Despite having no authored protagonist, dialogue tree, or fixed plot, I believe that Minecraft still tells a story. Through playing the game and transforming wilderness into infrastructure, Minecraft compresses thousands of years of anthropology into an hours-long playable experience. The game may present itself as an open sandbox, but that does not make it neutral. Sandboxes still guide behavior and teach values, and the sandbox Minecraft has constructed is deeply tied to humanity’s understanding of progress itself.
McLuhan’s argument argues that the structure of a medium matters more than the explicit content it carries, for technologies reshape perception, relationships, and patterns of life regardless of their intended use (“The Medium is the Message”). The important question is not simply what a medium depicts, but what kinds of behavior and ways of thinking it encourages. Minecraft demonstrates this perfectly in the way it communicates primarily through mechanics rather than narrative. There is no narrator explaining that industrial expansion is desirable, yet the game rewards you for acting as though it is. You begin in a nearly untouched wilderness punching trees with your bare hands. Hours later, you may have automated farms, rail systems, trading economies, and massive terraformed landscapes. Progress in Minecraft is measured through increasing mastery over land, resources, and systems where the gameplay loop itself becomes a miniature version of anthropological history.
Minecraft’s gameplay enforces environmental destruction for personal gain.
This progression is satisfying because the game’s systems are extraordinarily good at making development feel meaningful. A dark forest becomes a lumber supply, and mountains become quarries. The player arrives in the world and gradually reorganizes nature into systems of efficiency and production. None of this is framed as morally questionable, as it is what the game encourages you to do. It turns expansion and optimization into creativity and play. This is why the villager mechanics discussed in the Folding Ideas video become so uncomfortable. The speaker describes realizing that the easiest way to establish a new settlement is not to naturally attract villagers, but to forcibly transport them from elsewhere using boats and minecarts (“Minecraft, Sandboxes, and Colonialism”). The game never explicitly tells the player to kidnap villagers, but its systems incentivize exactly that behavior. This is where McLuhan’s idea becomes especially important. The unsettling implication is not located in the game’s explicit content; Minecraft is not a game about colonialism, but the game’s medium, specifically the structure of its systems and incentives, produces behaviors that mirror colonial expansion and forced relocation anyway (“Minecraft, Sandboxes, and Colonialism”).
This problem becomes more pronounced because villagers are designed as a distinct “other” compared to the player. They have exaggerated features, communicate in nonsense sounds, and possess virtually no agency. Mechanically, they exist primarily as resources within economic systems where players breed them, transport them, and confine them into trading halls. The villagers are technically non-sentient NPCs, and this lack of agency is precisely what allows the mechanics to become so exploitative. This reflects one of McLuhan’s central warnings: “The ‘message’ of any medium or technology is the change of scale or pace or pattern that it introduces into human affairs” (“The Medium is the Message”). Media often produce unforeseen consequences that cannot be separated from the form itself. Although they might have been unintended side effects, Minecraft’s mechanics recreate patterns that resemble real historical systems of extraction and displacement because the game inherits many of the same assumptions about what ‘progress’ looks like. Growth means expansion and efficiency means control, which leads players to restructure the environment around their needs.
Villagers are portrayed and treated as insignificant others.
Millions of players find satisfaction in transforming wilderness into productive infrastructure because modern society already frames those activities as symbols of achievement and progress. Minecraft did not invent these values, but it did inherit them. Therefore, the game goes beyond simply simulating creativity; it simulates a particular vision of civilization, and in doing so, it reveals how even open-ended games are never truly neutral spaces.