MINIGAME PRIZES VS OVERALL RPG DIFFICULTY

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unity
You're magical to me.
12540
Say you want to put a Dragon Quest-style casino or another mini-game with fabulous prizes in your RPG. I've been thinking about the sort of prizes you should offer, especially with attention to what they'd do to overall game difficulty.

On the one hand, you want the prizes to be really cool so the player feels like they've earned them. On the other, you don't want them to totally break the game or make people who skip the casino feel underpowered. How would you handle this? Also, does the location of the casino in-game matter? Like, if you have it later in the game, is it safer, because there's less of the game it can break?
Craze
why would i heal when i could equip a morningstar
15170
Could just make it all aesthetic stuff like costumes or something that changes a character's sword swing to be sparkly, or the rewards could be a way to make a side quest easier (get the Golden Apple from the casino instead of defeating the Midas Tree).

Or, have a "coin purse" or "membership levels" that limit how many total casino tokens you can earn. Increase it at certain points so that you can spend your points on proper rewards for your level (or your level+1).

Another option is to just time smaller minigames to be part of one section of the game. You can go back and play it again at L50 for fun, but the rewards were applicable for the intended level of 30.
I'd say the harder it is to win at the casino, the more the player is expecting a pretty cool reward. Whenever I play a DQ game and work the casinos, I do so because of a weapon or piece of armor that I want and will make the game feel less of a grindfest and allow me to breeze through it more easily.

I understand not wanting to completely break the game's difficulty, but I feel that a lot of people won't bother with a mini game if the rewards are something cosmetic and doesn't enhance the actual game play in any way, especially if that mini game is costing them both time and money.
in persona 2, the casino had an endgame weapon, but for only one character, and then it's best other prizes were the ability to summon some really powerful personas that you couldn't even get until you got to like level 70. also that character leaves before the endgame really starts and you get someone else.

I really like how they did it, it felt very helpful but also didn't break the game.
Marrend
Guardian of the Description Thread
21806
If I wanted to do a casino, I would compile a list of possible prizes, probably sort them by value, then assign some kind range of numbers, to them. If a player wins (which would be it's own processing, probably determined by the LUCK stat) a random number based on either LUCK or LEVEL, would determine the prize. So, the higher one's LUCK, or LEVEL, the better the prize that can be won!

However, this is just my insanity.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
I think the amount of game breakage that you can get should be directly proportional to the amount of casino ships needed to get them. If you're patient enough to amass 1,000,000,000,000 coins, then I feel you deserve that universe-obliterating weapon.

If you want to go away from game-breaking items, I'd set the prizes to be rarer consumables that are found in finite places. That elixir that restores all HP/MP and ailments should be prices fairly high, for example. Players will have to work at it to get them, but it won't be easy enough to make all battles trivial.

I like Craze's idea of aesthetic prizes. They're fun to get, but don't really offer much.

If you really want to be a troll, though, include joke weapons as prizes. They would cost a large amount of chips, so players would think that they were really effective despite looking stupid! But when you get them, they do less damage than the starting weapons in the game. But hey, at least they make a funny sound! Or go the opposite way and make the joke weapons the strongest weapons in the game. That'd be hilarious!
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
Red_Nova: At one point I was playing around with the idea of making my main character's ultimate weapon be hidden in the room you start the game in, but in a place most people wouldn't think of looking. trollface.jpg

On topic, I agree with Marrend's approach: figure out what the range of possible prizes is, assign them values based on how valuable they are, and figure out the prizes from there.

If your casino is going to have a changing "wheel" of prizes, what might be an idea is to decide on a prize "budget"; that is, the maximum number of points' worth of prizes that will be available in any given game. Then, when you're looping through items figuring out what to offer, reduce the budget by that item's value, and if the budget's exhausted or exceeded, stop the process. Maybe have a bunch of cheap always-available items too.
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