So if you accept that the Wii U is Nintendo's system for the foreseeable future, and that the system itself is not going to make any major changes, you considerably narrow down the list of problems that Nintendo can conceivably address in order to improve their console market standing.
While Mojang may in fact be too busy at the moment to make that a reality, let's be very clear about something. If Nintendo had really wanted Minecraft on the Wii U, it would be in the works or out already. That's not to say it would be easy to make happen, but ultimately they are the kind of company that can make something like that a reality if they really wanted to.
The problem is that VR is such an incredibly tempting target that it's nearly impossible to not experiment with applying it to the FPS experience. (For the sake of argument, lets call any first-person game you move around in an FPS experience, even if no shooting is involved.) The incredible presence is still wonderful even after repeated exposure, and who wouldn't want to feel the full sense of scale of the world they're gaming inside? VR Minecraft? After the hundreds of hours I've put into that game it sounds like the best idea ever, except for the small issue outlined in the previous paragraph. On the plus side, Microsoft and Mojang haven't ignored the problem, and while one viewing mode is self-defeating and another a guaranteed ticket to quick nausea, the recommended VR controls actually work. It's awkward and jerky, but actually allows the game to be played with no discomfort.
Someone needs to have a nice sitdown with the gaming industry about VR and what it can and can't do. The ability to transport the viewer inside a scene is incredible, and if that scene happens to be in the cockpit of some kind of ship, then it opens up a whole range of movement options that would otherwise be a bad idea. Putting the player behind the eyes of a protagonist who walks around freely in the standard FPS viewpoint, on the other hand, is something that has only sounded awesome. It's hasn't been. Really, seriously, it's kind of sucked, and while wanting it to be different won't change that, clever viewing systems just might. So now Minecraft has official VR support, and it's taken an interesting approach to the presentation that's a little awkward but usable.
Slay the Spire mixes things up in a refreshing way by combining the dungeon crawler genre with tabletop card game elements, with combat solely using this card-based system. Players can customize their decks before they head into the procedurally-generated dungeon levels of the Sp
An Item Sorting system can be of great benefit, and it isn't too difficult to work through on a small scale. It is when this is done for every item in the game that the real difficulty lies. The idea is that the items are put into one chest and then filtered down to chests that already have one of those items inside of them. It involves a lot of hoppers and Redstone, but worth it for saving time for the serious Minecraft player. Voltrox talks through this build over on YouTu
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The Classic Control is what you'd normally put up with in a standard FPS, where head movement moves the view and body orientation is controlled smoothly by the right stick or mouse. This is the heart of the VR FPS problem, because while moving forward, back, and strafing isn't much of an issue, turning the view without moving your body is when bad things start to happen at the base of your lizard brain. Even in a blocky Minecraft world the sense of Real is too strong, and while you know you're playing a game the part that keeps things like your heart pumping and lungs breathing without conscious thought hasn't the slightest idea what's wrong. The trick is to break the idea of Real, and this is where the special VR Control mode comes into play.
The are two reasons getting this right is important, and both reasons are the same but viewed from different perspectives- Minecraft is still the biggest game in the world. The official VR mode is exclusive to the Rift, Stardew Valley Mods so you can bet that Microsoft/Mojang and Oculus worked together to make sure the experience is as inviting as possible. Getting this right is a major deal for both companies. This ties in to the other perspective, which is consumer-side. For a lot of people Minecraft will be a premier game for VR, and how accessible it is will become the baseline expectation of the experience. Make it nice and maybe it becomes the VR gateway drug, and at the moment the experience is acceptable. The default starting view may be the same Minecraft as always on an in-game screen, and Classic Control has high nausea potential, but the jerky VR Control is the kind of thing you learn to tolerate simply because it's effective.