Minecraft:Legends Launch

How can we interest players in an unfamiliar game?

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Minecraft was preparing to release Legends, a real-time strategy game. Our team was given some flashy graphics to promote the game, but we didn’t know much about the game or how to best tell its story to players in the Minecraft Launcher (The Launcher is a hub for starting and playing Minecraft’s family of games)

…throw a sheep? tease Microsoft? spoof Doom? create a library dimension? We know that our players look forward to turning on Minecraft April 1st, to see what funny jokes the team has managed to sneak into the game.

For this project, we wanted to bring the holiday spirit into the Minecraft Launcher for the first time. (The Minecraft Launcher is an application that players use to start various Minecraft games, see game news, and adjust settings.)

One of my Launcher team members hatched the basic concept: “Let’s set the Launcher on FIRE!” Players are familiar with fire – having your house catch fire is a common disaster in the game!

I researched Minecraft lore and came up with a design where fires gradually sprout around the Launcher screen, with the familiar “fire crackling” sound effect from the game. When a player hovers their mouse over a fire it fizzles, again with the game sound effect.

I used game graphics: a water bucket as an icon to turn fire off, and a flint and steel as an icon to turn fire on. We also added audio controls – I didn’t want players feel like they were forced to be a part of a joke if they weren’t in the mood for goofiness!

Also, I decided with the team how we would measure success. We would be tracking interactions with the fire (when players hovered a cursor over a fire to put it out.) We would also be tracking how often players turned the fire on or off, and how often they turned the sound off. We didn’t use sound often in the Launcher, and we wanted to learn if sound was something players were averse to. Total number of fires extinguished was tracked too, since it might be an impressive metric to show the amount of interactions with players.

Animation drew player attention to the new “Legends” game tab in the launcher, ad taught a little bit about the sneaky nature of the villainous Piglins and the red embers that signal their presence.

Abnormally high spike in purchase intent clicks across the board for April 1st”


Seeing huge April Fool’s interaction numbers too (over 9 million interactions with the feature on April 1st)”
9x total clicks compared to unique users. Which is to say: I suggest this shows players are playing with this feature. A lot!”
Look at the sales numbers too. I can’t explain the explosion in purchase intent and purchasing aside from the unexpected delight that the April Fool’s experience created.”

Sadly, Minecraft Legends wasn’t the sales success that we had hoped – but the Launcher became the most successful gateway to make a purchase.

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