own, not to mention I also caught some people stealing my textures, either unintentionally or otherwise.
BTW I did monetize it. I run all my downloads through curseforge to take full advantage of their rewards program. The problem is I don’t get enough downloads for the payout to actually be substantial. 200k downloads in a year got me around $40 in amazon giftcards. I didn’t feel patreon was right for me since I was already having a tough time keeping a regular update schedule, and I didn’t feel like I had many options for rewards that I wasn’t already offering for free. Not to mention it’d be too easy for what I could offer to be leaked and distributed for free. Adfly was a no-go right off the bat, since I know some ads try to dupe you into downloading malicious software, which is concerning given how minecraft has a much more prominent child audience now that might not be as tech savvy.
The point I’m trying to make is that yes, Java Edition’s content is free. But it’s free to download. You have content creators who are putting in the same amount of work that paid artists and developers are, but often for peanuts (relatively speaking), or nothing at all. Not everyone has the luxury of it being sustainable for them. Original resource packs contain hundreds of custom textures, not including the many revisions we need to do to keep the style consistent and looking just right. You can’t tell an artist that that much work, often spanning months, if not years, is not worth paying for. How many times have you gone to update a texture pack or a mod, only to find that the creator stopped working on it because better opportunities came by, or they just didn’t have the time anymore?
Getting onto the marketplace was a really exciting moment for me because, even if it doesn’t end up turning into full time work, it’s still more solid compensation than what I’m getting now, and is a huge step forward to a potential professional art career in the future. The idea of sharing my content on such a massive platform is also exciting to me because I can reach so much more people than just from my youtube channel alone. I do still plan on creating free content as well. My pacing still won’t be as fast as I would like it to be, but the fact that I’m able to get a more solid return for my work now means that at least I can still keep doing it. I like sharing content for free, but I also need to eat, replace equipment, save for unforseen expenses, etc. And many of the other creators are in the same boat. It beats the work and unpredictability of trying to grow a patreon following, on top of producing your content, and your work/clicks are less prone to theft. It’s not surprising so many creators are applying.
And again, I’m going to say this until my voice goes hoarse (figuratively). You can still download free content on bedrock from websites that provide it. Check out mcpedl.com. You can still make content for free. The minecraft skin format is universal. Any skin you download online can be uploaded via the main menu on Win10 and PE. Mojang is working on implementing custom skin uploading for console. The bedrock specific file extensions for addons and maps makes installing and updating custom content even easier than doing so on Java Edition. The vanilla resource and behaviour packs for bedrock are free to download on minecraft.net and the devs encourage you to use them as reference so you can make your own content. The Marketplace is an Optional feature for buying mostly cosmetic items that do not affect your overall gameplay experience. It’s been around for years. It is not forced upon you. You can choose to purchase content and support community creators, or you can choose to find free content elsewhere, from fairly active communities.
That being said, it’s understandable to be wary, given how controversial microtransactions have become, and how predatory some companies are with how they implement them (Recently got back into maplestory and found paying for inventory expansion is mandatory now. RIP). Being critical of these moves is important, but it’s also important to actually look into what the marketplace means for you instead of instinctively jumping on the “wtf we have to pay for skins now” train. If you feel it’s not for you, don’t give them your money. You’re not required to.
On a last note, I saved this comment from one of the Noxcrew members at the reason Marketplace AMA on the mcpe subreddit, because I think it’s well worth a read. https://www.reddit.com/MCPE/comments/7fh992/we_are_the_minecraft_marketplace_partners_ask_us/dqc0fcm/
tl;dr Free content means free to download, not free to make. Good quality free content made from scratch takes a long time to make. Sometimes it can take weeks, months, or even years if you intend on continually updating it. On our part, it’s a major investment of time and energy, and we do it because we love it. But we’re also people with needs and costs to pay, and not everyone has the luxury of providing consistent content on a regular basis without a reliable form of support in return. It’s totally fine if you don’t want to buy stuff off the marketplace. That’s your choice as a consumer. But please don’t devalue our work because you are used to getting things for free. Please don’t tell us that our work is not worth paying for, just because Java Edition never officially supported monetized content to begin with. Please don’t paint content creators as greedy because they have an opportunity at turning their passion into a career. Many of us put in the same amount of work as other independent artists and developers and we don’t think it’s unreasonable to take an opportunity at getting a better return for the work, especially if it opens many more doors for us as creators.
Most of us come from Java Edition. We know the idea of paying for the custom content now is jarring at first. But rest assured, we’re doing our best to make sure you are satisfied with what you paid for, and have a good time with it. It’s why we’re here.
Minecraft PE Q and A
Q: Will the redesigned boats coming to Pocket Edition be coming to PC Edition? A: It depends on what the PC team says.
Q: When will Minecraft PE get controller and keyboard/mouse support? A: Controller support possibly around Fall 2015, no plans for keyboard/mouse support.
Q. Will sneak/sprint be coming to Pocket Edition? A. Yes, most likely alongside the new controls in an unspecified update.
Q. Will a debug screen (like F3 on PC) be added to Pocket Edition? A. Probably not, but maps are coming as a substitute to finding your location.
Q. Will infinite NetheEnd dimensions come to Pocket Edition? A. They are planned, but there is a lot of work to do before that is possible.
Q. When will skins be implemented? A. In Minecraft PE 0.11.0 you will be able to choose your skin as Steve, Alex, your own custom-made skin, and possibly future skin packs.
Q. Is world-exporting in Pocket Edition coming soon (without using other tools)? A. It’s not in current plans, but may be added in the future.
Q. Are there going to be more Pocket Edition developers? A. There will be three new developers, one starting this month and one in March (last has not been hired yet).
Q. How far will development of Pocket Edition go? A. Mojang plans to add all features present in the PC Edition, if they are possible (mods, for example, are likely not possible).
Q. Will Redstone be implemented in Pocket Edition? A. Redstone will be implemented before PE goes into beta stage. The team mentioned it does take a lot of time to implement, and it will cause lag on older devices.
Q. Is Minecraft Realms coming back to Pocket Edition? A. Yes, one of the developers is focusing on Realms development. The team hopes to have it implemented by the end of 2015.
Q. What happened to Ocelots in Minecraft Pocket Edition 0.9.0? A. The team didn’t have enough time to complete fishing in 0.9.0, which would be required for Ocelots. Both are planned for MCPE in the near future.