>Notch is like any other "rags-to-riches" capitalist. He did it by stealing unpaid work from pioneers before him.
Yeah, he's not a good example because of (as I noted in my post referring to both Infiniminer & DF) how uninspired Minecraft is, I mostly used Notch because of the hilarious literal billion dollars M$ paid him for it. But there are plenty of examples of individual auteurs making something that gets them a lot of money with nothing but a personal 'puter and a 'net connection.
Indeed, aside from other ridiculous overnight rags-to-riches stories like Flappy Bird, the people Minecraft most directly ripped off are pretty decent examples. Toady1 continued living off donations from Dorf players to fund the transcendent attainment of his life's work, and Zachtronics has of course continued making exceedingly monacle'd puzzle games for his loyal niche audience.
>Here's another game that, once again, looks exactly like Minecraft that was in development in 2006 called "Game Zero"
There've been games with broadly similar features basically forever, one that leaps to mind for me is the early '90s game Magic Carpet, which likewise features massive deformable levels.
>Find the click bait article then
My point wasn't that your argument was recycled from clickbait articles, but that it's recycled from a very cringey argument I far too often see used by dorks to respond to such articles. You know, that "b-b-b-but USSR invented iPhone in 1970s" kinda bullshit.
>the very first thing people tried to do with voxels was make huge worlds
Well, at least was to make smooth detailed outdoor terrain (especially for flightsims), as opposed to the jagged or completely flat terrain that polygonal/wireframe graphics produced back then.
>Even if you could, in that situation you'd just be considered a traditional craftsman, something Marx considered outside the proletariat-bourgeoisie class conflict that defines the current era.
To put this in perspective, as of 2015, for burgerlards:
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