Ren'Py specific questions should be posted in the Ren'Py Questions and Annoucements forum, not here.
I started this topic partly out of plain curiosity and partly because I want to know if I should use minigames in my VN. Please speak your minds.
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-----To be honest, I'm not the one to speak cause I'm including a mini-test game in my VN too ="=
I no longer use this account. Please refer to my new account, enta if you want to contact me. Thank you.
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So my thoughts are when a reader is progressing through the novel give them a button or an option that pops up that prompts them if they want to play the game or skip / keep reading without playing. Or just give the minigame as an extras feature from the main menu. I think I'd find that most enjoyable for both the VN and minigame.
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For 1+3, I'm currently working on a puzzle thingy [and some other things] and I liked the minigames in X-Note because they weren't that time consuming or hard.
About the situation Wright1000 talks about - the amusement park thingy - it's fine if the main character is "forced" to it too, but I think you could still refuse.
(Which would affect your frindship points negativly, maybe?)
But I have pretty bad reflexes and I'm bad at logical stuff, so I am fine with easy stuff.
I still think that people should use SOME kind of minigame/dress-up/whatever, just so that it is more dynamic.
However, it's still your opinion.
People will get used to it eventually. =o
As long as it's fair and well made, I believe that even people, who normally don't like minigames, will be fine with it.
Just don't overuse it.
Minigames are supposed to be like spicy - if you use a little it can better up everything, but too much will ruin everything.
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I personally find that minigames are a fun distraction, because just reading text can be a little monotonous at times. Still, I find that they can get a little annoying if too numerous or just generally too challenging! ALSO maybe kind of unrelated, but the minigames in "Harvest Moon : ToT" (I know this isn't a VN, strictly-speaking) were so GAH. I found them so ridiculously difficult, and to add to that, every time the player fails the minigame, relationship points with a certain character decrease.
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But if a game isn't only VN (RPG maybe?) minigames will looks more natural, which means I'll enjoy them despite the difficulty
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I think minigames in VNs should all be optional too.
Jack, I hope the minigame optional feature on the Vera Blanc VN improved sales for you.
Hmm... perhaps the only way that people might enjoy crucial/mandatory minigames in a visual novel would be if they were central to the game. For an example, see the review of Vitamin Y, which is an untranslated DS game that's more about minigames than VN, at http://www.gamertell.com/technologytell ... -ds-review
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I recently played a game called "Kudos: Rock Legend". It's a wonderful life sim, that includes a mini-game. This mini-game is the only way to raise your stats. This may work for those that actually enjoy the game and are good at it, everyone else is forced to play trough the game with a crappy band. To make matters even worse, you need to practice musicianship all the time or your skills fall down. It doesn't literally break the game, you can still become a famous band that can't play their instruments. But it takes a very important part out of the game. I hacked the game, so I could cheat trough the mini-game. If I couldn't do that - I wouldn't bother playing the game. According to the forums, this is the most frustrating part of the game for most people. This has to have a negative effect on their sales. I find it simply impossible to understand, why would a developer not include an option to skip it.
The biggest frustration I ever had, was with a mini-game that had a critical bug. I can't remember the title, I just remember I was Sherlock Holmes... The game apparently wasn't tested with a full playtrough and they published a game that was playable about 50%. The biggest frustration here, was spending several hours trying to solve an unsolvable puzzle.
Another case of forced mini games is a very old simulation called Oil Tycoon. I would spend half of the game making business decisions and making billions. The other half I would spend drilling holes and fixing the pipelines - personally. The mini-games weren't too bad, but they managed to kill any realism; am I supposed to be a tycoon or a worker on an oil platform?
Sierra used to include arcade mini-games in their adventure games. After a few failures, you would get an option to skip the mini-game. Even in this form, they were quite frustrating and in later games there was always an option to skip them.
Arcade games are almost always frustrating in any story-based game. Puzzle games can sometimes work, but there is no reason why you wouldn't include an option to skip them, unless they are integral part of the main game.
I really see two problems with mini-games.
- They are usually too simple to be really enjoyable. You can't spend too much time polishing, testing and balancing a mini-game. If you would, your main game might suck...
- They often require quick fingers, good memory or some other skill, that doesn't go well with the genre.
Minigames should be optional and there should be a law enforcing this!
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However, if they're optional (for example, you get a mini game as extra content after you finish) or if the game is about mini-games it's not that bad.
Mario Party only uses mini games, but that's the entire idea of the game. There was also a Kirby game on the Nintendo 64 which gave you mini-games as extra content, which was fun too. Another thing to consider is whether you can play them with others or not. While I like playing the Kirby and Mario Party mini-games with my friends, I wouldn't have played them or enjoyed them on my own. So just because people like certain mini-games doesn't mean they would work well on their own in a VN.
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