The Name of the Wind Minecraft Adaptation

The Name of the Wind by Patrick Rothfuss primarily revolves around Kvothe’s life at the University. The setting was the perfect place for the story, containing enough magic to keep me enamoured whilst anchoring itself with realistic descriptions and roles, but I always found myself reimagining what the author had described. I found that the description of the Archives to be boring, and that I imagined it not as a large, featureless cube, but as a great building fashioned after a Greek temple or as a cathedral-encased box. For me, the Medica looked more like a rounded off building rather than a ‘taller, less rambling version of Mains.’

Many voxel games have been released in recent years, Terraria, Space Engineers, Medieval Engineers and Minecraft to name a few, where the player is able to create anything they can imagine block by block. I have played some of them for many years and built many structures, but nothing drawn from outside inspiration.

Previously, I have seen multiple YouTubers building worlds inspired by famous books in Minecraft. YOGSCAST Sjin in particular has done many Let’s Build series. Recently, he finished making the town of Dale and the mountain city of Erebor from Tolkien’s The Hobbit.

So, why not build the University in Minecraft?

I wanted to create the world as I imagined it. However, I did entertain the possibility of creating a Minecraft rollercoaster, as nuropsych1 has done with Beetlejuice, Doctor Who and Tim Burton’s Nightmare Before Christmas.

My project was very much in line with Marie-Laure Ryan’s ideas in ‘Fictional Worlds in the Digital Age’. According to her, ‘”transfictionality” (Saint-Gelais 2005; Ryan 2006), consists of producing and posting texts that complete, modify, or stretch in time the worlds of preexisting literary texts, or that transpose their plots and characters into new environments. Transfictionality expresses the reader’s desire to free the fictional world from the control of the author and to see it live and evolve independently of the text that originally brought it to life.’[1] Basically, I wanted to see how The University would grow when free of the written word. When transposing and adapting it to Minecraft, I considered where each building should be in relation to one another by creating zones: residential, industrial etc. The residential district couldn’t be too far from Mains, but it had to be far away from the Fishery, and the Fishery had to be far apart from Medica. Medica would be best kept a little apart from other buildings but be close enough to react to medical emergencies. The Archives was one of the few locations with a definite position, being on ‘the horizon [as] the largest building in the University’ when Kvothe approached from the south.

Taking notes from The Name of the Wind only (any inconsistencies between the sequels and the first book would create complications if I decided to be loyal to the books), I began drafting a simple layout. However, as Hutcheon’s A Theory of Adaptation states, change is necessary in new forms of media as the ‘medium […] [does not have] an easy time transcoding print texts’ as ‘telling is not the same as showing.’[2] When modelled, Rothfuss’ plain descriptions of certain buildings, such as the Archives, were boring. So, I adapted them as per my needs.

Unfortunately, there were some buildings I couldn’t build for my adaptation. The Crockery is a large mansion to the north of The University where some students had been institutionalised. However, it lies in the middle of a forest, which means there must be a fair distance between the main campus and the Crockery. Because of the way Minecraft loads each chunk – a section of land – to build the Crockery at a suitable distance would unload The University I had already built, so I decided not to include it in my initial designs. If I had time at the end, I would go back and add to it.

Similarly, the Fishery was an industrial building where a lot of workshops were located and anything from smithing to dangerous artificing was taking place. Therefore, it needed to be far away from the main campus as pollution, contamination and fire would be a major hazard to the rest of The University. Therefore, it would be a little too far away from where I was building.

When it came to designing each building, I decided to use the very basic, introductory description given in the novel, and that I would then design them from there as per my own personal tastes. For instance, as you can see in the fourth episode of my YouTube videos ‘Let’s Build: Mews, Mess and Hollows of The University’ I design Mews much like its description as a compass rose, but cutting away one of the points to make room for an entrance.

The biggest issue I faced using Minecraft for my digital adaptation was the scale of the buildings. Because your character is two blocks high and one block takes up considerable space, everything felt scaled down and smaller than it should have been. Mews should have had more beds, for instance. However, to add more would mean making the building even larger, which would have made the building feel too large. As Hutcheon states ‘interactivity […] makes for different formal techniques: the sense of coherence is spatial and created by the player.’[3] For this reason, I contented myself with having less detail than I wanted because of the limitations imposed by the platform of my adaptation.

I used a Minecraft mod for the recording, CameraStudio available at, which was easy to use in game and converted all videos into a usable file format as well as speeding up the footage by a factor of 10 to assist with editing. For audio, I used Audacity and a microphone, planning to create a simple commentary mirroring that of Yogscast Sjin to prevent my videos from feeling purely visual.

You can see the first part of my Let’s Build series here:

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And here is the second part:

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You can view all the parts of my Let’s Build The University series on my YouTube channel at



[1] Schreibman, Susan, Siemens, Ray A Companion to Digital Literary Studies: 13. Fictional Worlds in the Digital Age. [Online] Available from: [13 May 2015].

[2] Hutcheon, Linda A Theory of Adaptation. New York: Routledge, 2006. p. 43

[3] Hutcheon, Linda, p. 51

Year of the Flood: Word Building and Girl Power.

I didn’t think I was going to like Year of the Flood. Science Fiction isn’t really my bag, and my opinion of Atwood had been slightly coloured by people at six-form complaining about The Handmaiden’s Tale. I bought the eBook version, thinking that if I didn’t like, well, at least it was only £3 down the drain. I really regret that decision now.

I read it during summer, when I was at home and I’d read it while eating in my breakfast. The first hundred pages were a bit of a slog, and I kept trying to push myself to at least finish the chapter before I put it down. But soon, breakfast started getting longer and longer, to the point that it was lasting over an hour. So yeah, surprise to me, I got hooked.

Continue reading Year of the Flood: Word Building and Girl Power.

Digital mapping of Bath in Jane Austen’s Persuasion: the walk; the app.

Digital Lit class aim: to create an app that maps out the Bath scenes in Austen’s Persuasion.

First: read the text. Create detailed profiles of our assigned characters, including their importance to the plot, relationship with other characters and their geographical locations.

Second: visit the places where the Bath scenes occur and discuss their importance in relation to the text #AustenWalk @DigitalLit_BSU.

Third: create an awesome app. See aim.

Continue reading Digital mapping of Bath in Jane Austen’s Persuasion: the walk; the app.

On The Road App: Is it a few beats short of capturing Kerouac’s spirit?

With On The Road holding such a permanent place in my heart (I hear some rolling eyes) experiencing the app with an open mind (and heart) has been difficult to say the least. Here I will be giving my opinion on the elements of the app I think worked, and parts I think didn’t. I think the app satisfies a reader who wants to learn and discover more, to a degree. But the app’s aesthetic, (in my mind) goes against the ‘beat’ essence On The Road is famed for reflecting. It is, after a noble effort, completely spiritless. Feel free to comment further on my review, I know there were plenty of varied opinions opened up in class. Mine is just one of many!

Continue reading On The Road App: Is it a few beats short of capturing Kerouac’s spirit?

The Chronicles of Narnia: A New Narnia

The Chronicles of Narnia: The Lion, the Witch and the wardrobe is a hugely popular film that is known and loved by many. In the film, four kids travel through a wardrobe to the land of Narnia and learn of their destiny to free it with the guidance of a mystical lion. A narrative that screams adventure? Absolutely.

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The Hunger Games Game

With a fast plot that centers around children killing other children, The Hungers Games is practically begging to be transformed into a video game for X-box or PlayStation. Surprisingly, it hasn’t yet been done. Josh, Natasha, Kirsty, Rosie T and I worked out how Suzanne Collins’ popular book could be adapted into a game. Obviously none of us can actually make games, so this is all hypothetical.

Continue reading The Hunger Games Game

I like the smell of books…

This week’s lecture is entitled ‘I like the smell of books’. This seems to be the most common reason people give for preferring printed books. So my questions are:

What is it about the physical book that remains such an attraction for readers? Is it the smell? What are your reading habits?smellofbooks