Markus Persson
Markus Persson
Markus Alexej Persson, also known as Notch or xNotch, is a Swedish video game programmer and designer who founded the video game company Mojang alongside Carl Manneh and Jakob Porser in late 2010...
NationalitySwedish
ProfessionGame Designer
Date of Birth1 June 1979
CityStockholm, Sweden
CountrySweden
boring money partying people sane spend
Partying is not a sane way to spend money, but it's fun. When we were young, we did not have a lot of money at all, so I thought, 'If I ever get rich, I'm not going to become one of those boring rich people who doesn't spend money.'
few pc people quite
PC gaming has always been strong, and I see it surviving for quite a few more years. It will be around for at least as long as people use PCs.
basically came destroyed dungeon genre good
I really wanted to make a dungeon crawler, but this game came out, 'Legend of Grimrock 2,' which was, like, the perfect dungeon crawler. It basically destroyed the genre for me, and no way could I make a game that good in that genre.
alarm analog clock figuring putting remember worked
I remember disassembling and putting an old analog alarm clock together. It was a lot of fun figuring out why it still worked with that one spring missing.
computer likes programmer
I'm not an entrepreneur. I'm not a CEO. I'm a nerdy computer programmer who likes to have opinions on Twitter.
censored developer people
I guess people feel like they kind of know me. The game developer me, or the Twitter persona, that's Notch. It's a censored version. The real me is Markus.
exploring home learning sitting teens
I never really had the fun teens of exploring the world because I was sitting at home, learning programming.
computer controlled experience future games operating pc seem sliding taking towards worried
I'm worried about the future of computer operating systems, as they all seem to be sliding towards a more controlled experience, taking away much of what makes PC games so much fun.
against infinite limited matter power tool
Infinite power just isn't very interesting, no matter what game you're playing. It's much more fun when you have a limited tool set to use against the odds.
If I ever accidentally make something that seems to gain traction, I'll probably abandon it immediately.
brand business came consoles desire developed intended player port
If I had intended for 'Minecraft' to end up on consoles, I wouldn't have developed the game in Java. The decision to port the game to consoles came from a combination of player requests, a desire to play around with the brand on different platforms, and some interesting business deals.
I definitely think 'Minecraft' is a freak thing. There's no way you could replicate it intentionally.
money
The first game I actually bought myself with my own money was 'The Bard's Tale.'
I think the only way I could make something fun and big is if I don't expect it to be.