WHY DO MINIGAMES EXIST?

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LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Personally, every example of a "great" minigame that "almost everyone" likes that someone has mentioned in this thread so far has been something I utterly despised. I universally wanted to get back to the main game in every case.

I do understand the importance of pacing however, and I understand the intended purpose of minigames, and I recognize that they kinda succeed at that purpose most of the time. I would just rather my break from the main game be in the form of sneaking around South Figaro trying to rescue Celes and escape from town in disguise, instead of betting on races. And frankly I thought FF13 was perfect for the first forty hours of hallways. So really I'm on board with Craze as far as my own preferences; I just recognize that 99% of RPG players disagree with me.

The only times I've actually enjoyed minigames were when I really didn't even like the main game and was only playing it for the story or the nostalgia or the setting. Like, I will play Triple Triad all day, but frankly I'd prefer if every single battle in FF8 were replaced by a Triple Triad card match.

I do think it's interesting that minigames seem to be genre-specific. They exist in RPGs, adventure games, and action-adventure games (like Zelda), and basically nothing else. With very few exceptions, there are no minigames in first-person shooters, and no minigames in strategy games, and no minigames in MOBAs, and no minigames in racing games (except for the ones starring Mario), and no minigames in sports games (except for the ones starring Mario), and no minigames in fighting games (except for the ones starring Mario). I wonder if developers of those types of games simply have more confidence that they know what they're doing in the main game, and thus don't need anything else. I also wonder what the hell is up with Mario showing up in random genres and bringing a bunch of minigames with him every time.
author=LockeZ
I would just rather my break from the main game be in the form of sneaking around South Figaro trying to rescue Celes and escape from town in disguise,


But that was the main game.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
That's the point, it didn't feel like you weren't playing the actual game any more, the way a minigame does. But it was also different enough from trekking through a dungeon as to give you a break and variety.
author=LockeZ
I do think it's interesting that minigames seem to be genre-specific

Other genres don't go on for 30+ hours straight, though.

Some shorter games do have random genre shifts on occasion, though, such as the numerous action games in the 90s that would have that one shoot 'em up level (that sucked and went on too long). A number of 1st/3rd person shooters will also often have a random rail-shooter level where you're on a turret on a helicopter or jeep or something.
author=LockeZ
Personally, every example of a "great" minigame that "almost everyone" likes that someone has mentioned in this thread so far has been something I utterly despised. I universally wanted to get back to the main game in every case.

And that is why they're kept short in the plot parts and then added as a side diversion later on - so the few like yourself don't have to worry about them after that one (or two) examples, but so that others who do like them can have at. Best of both worlds.


author=LockeZ
I wonder if developers of those types of games simply have more confidence that they know what they're doing in the main game, and thus don't need anything else.

I doubt it. More likely they realise that people want to be amused and spend more time on the game than just the story would allow for. It also adds interesting ways for people to get treasure outside of the old 'find a chest that is mysteriously unopened on a well-travelled trail in a dungeon area' or monster drops. Because most people hate grinding, even when it comes to the best battle system. Too much of something requires you to take a step back and breathe and what better way to do that than still in the game?

I mean, you could stop the game and go do something else for a while OR you could head to the nearest casino and bet on your pet monster in a battle arena for leet treasure.

Easy choice for the majority of us~
If it's not too long and too difficult, I personally like the occasional mandatory minigame. If they're done well, I think they can help diversify the narrative, not just the gameplay, by putting the characters in situations which they can't resolve by finding the next enemy to kill dead. I generally thought Final Fantasy VII did a good job handling this. There were plenty of mandatory minigames, but they were mostly brief and never really required you to win as such, you just got greater or lesser advantages depending on how well you did. If you're lousy at the submarine combat minigame, you'll still get a submarine in the end, but it helps break up a narrative which would become tedious if all the conflicts were resolved by swording things to death.

I never did manage to pull off the huge materia unlocking minigame to get Bahamut ZERO without using a guide though.
Cap_H
DIGITAL IDENTITY CRISIS
6625
The implementation is always the biggest problem, i guess. I haven't played so many games so far, but I have some pretty bad memories related to them.
Like walking in spacesuit in KOTOR, that was boring as hell. Or racing in Mafia (driving around was essential for the game, but this one mission was extremely frustrating and I spent several days on it even on the easiest difficulty).
Some just don't add anything to my experience like optional Shmup stages in Jade Empire or any slot machines ever.
Shmup stages in Jade Empire ere pretty well implemented, tho. They make your travel more connected.
I like minigames in GTA and it's clones and also i loved loading screen mingame in Awesomenauts.
author=LockeZ
And frankly I thought FF13 was perfect for the first forty hours of hallways.


Didn't you think some of the areas were a little too large? The Palamecia? Or that bloody tower on Gran Pulse? FF13 was the worst in the series for protracted length. The problem is...

author=turkeyDawg
Other genres don't go on for 30+ hours straight, though.


Personally, I feel conned if the game is made longer just to give me the illusion that I'm getting my money's worth. Mini-games really help to counter-act this, as I'm technically getting several games for the price of one.

Grand Theft Auto is the perfect example. It took me two weeks before I got started on GTA 5's main story because I was enjoying the exploration and mini-games so much.
Most of them are pointless and bad. If I want a break from the main game, I will save/turn off and do something else.
author=Frozen_Phoenix
Most of them are pointless and bad. If I want a break from the main game, I will save/turn off and do something else.


I can't get cool gear/stuff by turning off the game, though.

That's another draw of minigames, it gives the player tangible rewards for the game they're playing while giving them the chance to refresh and do something else. The satisfaction of getting freakishly skilled at Triple Triad while simultaneously beefing up my party with the items I was getting from it (and really, a reward for my skill) was great.
Ah, I remember the golden age of games when games only had you do one thing through its entirety. My favorites were Solar Fox and Phoenix. And unlike most people I did enjoy Pac-Man on the Atari 2600 (but I didn't know any better!)

The ill-defined concept of "minigames" in the OP is not a terrible thing. They add flavor and variety and atmosphere. I welcome them.

Also, LockeZ nailed it with his comment about minigames being a viable tool for pacing in a game.

*rides swoop bike off to the next Pazaak tournament*

EDIT:
OH! I forgot to mention!

The WORST minigame ever conceived that ruins (if not from the getgo, then eventually) every MMORPG is PVP arenas. Designers sacrifice so much control, flavour, and balancing options just to appease and "balance" this complete sideshow of PVP that it just hamstrings the main game.

I hate it and the existence of it. I wish I could just ignore it but changes made for the sake of PVP inevitably negatively impact my enjoyment of the real game.
let me tell you about paladins in ff14's pvp arena
slash
APATHY IS FOR COWARDS
4158
Let me tell you about grinding arena gear in WoW ffff I just wanna stab people ;_;
author=Feldschlacht IV
author=Frozen_Phoenix
Most of them are pointless and bad. If I want a break from the main game, I will save/turn off and do something else.
I can't get cool gear/stuff by turning off the game, though.

That's another draw of minigames, it gives the player tangible rewards for the game they're playing while giving them the chance to refresh and do something else. The satisfaction of getting freakishly skilled at Triple Triad while simultaneously beefing up my party with the items I was getting from it (and really, a reward for my skill) was great.



Yeah you're right... Minigames when well designed can be fun, but most of what I found on RPGs are giant mazes or some chance based dice/card thing. I just prefer to stick with the main game.


author=kentona
OH! I forgot to mention!

The WORST minigame ever conceived that ruins (if not from the getgo, then eventually) every MMORPG is PVP arenas. Designers sacrifice so much control, flavour, and balancing options just to appease and "balance" this complete sideshow of PVP that it just hamstrings the main game.

I hate it and the existence of it. I wish I could just ignore it but changes made for the sake of PVP inevitably negatively impact my enjoyment of the real game.

I don't view PVP as a minigame in MMORPGs, at least in the ones I've played. But the funny thing about PvP games (not just rpgs) is that "Designers sacrifice so much control, flavour, and balancing options just to appease and "balance" this complete sideshow of PVP" and they end up with some imbalanced OP thing that will be abused until the next patch.
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