MacGyvering: All the player has at the beginning of the game is their bare hands and the clothes on their back. They can fashion a crafting table after chopping down a tree and processing it into planks with their bare hands, use that table and those planks to make makeshift wooden tools, use those tools to gather cobblestone, which they can then use to build a furnace and upgrade to makeshift stone tools, which they can use in turn to gather coal and iron ore... and so on. With the right raw materials and a crafting table (which can be crafted on the spot in a pinch), the player can make whatever they need almost instantly.
Creepers. Pretty much all they do is silently sneak up on you, hiss for a second and a half, and explode. Even on easy, the explosion can kill you instantly (sans armor) if you can't get away in time. It also destroys most types of blocks, which can allow other monsters to invade your shelter.
Ghasts (found only in the Nether), which shoot fireballs at you, which not only punch a hole in the terrain but also sets it on fire.
If you have Mad Bomber tendencies yourself, you can blow stuff up with TNT or Fire Charges. Incidentally, to make these explosives, you need to get gunpowder by killing Ghasts or Creepers, the other two Mad Bombers in the game.
Made Of Diamond: Wearing a full suit of Diamond armor grants 80% damage reduction, which is quite a lot, though not enough to qualify. Having Protection V on all pieces of armor increases this to 96% reduction, which makes the wearer impossible to kill by most means.
Bedrock is immune to explosions of every size note any "reasonable" size; Bedrock can actualy be blown up if TNT is modified to be stronger, but the explosion would crash Minecraft and leave behind no trace of the explosion happening and cannot be mined with any tool. Only in creative mode can it be removed in any way.
Obsidian, too, is immune to explosions and can only be removed with a diamond pick, or by spending over four minutes to remove a single block.
Diamond Pickaxes have a bit more than 1500 uses. Your fists, on the other hand, have infinite uses.
Magic Compass: A compass points to the world's player spawn point.
Magic Map: Is crafted from a Magic Compass and in multiplayer, it'll show the positions of other players, if they happen to be holding their own copy of that map at the time.
Magic Mushroom: Though there's not too many magic properties besides some potion possibilities, the mushrooms are mostly just used for food. They can however grow to unusual size, which is pretty magical, they can infest cows too.
Magic Tool: The furnace. Stove, smelter, kiln, and steam engine all-in-one combo pack! The Crafting Table also qualifies, considering the sheer number of things it lets you do (like forge swords without an anvil).
Magnet Hands: It is possible to climb ladders with a block of sand in your hand. With your back to the ladder.
Malevolent Architecture: Standard. Though there are some "canon" examples in the randomly generated structures (eg. both types of temples), the most prominent ones occur on multiplayer. In a vanilla Minecraft server, there is no protection against someone murdering you, stealing your stuff, and razing your base or house, making you a noob again. Though many servers have mods to prevent this, some don't or make you donate (pay) to use them. So what are you to do? Why integrate as many traps into your house as possible to kill any would be thieves of course! Nearly every serious player's house will have many traps and decoy treasure rooms, and they will have to go through great lengths navigating their own traps every time they want to deposit or withdrawal so much as an iron ingot from their hoard. However, in Minecraft you can always mine blocks so there is no trap that can't be successfully or destroyed, so expect lots of obsidian to try to railroad you into forcing to go down the trapped paths and make you solve the puzzles. Many players even go a step further and, taking a page from every super villain, rig their buildings to self destruct with TNT upon command, so no one benefits from stealing.
The Many Deaths of You: While there are no death animations, the message that appears after death varies depending on the manner. For example: <Player> was slain by <other player>/<monster>, <Player> tried to swim in lava, and <Player> blew up.
Mascot Mook: Creepers are the most well-known of all the mobs.
Massive Multiplayer Crossover: Multiplayer sessions can be this, due to how players can make skins resembling characters from other franchises, which leads to 20+ characters all working together to build a house/civilisation and mine for diamonds. Skin pack DLC in the Xbox 360 version invoke this with skins of characters from the likes of Gears of War, Halo, Castle Crashers, etc.
Meat Moss: Until it was Jossed by Notch, Netherrack in Minecraft was thought to be this, or blood covered stone. It's actually just Red Stone with moss on it. Many custom texture packs still take that interpretation and run with it.
Mechanical Monster: The Blaze mob in the Nether appear to be of this. There's nothing in between their rotating rods and their sounds, pain sounds, and death cries sound very mechanical instead of organic.
Menu Time Lockout: The game averts this with its inventory screen, making inventory management very important to the game. It's played straight with the Esc pause menu but only in single player.
Notch used to be one. Red Apples used to be very, very rare, and when you killed him on a SMP server, he would drop one. However, you can also get apples from trees by breaking their leaves.
Before the final release, Slimes only appeared in first twelve layers of the world, four of which are full of unbreakable stone, spawn incredibly rarely, could only appear in one tenth of all chunks, determined on the world being generated, and frequently jump into lava or suffocate by spawning in spaces too small. The bigger ones also do enough damage to kill you very quickly if you have no armor, and split in two every time they are hit. On the other hand, the biggest ones can split into up to 64 Tiny Slimes, which each drop up to two slimeballs. Slimeballs happen to be incredibly useful for making piston machines (almost all types of machines are much simpler with Sticky Pistons, which can retract blocks in addition to pushing them) and are used in making useful potions such as Fire Resistance.
Minus World: The Far Lands, the result of going far, far away from the world's center. It would take 800+ hours of walking to reach them without cheating, and things get strange when you arrive. Word of God is that while it's possible to fix the strangeness of the Far Lands, Notch likes the idea of the world turning into an Eldritch Location at the extreme edges. It is mostly removed in version Beta 1.8, although there are still some strange glitches.
Additionally, there is The Void. It is an area of complete nothingness that stretches on for infinity, and can be accessed by either going below the bottom boundaries of the maps. It is completely black and has a starry particle effect strewn throughout it. You can only reliably access it in creative mode, which allows you to destroy bedrock, or with a map editor's aid. You will take damage at 4 hearts per second, leading to a quick death and respawn. It's also possible to access this deadly area via a bug in the Survival multiplayer mode, in which stepping on glitched blocks will cause a player to fall in.
Pigs, sheep, cows and chicken can be found in almost any biome, as it'd be frustrating to starve for starting out in the desert. Squids can sometimes be found in small lakes, and bats and spiders can be found in any dark area. And as of 1.7, the player can pull creatures such as pufferfish and clownfish out of small ponds.
Fish can be found whenever there's water nearby and the player happens to have a fishing rod. Players that are stuck in mineshafts take this to their advantage by crafting a fishing rod with nearby materials and pulling fish out of a single block of water.
As of 1.7.4, baby zombies can spawn riding chickens. The zombies can despawn, but the chickens can't (since they're passive mobs, and passive mobs never despawn), so this leads to chickens unexpectedly being encountered underground. A similar thing happens in the Nether.
The Mockbuster: If you go on the Xbox 360's Indie Games section, you'll find several rip-offs of this game such as FortressCraft, Total Miner, and CastleMiner. Mind you that those clones are actually the first three clones on the service (more have been released since, obviously), and for the most part they are still commercially successful well after the release of Minecraft: Xbox 360 Edition.
Moe Anthropomorphism: "Creeparka", is a Japanese meme combining the Creeper and a Parka (which is more typically called a "Hoodie" in English slang). Specifically, this meme involves a cute girl wearing a Creeper-themed hoodie (and often little else) and generally looking cute and frustrated.
Money Multiplier: The game has item enchantments that work like this. Weapons with the "Looting" enchantment increase the maximum number of items that can be looted from each monster, up to three extra. Tools like picks with the "Fortune" enchantment increase the drop rate of diamonds and lapis lazuli by up to 120%.
Money Spider: Averted. Mobs drop all manner of useful stuff that they would be expected to have, but never Emeralds (the closest the game has to a currency).
Mundane Utility: Arguably, Steve? [sic], the Minecraft guy, can dig to a depth of around 80 meters using only his hands, can place physics-defying chunks of land for use as decoration, and can swim up a waterfall to get to the top of his house.Same goes for Alex?,the (female?)counterpart to Steve?.
Want to have an awesome looking fireplace that will never burn out like wood does? Get some Netherrack from the Nether, it turns out that the landscape features of hell itself make fantastic pseudo-firewood.
Myopic Architecture: Commonly seen. Someone will go through a ridiculous procedure to create an incredibly elaborate safe that takes a full 5 minutes to open and someone else will simply dig through the wall.
Also, many adventure maps start with the player locked in a cell, with one wall made out of a block that the rules of the map say they're allowed to break (usually clay), allowing them to easily escape into the hallway or an unlocked neighboring cell.
Narnia Time: Time only passes in a dimension if there's a player in it. In single player, this means time effectively stops when you change dimensions. Multiplayer requires every player to vacate a dimension to achieve the effect. This can be a good thing if you died in the Nether or the End and need some time to re-arm in order to re-enter and salvage your old inventory... but it also means that whatever killed you in the first place is still there, so it's possible to re-draw aggro the moment you leave the portal.
Nature Is Not Nice: In some ways, this is the heart of early gameplay. There is no real enemy or driving plot; it's just your struggle to survive in a hostile wilderness where the wild animals happen to be monsters.
Swords were quite powerful for a time, but their damage output was slightly reduced by the 1.0 release. This was likely to encourage players to use the Enchantment Table to power up their swords with various effects to compensate for the reduced damage.
Cake used to be an extremely practical method of healing—just plonk it on the ground and right-click it whenever you need to heal, up to six iterations of 1.5 hearts. The 1.8 update turned food into stamina restoration rather than health restoration, nerfing it severely. A full cake restores six food points, and that restoration is very brief. Cooked steak, on the other hand, lasts significantly longer and restores four points a piece. Not to mention that cake requires a considerable resource investment, while cows can bred with much less effort.
Golden Apples used to be extremely difficult to make, due to the fact the normal Apple was effectively dummied out of the game until Strongholds were introduced (unless you play MP with the game's creator) and you needed 8 Gold Blocks (72 Gold Ingots!) to craft. The 1.1 update made crafting Golden Apples a lot cheaper; instead of 8 Gold Blocks, you just need 8 Gold Nuggets (8/9ths of an ingot), which can be farmed from Zombie Pigmen in the Nether, and normal Apples can now be found in the leaves of a basic tree (the 1.6 nerfed them, though, by making the requisite 8 ingots). At the same time, the effects of eating a Golden Apple have been severely reduced; they went from restoring all health to restoring 5 units of hunger and granting health regeneration for 30 seconds, and now they only restore 2 units of hunger and the health regeneration only lasts a meager 4 seconds. Of course, 1.3 introduced an even more powerful version with the old recipe.
Ever wonder why there aren't as many videos of people accidentally burning their house down anymore? That's because fire was toned down not long after, and it usually fizzles out on its own. Fire can still spread pretty quickly on higher difficulties, though.
Tools and weapons dropped by skeletons and zombies are now randomized in how much durability they have, whereas they used to be dropped as a fresh item that was never used. This is to discourage people from farming the rare drops.
Horse armor was also nerfed in obtainability. Before the nerf, horse armor could be crafted. Horse armor can no longer be crafted and they can only be found within dungeon chests now. This was because PvP matches boiled down to owners of armored horses automatically winning most of the time.
As of 1.6, health regeneration now drains the food meter. Potions of healing and regeneration were also reduced in effectiveness.
Never Trust a Title: Downplayed. The Minecraft Pocket Edition contains a majority of survival and creative features. However, it is also available for many tablets so the "Pocket Edition" part is a bit of a stretch.
Nightmare Fuel: Mooks are usually portrayed in a pixellated, blocky art style, meaning that they wouldn't look too creepy. However, fan art and a few high-definition resource packs make them scarily detailed.
A lot of possible Nightmare Fuel has been averted with the game's art style. Regular zombies are missing eye sockets, having an empty black space where they would be, and looking at an enderman causes its jaw to unhinge as it chases you down.
Night of the Living Mooks: Some enemies are classified as undead, what means they take extra damage from a weapon with the Smite enchantment and they catch fire under sunlight (although they aren't necessarily damaged by it).
The game has a potion version of night vision goggles. The Potion of Night Vision makes everything around you instantly light up as if the sun was there, even in deep caves, and you don't go blind from bright light sources like torches or lava. However, this doesn't affect the actual light level in the world (just because you can see better doesn't mean the dark doesn't exist), which means monsters will still spawn as they normally do. The night vision effect also makes fog (especially in the Nether and the End) much more pronounced, which makes it more difficult to see at times.
The Respiration enchantment acts like a smaller version of the trope; it removes the fog while you swim underwater, but you're still subjected to the diminished light levels since the sun can't fully penetrate water, unless you drink the Potion of Night Vision as well, which then gives you clear vision underwater.
Nitro Boost: Dash Pad variety is seen in powered minecart rails as the boost the mine cart when it rolls over the set of activated golden rails.
No Arc in Archery: Averted; arrows follow parabolic arcs. They also can be slowed by water and do damage according to how fast they're moving.
Nocturnal Mooks: Most Mooks only come out at night or in dark caves, and burn or turn passive in sunlight. It's made Worse by the fact that the game completely averts Hollywood Darkness. Notably though, Creepers are completely unaffected by sunlight and will attack you during the day.
No Damage Run: The game has a Hardcore Mode that deletes the entire game world if the player dies. Since the entire point of the game is to explore the world and shape it through building (and mining, and crafting), this can be a very painful experience if the player has been working on a world for a while, and has grown attached to it. Hardcore Mode also locks the game on the highest difficulty setting, maximizing the amount of damage dealt by monsters, and otherwise making survival as difficult as possible.
As an extra kick, the game forces you to press the button that irrevocably deletes your world yourself, rather than doing it automatically upon your death. It simply doesn't give you any other options.
Hardcore Mode was eventually made available for multiplayer servers in addition to single-player gameplay. In multiplayer, Hardcore Mode means that a player is permanently banned from the server if they die.
No-Gear Level: The game has you drop all of your items upon death, which means you're forced to endure the game without any weapons or tools when you respawn unless you are quick enough to get back to where you died or had stored extra items away in a chest. Many custom maps that take advantage of Command Blocks can also strip you of all your items if the block is programmed to do so.
Can be subverted, though, as the game does include a command line prompt that prevents this. Again, use of Command Blocks can also enable this ability.
Non-Combat EXP: Since version 1.3 you can gain experience from mining and smelting — specifically, you get experience for mining anything that drops a usable block (diamond, coal, redstone, lapis lazuli, emerald) and experience for smelting raw blocks (iron, gold) into usable blocks (iron ingots, gold ingots). Breeding animals also nets experience, as well as trading with Villagers as of the 1.8 update.
No OSHA Compliance: It's entirely up to the player whether they want to install precautions against momentary stupidity in their bases. Yes, adding fences as guardrails to your fortress of doom kind of ruins the look, but it's worth considering after falling to your death a few times.
No Peripheral Vision: While the game can fall under this, surprise creeper attacks can be avoided by setting the POV slider to "Quake Pro."
An incredibly popular places to hide traps are in the ceiling, usually just above a doorway. Its amazing how many people won't notice a giant vaulted ceiling of gravel kept up only by torches. Since pressure plates and tripwires are still the most common way to set off traps (the former must be on ground the latter tends to be), its a surprise people fall for traps at all, but most players won't pay any attention to what they are walking over.
The basic plot is "Wake up on a island. Punch trees, mine, build, kill monsters." Notch has however said that he wishes to include some type of plot in the game later.
Make whatever you wish from the NPC villages, strongholds and abandoned mineshafts.
Now there's a general structure to the game with a long sequence of tasks necessary to "finish" the game. First you learn to make wooden tools, then stone tools, then iron tools, then diamond tools. Then you use the diamond tools to build a portal to another dimension called The Nether. Then you find a Nether fortress and kill a bunch of blazes for their powder. Then you combine the blaze powder with Ender Pearls dropped by Endermen, and use the resulting item to locate a stronghold and activate a portal to another dimension called The End. Then you slay the Ender Dragon. Technically, all this is just an optional side quest, and the real objective of the game is to have fun, whatever that means to you.
Any moment that is spent in a dark place when you are not fighting monsters. Reason? In the dark, monsters spawn. Monsters spawn anywhere. Everywhere. If you've just opened up a hole into a cave system and hear growling, hissing, or clacking coming from it, you may be scared to venture into it, knowing a zombie, spider, or skeleton could be lurking around any corner. If you hear nothing, that's worse, because nothing is the sound that creepers make...
You're at bedrock level in a nearby mine. Near pitch black darkness, a narrow hallway, limited weapons. No music, no sounds (with the exception of when you mine). And you know that there are zombies, skeletons and spiders waiting randomly around to tear you to pieces, but you haven't found them yet... Made worse by the fact that some enemies don't make sound.
Endermen may creep some people out, but on the whole they aren't too scary in and of themselves. Once you set one off, however, and it teleports out of sight, the suspense of waiting for it to just go ahead and attack already is what makes fighting them such a trying experience.
There comes a moment while running around you hear one of the background sounds like lovely (terrifying) music but one of those sounds is very sinister. It's the same sound of an airplane flying over head, you look up to see it as a instinctual move and see... nothing. You are all alone. The sound can be heard here.
That is called an ambience, and it happens when you are near a dark area that's large enough, as a sort of indication or warning, even if that area is underound or behind a cliff face nearby and you actually can't see it. Nothing indeed.
Peaceful mode removes the mobs, no ifs ands or buts, but unless you turn off the game's sound, ambient soundclips will still play in deep caves, making you question if you're really alone.
Not the Intended Use: Most craftable items are tools that are available to the player to use in any way they can imagine them. Discouraged with tools, since using them in unintended ways (i.e. chopping wood with a sword, killing mobs with a pickaxe, etc.) will eat up their durability twice as fast as normal. It's also worth noting that while using a fishing rod to snag a mob uses up three durability (versus one for fishing) but is generally considered worth it to wrangle mobs and to prevent pesky Ghasts from flying away.
Numerical Hard: For most of the game's development history, the only thing that changed between the 3 non-Peaceful difficulty levels was the amount of damage hostile monsters do. Mojang is slowly adding actual differences between the levels in new patches, though — for an obvious example, zombies will try to break through wooden doors on all difficulties, but only on Hard will they succeed.
Obvious Beta: The game started off as this for years until it finally became a full game at the end of 2011. The weekly snapshots (developmental versions of the game) published by Mojang play the trope straight since their only purpose is for players to test the planned features and/or bug fixes before they go live in the next major update.
Obvious Rule Patch: Usually averted, as Notch, Jeb, and the rest of Mojang are often impressed whenever someone figures out an unintended use for something newly implemented and want to keep the game open-sandbox. However, one deliberate Nerf was to mounted combat rules: it is impossible to deal critical hits on a horse because riders ran around Pv P servers getting nothing but critical hits by exploiting the loosely defined conditions that the player had to be higher than the ground but not in the process of jumping up.
You, as you meet (or possibly don't meet) a Creeper and hear that iconic "Ssssssssssssssssssssssss". The fuse of the infamous Demonic Spider / Action Bomb, the creeper, seems to be perfectly calculated to give the player just enough time for one of these... before it blows up.
Or do something to ruin your plans with one simple mistake. Case in point. Only .5 seconds between action and realization, but the aftereffects are hilarious.
Let's not forget that moment of complete despair as you mine the block below you and realise that beneath that block is either a pool of lava of a room full of creepers.
When you are in the Nether and suddenly falling.
It happens sometimes that, when you build a nether portal in the Overworld then happily waltz into the Nether with your most expensive tools and items, the gate you arrive in the Nether... is fifty blocks up high, floating in space with no land near the gate... with a sea of lava right underneath the single block gate.
Oh My Gods!: Numerous custom maps and Machinima that feature Churches or other real world-esque locales with NPCs or dialogue would replace "God" with Notch, the screenname of former lead designer Markus Persson. A good example would be The Shadow of Israphel series.
Knight_Peculier: In Notch's name!
Xephos/Lewis: No, no Simon, I worship at the Church of Notch, like everyone else.
Ominous Floating Castle: This is a somewhat popular model of base to build. Due to gravity not working on most blocks, it can be made out of dirt, stone, brick, wood, metal or even, theoretically, water and ice.
Omnicidal Maniac: The game brings us the Wither, which is essentially the ultimate griefer. It blows up everything in its path, and holds the philosophy that if something is alive, it must cease to be as such. It's also very good at this too. In-game griefers can be this as well, reducing server populations on death-ban servers to ridiculously low numbers.
Only Shop in Town: The game has an interesting version, where a player on a multiplayer server will often set up a place to barter items with other players (note that this is not specifically provided for by the gameplay). Most servers only have one, because when the niche is filled no one will found another.
Only Six Faces: Zombies, skeletons, blazes, and enderman use a re-colored version of Steve?'s face texture. And all the villagers have the exact same head and face, they are only identifiable by their clothes, which differ depending on their profession.Time has yet to see if there'll be a Alex? zombie.
Omnicidal Maniac: The Wither, once summoned, attacks everything that is alive. Undead mobs are ignored.
Only Six Helmets: The game gives you the ability to create a player skin in which every pixel is custom designed. While the helmets aren't full-face, a full suit of armor means your face and hands are the only part of that skin you worked so hard on that can be seen, and for many texture packs, not even that. And even when not fully covered (either because you don't have a full set or because the texture pack you're using drew the armor to cover less), the armor often clashes with the player skin. Its unadvisable to fight mosters without armor, and certain resorces can only be gained by killing monsters.
Organ Drops: Skeletons and their Nether counterparts drop their bones, as well as their heads. Zombies can drop their flesh, albeit rotten. Some passive mobs drop the appropriate form of meat, while cows additionally drop leather.
Our Dragons Are Different: The Ender Dragon in The End, the final boss of the game. It lives in the End and has a the same appearance as Endermen put on the body of a Western dragon. It's mostly black with bits of gray on the wings and sporting purple eyes, but it looks pretty much the same as any western type dragon. The Ender Dragon doesn't have any attacks other than ramming into you to send you flying back several feet, but it has a TON of health (complete with its own Life Meter) and is healed by the nearby Ender Crystals. It doesn't breathe fire (although a planned update for the Xbox 360 version will have it spit acid), but can fly and phase through terrain as it is nothing. It destroys any material not native to the End and is healed by Endercrystals. Killing it nets you 20,000 experience points and the Dragon Egg (which as of yet does nothing) and opens a portal to exit the realm. However, only one Ender Dragon can spawn per The End world.
Our Zombies Are Different: The ones featured here have the classic arms-forward walk, greenish-gray skin, and burst into flames when exposed to sunlight. They used to drop feathers when killed, simply because something had to drop feathers and zombies were introduced before chickens. Nowadays, they drop rotten flesh, which you can eat in emergencies, and the most you have to worry about is food poisoning. You can feed it to pet wolves to heal them without any downsides.
Oxygen Meter: When you're fully submerged under water, you have 15 seconds. If you run out of air, you'll start taking one heart of damage per second. Enchanted helmets of respiration can expand your oxygen meter and reduce the rate of damage once you run out.
Palette Swap: Many blocks and items are the same models with different colored textures. The ores such as Coal, iron, gold, redstone, and diamond play this straight in respective colors, then Lapis ore subverts this, then the Emerald ore averts this completely. Gold and diamond, when condensed into solid blocks, have the same texture but different colors. Iron blocks used to have this texture too but it was changed to a more stacked pattern.
Pamphlet Shelf: After the 1.3 update, players can write their own, mostly due to the limited space per page and the 50 page total limit.
Originally, the game tried to simulate biomes according to wetness and temperature, therefore a change in either of them would mean a change of biome. This system was eventually abolished, and afterwards you could walk in rapid succession from a temperate forest, to a tundra, to a sandy desert, to a tropical rainforest (which for some reason, has livestock instead of the normal stuff). Without skipping a beat. The Beta 1.8 update changed that once more, biomes are significantly bigger now, so it's not as stark anymore, though you can see a desert that shares close boundaries with a very large, temperate forest and ocean. The introduction of the Large Biomes option obviously makes these borders even less obvious/common.
According to one of the snapshots for the 1.7 update, biomes will be put into four main categories: snow-covered, cold, medium, and dry/warm. Biomes will be avoided getting placed next to a biome that is too different to itself. (Though this isn't completely foolproof yet, as mistakes will still happen occasionally.)
Pause Scumming: The game has a pause menu accessed by pressing the Escape key. One can change the game's difficulty to Peaceful (no monsters and perpetually regenerating health) if the player is assaulted by a monster while the player is at low health.
Averted in Hardcore mode where the difficulty is locked to Hard at all times.
Perpetual Beta: A Tropes Are Not Bad example: many players cannot ever foresee Notch, the creator of Minecraft, ever letting his creation be truly "finished", even after the game went gold, and far, far after the game had become a stable experience.
Notch he has stated that he wants to include a variety of base features, then release a finished game and essentially turn it over to the modding community. With Mojang announcing their next game, Scrolls, and Minecraft quickly reaching beta 2.0 status, some fans have speculated that this will happen sooner rather than later.
Minecraft left Beta and went into its first "finished" version on November 18th, 2011, and it is still getting updates. Since the full release we have gotten Jungles, ocelots and cats, a new AI system with loads of new behaviors, creepers being afraid of cats, a new type of golem, new blocks and items, upside down stairs and slabs and even a doubled build height and the ability to have thousands of different block and item types from mods. Mojang is gearing up to make life easier for modders and players who use mods.
PC vs. Console: Minecraft, a once PC-exclusive game, was announced by Notch (head developer of the game) that the game would also be released to the Xbox 360 with Kinect controls. PC players exploded with fury at the news, saying that Minecraft would now be ruined by retarded Halo/Call of Duty fans who would muck up the Minecraft community with their trollish attitudes and would demand the game to have guns or other things, or were worried that the game would now have even less updates because of how split the development team would be between PC and the Xbox 360. This is after Notch has stated that A) a separate team would be working on the console port while he and his team would focus on the PC version, B) a standard controller would be an option to use should Xbox owners opt to not use Kinect controls, and C) updates were still coming regardless.
Phrase Catcher: The Endermen have a tendency to make players say, "I didn't look at him!" Especially if they did.
Pig Man: The Zombie Pigmen, residents of The Nether (and the result of an ordinary pig being struck by lightning). Unlike regular Zombies, Zombie Pigmen will not attack you without provocation. The game's creator plans to add regular Pigmen in a future update, and actually designed their character model quite a while ago.
Piņata Enemy: Blazes and Wither Skeletons. Blazes drop Blaze Rods, which are incredibly useful as a fuel source, crafting the brewing stand, and a potion ingredient, as well as for reaching The End. Wither Skeletons have a very rare chance of dropping Wither Skulls- it takes three of these skulls to build the Wither, a boss monster that drops the Nether Star when it dies.
Pint-Sized Powerhouse: The mini-zombies are even more powerful than their normal-size equivalent. Though their attacks do the same amount of damage and they have the same amount of Hit Points, they're able to do so at a faster rate, and move at over three times the speed of normal zombies. They also aren't killed by sunlight.
Planet of Steves: For some time after the post-release 1.3 update came out, Minecraft suffered from a problem where skins would break, causing everyone to look like Steve (the base player skin), causing this trope to be in effect for a while.
Creepers are actually some type of leafy plant monster.
Mooshrooms are funganimals (half-cow, half-mushroom).
Player and Protagonist Integration: The game borderlines between An Adventurer is You and You Are You. The playable character has absolutely no traits or personality and its appearance can be changed with a different texture to represent how the player wishes to be. Since there is no dialogue or any way to interact with the game's only NPCs, the villagers, the player character is a pure blank slate. Things get more weird after you slay the Ender Dragon and leave The End realm. Two unseen beings are talking to each other about your actions and know that you have evolved to the point where you can read their thoughts. They then start talking directly to you and discuss weird philosophies.
Player Headquarters: The player has to build everything from scratch: from a simple hole in the side of a hill, to a small house made of dirt, to a colossal castle. Which the player can outfit with beds to rest/respawn, crafting stations, storage, plantations and any mechanism the player can invent.Other than being a safe haven from the nightly monsters, of course.
Point Build System: The game has an experience points system that is used to enchant tools and pieces of armor. The more levels you spend, the stronger the enchantment gets and the higher the chances of having multiple enchantments will be. Placing bookshelves around the enchantment table will increase the chances of getting higher level enchantments.
Portal Network: You can make one with at least two Nether Gates, which require at the minimum 16 Obsidian blocks and a source of fire. Benefits: being able to get from point A to point B up to 8 times faster than Overworld travel. Drawbacks: walking through Hell each time you use it and the possibility of dropping straight into lava each time you make a new Nether Gate.
Portal Slam: A semi-example: Ghast fireballs can disable Nether portals, and if you don't have a flint and steel, you're stuck in hell.
Gunpowder can be added to magical potions to make them splash potions.
It is also fairly common in multiplayer worlds to decrease the travel time of minecart public transit lines by using mystic portals to relocate them to the nether.
With the addition of the Hopper to the game, players are now able to create automated potion brewing factories, although this isn't particularly widespread quite yet.
The Hopper and the Dropper can be combined to create conveyor belts of indeterminate length (as opposed to previous attempts which were hampered by the 5 minute time limit imposed on item entities), which aid immensely in inventions like the automated potion factory.
Power Creep, Power Seep: The Endermen are going through a phase of this. Notch claims he nerfed them before the official Beta 1.8 release, and then complained that they're too easy, so the next major update gave their AI an overhaul, removed their vulnerability to sunlight, and doubled their health. It also limited the types of blocks they could move to the softer kinds. Time will tell how much of this stays permanent.
Powerful Pick: You can use your pick this way, but usually it's better to stick to swords or bows, as using your pick as a weapon deals less damage than either of those weapons and you cannot block with it like you can a sword.
Power Glows: Enchanted tools and armor glow purple. While not necessarily more powerful, enchanted items all have some sort of beneficial affect.
Pressure Plate: There are several types of switches you can create. They can be used to open or close doors, toggle redstone torches, switch minecart tracks, or detonate TNT. Stone pressure plates can be triggered by players and mobs walking or riding over them, while wooden pressure plates can additionally be triggered by arrows, dropped items, and minecarts. There are also pressure-sensitive minecart tracks, useful for triggering boosters. Pressure plates, when placed on top of a fence post, can also be used as an improvised table. Weighted pressure plates trigger stronger signals if lots of items are placed on them.
Press X to Die: One mod allows you to make machines powered by electricity. You could use copper cables to route the power to these machines. Not using rubber to insulate the cables would cause you to get an electric shock. (Naturally, some savvy players use this effect to create an electric fence.)
Procedural Generation: The game procedurally generates landscapes that are, for all practical purposes, infinite. There's an end, but it's about 30,000 kilometersnote (equivalent to 75% of the circumference of the Earth's equator) from your spawn point, which would take a minimum of 820 hours of gameplay to reach without cheating. The terrain randomly contains NPC villages, dungeons, strongholds, and abandoned mineshafts, as well as ten distinct biomes, including mountains, jungles, deserts, swamps, and tundras. This combines to create an immense worldnote (the game is designed to support levels with more surface area than the Earth, although your system probably isn't up to the challenge) that you could spend your entire life exploring, if you felt like it. Furthermore, the game uses a special code called a seed to keep generated terrain consistent, and there are roughly four billion seeds to choose from, each of which can generate a unique world. The same seed can be used to generate the same world on any computer, and there are quite a few websites dedicated to sharing interesting seeds with other players.
Properly Paranoid: Most of the mobs create this feeling for players. All of the common ones like Skeleton Archers, Zombies, and Spiders can spawn anywhere that is large and dark enough, even if it's been previously explored. Creepers are especially dangerous: Remember to properly light up explored areas, or your character will suddenly come face to face with an imminent explosion.
Prophet Eyes: Herobrine, the ghost said to haunt the game, is described and depicted as looking like Steve?, but with blank white eyes.
Puffer Fish: One of the things you can fish up from the 1.7 Update onward. Eating these will cause bad poisoning, but you can brew them to make them into Potions of Water Breathing.
The Guardians and Elder Guardians vaguely resemble these. Their spikes harm you should you attack them when they're out.
Puff of Logic: Due to the way terrain is generated, it is possible for certain blocks to be placed in ways the player could never replicate (floating sand or gravel, for instance), only to immediately obey the rules as soon as the player acts upon them.
Punched Across the Room: The Knockback enchantment gives your sword attack an extra kick by pushing your enemy backwards a lot farther than normal. At level 3, you can effectively push enemies beyond a 20 block distance from you, making it every effective to keep Creepers away from you so they don't explode or if you want to push enemies off a cliff.
Purely Aesthetic Gender: The player character is intended to be a genderless representation of a human being despite Word of God saying his name is "Steve?" and has a human male-like appearance."Alex?" has a human female-like appearance,but that does not change anything in the game. Players can change the skin of their characters to look like anything imaginable including female characters(Justified in 1.8 with Alex) but they will always retain the same blocky human shape and changing the skin doesn't affect anything else in the game.
Endermen are the most powerful, naturally spawning enemies in the Overworld. Their eyes glow purple, as does their particle effects.
Obsidian is purple and is the strongest destroy-able block in the game, takes longer to mine even with the best pick, and is the hardest to obtain in the overworld.
Purposely Overpowered: Anything made of diamond. They're more durable and efficient than any other materials, and greatly outperform iron, the second-best material. The diamond sword, for example, can kill most enemies in three hits, and the diamond pickax can mine the widest range of blocks and lasts six times as long as the iron pickax before breaking. Diamond armor lasts more than twice as long as iron armor, and a new set can reduce damage by 80% as opposed to 60% for iron. However, all of this is justified because diamond is by far the hardest resource to find.
IIRC, a full set of diamond armor in 1.0.0 will allow the player to swim in lava for an unholy amount of time.
Pyramid Power: The Beacon Block, when attached to a pyramid of blocks and fed a resource as power, buffs friendlies in the vicinity. Enlarging the pyramid extends its range and makes it possible to add more bonuses. Due to the way Beacon Blocks check their structure, it is possible to build a composite pyramid with numerous Beacons.
Quicksand Box: Many people give up after finding that the game has has no plot. After The End was added, this intersected with Unpleasable Fanbase as the plot seemed meaningless to many people. While there's also a lot of user created maps that have their own stories, a casual player tends to not look for such maps.
Rage Quit: Attempting to ragequit after dying in Hardcore mode will not work; Perma Death still applies and you will still be forced to delete your game world.
Rainbow Pimp Gear: This can happen, although its generally not so much based on stats as what you can afford to craft. And additionally, the various armor bits can potentially clash not only with each other but with whatever outfit your player skin was drawn wearing. Most texture packs only exaggerate this trope further by giving each armor set a unique look.
It gets worse when you start getting into useful-ability-granting one-to-a-set armor items added by mods like the odd-looking jetpack, batpack, and solar-helmet added by IndustrialCraft or the various garishly coloured magical armor items (and capes, and gloves) found in The Aether.
The trope is more apparent when you start dying pieces of your leather armor with random colors.
Random Drop: Almost every mob in the game, except for villagers and silverfish, have a chance to drop some sort of loot upon being killed.
Randomly Generated Levels: The entire world is randomly generated chunk by chunk (16x16x256 space) as you explore it. However, that being said, there are many rules the game follows to keep things a little evenly distributed (caves and ore veins) and the game chooses one of several rough pre-set patterns to form believable rivers, ravines, mountains, etc. Played straight with pre-generated structures though, as navigating an Abandoned Mineshaft or Nether Fortress without getting lost can be challenging (even if you've already raided several others in the past).
Rare Random Drop: Most enemies have a chance to drop items they wouldn't normally, such as armor pieces, weapons, and consumables. The king, however, is the Wither Skulls dropped by Wither Skeletons, which barely ever drop even with max Looting enchantments and are required to summon the Wither.
Real Is Brown: The biomes introduced grasses with more "realistic" hues. The bright green grass does still exist, however.
Reality-Breaking Paradox: Presumably the reason beds explode in the Nether when you try to use them. Beds can only be used at night (or during a thunderstorm), and reset the clock to sunrise. Since neither thunderstorms nor the day/night cycle exist in the Nether...
Swords can be made of (in order of ascending rarity) wood, stone, iron, gold, and diamond. For the most part, the rarer starting materials result in stronger weapons, except golden swords are functionally identical to wooden swords. In defiance of fantasy genre conventions, gold tools and armor, while effective, have extremely low durability and as such are almost useless except for looking cool. It came as quite a surprise when the players realized the second-rarest material made the weakest weapon, and a lot of people thought it was a bug... until they remembered gold is one of the softest metals in the world; just like in real-life, gold weapons are only good for decorative purposes. They are, however, the best material for holding enchantments. However, gold is also used in conjunction with redstone in a number of craftable items that are considerably more useful, such as powered track. This is because while gold is a terrible material to make armor, weapons or blunt instruments out of it is well known as an integral component in precision electronic devices.
Ben 'Yahtzee' Croshaw: Just before I hit bedrock, I finally found some gold, which I immediately crafted into a sword and armour set. "Ha! This'll give a hedge pause for thought before it kamikazes me!" But shortly afterwards I discovered that Minecraft goes for the realistic portrayal of gold, in that it's slightly less sturdy than the tinfoil around a baked potato.
You actually can drop an anvil on someone's head. It's just going to damage them. A lot.
Red Eyes, Take Warning: Spider eyes glow red. All eight of them. Wolves also gain red eyes when they turn hostile. Ghasts have red eyes and are a more extreme example of this trope, since they only open their eyes when they're spitting an exploding fireball at you.
Reduced to Ratburgers: You may find yourself reduced to poisonous zombie flesh if you don't have access to a source of fresh meat. This is a pretty desperate situation in the Overworld, though, given all you need for cooked fish is wood, stone, and spider silk. In the Nether, rotten meat dropped by zombie pigmen is the only naturally occurring source of food which can be eaten without extra resources, and is often the last resort of a lost traveler who has exhausted the food they brought with them.
Refining Resources: Essentially how the crafting system works. Most recipes require some combination of wood, stone, and metal, either as part of the target item itself or to create the tools needed to make it. More literally, this is the main purpose of the Furnace: consuming fuel to refine raw resources into usable ones like Ores into Ingots, Wood into Charcoal, Clay into Clay Bricks, etc.
Health works this way as long as your "food meter" is nearly full. When the food meter is completely empty, the exact opposite happens.
Playing on Peaceful difficulty grants you regenerating health at all times. Potions of Regeneration and Golden Apples also grant temporary health regeneration.
The Enderdragon mob also has this when you fight one. However, this can be stopped by destroying the Ender Crystals, which actually HARMS it.
Respawn On The Spot: The game is an interesting aversion: If you die, you spawn at a fixed (albeit changeable) point. Most multiplayer servers, however, have the /back command, which instantly teleports you to the point where you died. Quite handy given that your items are left behind.
Retraux: The game has intentionally very low resolution textures to go with the gameplay of moving giant pixels around. Originally the intention was to update to more modern graphics but fans had already become attached to the faux-8-bit textures.
Revive Kills Zombie: Beta 1.9 introduced several kinds of potions with beneficial or harmful effects. For every type, you can use it on yourself, or turn it into a splash potion to throw at friends or enemies. Zombies and skeletons are healed by potions of Poison or Instant Harm, but can be damaged with potions of Regeneration and Instant Health.
Baby mobs. Just making the body smaller while leaving the head the same size should not produce such cuteness!
As of the "Pretty Scary" update, bats count as well. They're small brown flying bundles with big ears that make adorable squeaks and hang on walls by their tiny little feet. Aaaw!
Right Behind Me: Creepers have a nasty habit of doing this, being completely quiet until you hear that tell-tale hiss, which means it's already too late to flee. Endermen also have a nasty habit of appearing behind you during their Teleport Spam.
Roar Before Beating: Endermen make a rather disturbing noise (at 0:35 in this video) should the player provoke them by "staring" at them (moving the crosshairs directly over their torsos or heads). Then they usually teleport directly behind the player.
Robbing the Dead: The game lets you rob treasure from pyramids in the desert. Each pyramid can contain things like gold, iron, diamonds, bones, and rotten flesh, but they're also guarded by TNT traps that trigger if you step on the pressure plate. Doing so will destroy all the treasure and kill you.
Robinsonade: When starting a new game, you're dropped in the middle of nowhere with only your bare hands and the clothes on your back and must survive using your wits and whatever you can harvest, scavenge, or craft. Sometimes the game will even dump you on a Deserted Island.
Rocket Jump: This is possible, but very tricky. Unless it's an adventure map, you'd be better off just placing a couple blocks and making a stairway. However, using a splash potion of harming can double your jump height and is much safer than the previously suggested TNT.
Rollercoaster Mine: Thanks to the various track pieces, this can result from deliberate player designs. Sometimes players will use this as part of an elaborate transportation system.
RPG Elements: The game has this in the form of experience points, potions, and enchantments. Experience points are used to enchant tools and armor pieces for various effects, such as a sword multiplying the number of drops from a mob or a pair of boots that reduces fall damage. Brewing potions can get you various results, depending on what is used, and they can be made into a "splash" form that act like hand grenades. The fanbase is divided as to whether this constitutes Growing the Beard or Jumping the Shark.
Rubbery World: There's a Game Mod that allows you to use GLSL shaders. This shader literally bends the whole landscape in the distance back and forth, like an acid trip. This shader also makes the whole game world shake and wobble like jelly, including the very ground beneath the player character's feet.
Rube Goldberg Device: While Minecraft 's physics do not seem to allow the construction of many mechanical devices, this video will show you how it's done.
Ruins for Ruins' Sake: Multiple examples. Among others, Abandoned Mineshafts, Jungle and Desert Temples, Strongholds, and Nether Fortresses are all both clearly artificial and rather eerie.