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The latest issue of Gamasutra sister publication Game Developer magazine , available now for subscribers and for digital purchase, includes an exclusive, in-depth postmortem of the indie smash-hit, written by the game's creator, Markus Persson.The popular indie PC title, currently in beta, allows players to build their own structures and landscapes using a simple set of tools, spawning a variety of complex and impressive creations from players.The game was originally conceived as a single person project, and after its sudden success, Persson founded his own studio, known as Mojang, and hired a number of other developers to work on the project.These excerpts, extracted from the February 2011 issue ofmagazine, also available to all conference attendees of GDC 2011 later this month, reveal various "What Went Right" and "What Went Wrong" highlights from throughout the creation of this eccentric indie title.Along the way, Persson reveals how he and his team have alteredto suit the needs of its users, and how, with a bit of luck, Mojang worked through some daunting challenges to make the game what it is today.Using feedback from users, the team at Mojang was able to adapt and tailorto the needs of its players.In the wake of the title's sudden and intense popularity, Persson admits that much of's success can be attributed to its lucky timing and placement in the marketplace.As the game's users skyrocketed, Persson found he could no longer solve the myriad support issues through email alone, encouraging the team to find new ways to aid its customers.One of the most difficult challenges the team faced was rewriting the game's code from scratch, adding loads of extra work to add just a few desirable features.The full postmortem ofexplores more of "What Went Right" and "What Went Wrong" during the course of the game's development, and is now available in the February 2011 issue of Game Developer magazine Also in this issue, Google's Chris Pruett examines the 'Two-Factor Theory of Emotion', which describes how emotional states can be modulated by physiological changes. Stressful situations increase engagement and can give rise to often contradictory emotions. It's an idea that has wide implications for game design and goes against the conventional wisdom regarding easy difficulty in games.Worldwide paper-based subscriptions to Game Developer magazine are currently available at the official magazine website , and the Game Developer Digital version of the issue is also now available , with the site offering six months' and a year's subscriptions , alongside access to back issues and PDF downloads of all issues, all for a reduced price. There is now also an opportunity to buy the digital version of February 2011's magazine as a single issue