Alright, Search shows there has been some discussion on this before. But the last post was made on 20 September and I don't want to be known as a thread necrophiliac
forums.obsidian.net/topic/59969-minigames/ For those who want to read the 2 pages of discussion.
Quick summation of that topic is that most people that posted there are against minigames, of any kind.
I'm not. But I do feel that minigames have often been poorly done, which makes it understandable that people don't like them.
But since that thread I've seen mention of minigames and discussion of individual possibilities pop up in many threads.
Whether for Lockpicking (NO!) or Crafting, games that are unrelated to the game world (why?) like Pazaak.
And the occasional example of a fun minigame that incorporates the game mechanics of the main game. (Mage's Maze from Quest for Glory was mentioned)
So rather than ask "minigames, yes or no"
I'd like to ask, what makes minigames interesting as option? Why wouldn't they work, or why would they. Do you have any ideas for minigames you'd like the share? or examples of minigames done well?
What would be the reason for minigames in a game? (can't the game entertain us without resorting to game in game?)
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Personally, I see minigames as a way to pace the game (tonally). If you want to not quest, do difficult dialogue, or commit goblin genocide, you can maybe do this other thing, and it gives you a benefit (whether items, xp, gold or abilities, or information) for when you get back to brass taxes.
I think the biggest problem with Minigames is when they are repetitive, more of the same. A lockpicking minigame would be cool, if you wouldn't be picking more than three locks in the entire game, as that is unlikely, it would become a chore rather than something enjoyable. when whenever you want to pick a lock, you have to go through that thing again. If it's too easy you wonder why, if it's too hard you get frustrated because your rogue should be able to pick a goddamn lock.
I also have mixed feelings about completely superfluous minigames, like gambling card/boardgames that some games have, because they have nothing to do with the world, aren't integrated into the experience, and therefore don't really make sense.
But... I can see minigames work out when they're within the spirit of what you are doing. If you have your stronghold, maybe you can do warfare from an overhead view, commanding units to capture and control lands, or defend your keep. (if it is a keep)
It would be optional, but integrated into the world. it would make sense in that context.
Information gathering minigames could be cool too, if diverse enough, but the question there is whether you'd not just make it part of the main game's questing.
Lastly, I'm always a fan of "free-play after game end" and minigames could maybe open up after game end to keep the game world from going completely stale. just a thought.
Your thoughts?