Joe McKay has a "top 6" post up discussing Minecraft and other games, as well as a reconsideration of the original Tron movie (on the occasion of what sounds like an execrable sequel).
Did some blog posts on Tron a few years back (whoops, seven years, time flies). Excerpt from one of them:
The computer graphics were divided among four different companies. In order to communicate the movements the filmmakers wanted (say, in the sequence where a Recognizer chases a tank), the animators hand-wrote numerical coordinates for the horizontal, vertical, and depth axes of each object, as well as variable factors such as pitch and yaw, on a sheet of paper, and the graphics shop keypunched the numbers in: 600 numbers translated into four seconds of film. The movie had approximately 20 minutes of computer-generated footage (including the "descent into the computer," the yes/no-speaking "bit," and other vignettes), all of which had to be painstakingly integrated with the backlit kodalith of the rotoscoped sequences. The "making of" featurette is tres corporate; the Disney execs interviewed basically fib and say the movie succeeded from the get-go, when in actuality the game outsold the film in '82.
Excerpt from another:
The film's director, Steven Lisberger, is just as rooted in digital utopianism as the Pixar folks; in recent interviews he has spoken of how artists can give inspiring form to new technologies, lamented the failed promise of the internet (he believes it's mainly a haven for gossip and p0rn), and dissed the despairing tone of the (original) Matrix. Yet a lot of artists like Tron, perhaps for the wrong reasons: the provisional, cobbled-together look of its technology; its wonderful mix of formal beauty and supreme cheesiness. Also, readers of William Gibson's Neuromancer inevitably thought about Blade Runner when visualizing The Sprawl, but what movie provided a ready template for the blocks of abstract data comprising Cyberspace?