Mini-game Interrupting the Game
Wintermoon wrote:The problem isn't finding something to fill the waiting time. The problem is the interruption itself. Any "solution" that depends on somehow filling the waiting time fails to address the actual problem which is that the visual novel is being interrupted.
1. You can't ever play a MVN without some kind of waiting times. That is
a fact. The question if how we'll handle it in order to make a MVN work. This leads us to what you write, which I this time around hopefully understood.
2. Depending
on how the mini-game looks like it
does not have to interrupt the main story. It can very well be a
fully integrated part of it. Calling it interruption when it's fully integrated is a weird thing to do, if you do it at all that is, since you wouldn't actually have a reason to
perceive it as an interruption since it's integrated with the rest of the main storyline.
I'll try to give contrasting examples:
Example 1 - Cancerball
This MVN has a storyline about how hard it is to have cancer and how the cancer patient and her girlfriend handles the situation. Now, as a very odd choice of mini-game the author script up some kind of a pinball machine or whatever. Whenever P1 waits for P2 he would play.. pinball and try to beat his score or whatever
(This is of course problematic since a pinball game would be a bad choice for several reasons with respect to the genre, but also as a technical solution since the player would probably finish playing before he continues with the MVN, so, this would even create extra lag since it's a bad choice of mini-game. But, as an example of what I'm trying to show, this will suffice.)
Example 2 - Newspaper Headlines
This MVN is about a journalist that's trying to get an interview with a presidential candidate. He works his ass off and he also has a partner, the photographer (P2), which assists him. While P1 is waiting for P2 newspapers headlines / news are appearing at the top of the screen, They are in part related to all the choices both of the players have made, but, in part also to other stuff that can, if the player selects to click an article, later be injected into the story as a sub-story. It could of course also give more knowledge to the journalist, by reading a news article he'd get more questions to ask the president later, as an example.
Example 3 - Clues
This MVN is my fabulous murder mystery. While playing the interrogator you'd see some kind of icons and/or short textual enigmas at the top of the screen that changed depending on who you spoke to and what you've gotten to know from that person. Those are all differnt types of clues, or, if you want, "thought markers" - signs of relations the detective got vibes of while talking with the suspects but that is still not fully understood by him. The understanding part would of course be up to the player, as the icons show different relations, give additional information about certain topics related to the story or dialog with the persons in it. They could even be real logic puzzles at times, while they're just visual hints at others.
What I was trying to illustrate with the three examples is not what a mini-game
is or should be. I'm still of the opinion that a mini-game could be pretty much anything that isn't
cruical for the main story and which the success of the main story doesn't depend. What I did above was to give three examples of mini-games. Two of them were rather
integrated into the story. They
don't actually interrupt in any hard-core sense, it may even be suggested that they make the main story
better and more interesting if you'd choose to pay attention to them at all. The third, cancerball, is an example of what
I would say is an interrupting mini-game. It's interrupting in the sense that it's actually a real game within the game and that it also lacks relevance to the story and isn't really a part of it. It's also interrupting since it causes further interuption (waiting time).
Now, if something is integrated in the game, it is a part of the game. Every MVN would then have a necessary part, the so called main story, and parts that were not necessary to "pass", like unlocked branches or mini-games. If you still believe that my version of the integrated mini games are in interruption me & you probably use the word interruption differently, as I can't see how an integrated part of the game is an interruption or in any other way actually stand out of the game in some kind of negative sense that makes the whole MVN concept fall apart.
On a second note, if playing certain other multiplaying games equal the actual main story and/or moving pieces on a board/the playing field, then it means that whenever that doesn't happen, like for example there is a loading screen or it's the other players turn, that a problematic interruption is happening. In defense, one could of course admit that there are interruptions (powerplant dies, a friend phones you etc), but, we were talking about interruptions
caused by the game.
At some point one would say that there are no interruptions in a game like Civilization because you get the chance to think about your own strategy during the other players turn. If that's true, in what way would the same be false for my suggested example mini-games? Since they're still an integrated part of the game, thinking of them is a matter of fact thinking about the game, just like it is with Civilization. When you consider strategy in Civ you are thinking about the game. When you consider my mini-games you are thinking about the MVN since they're a part of the story.
It doesn't matter that it isn't crucial for the story that you solve the puzzles/read the headlines etc since it still keeps you occupied. It's also not crucial to unlock everything in a single player VN but people still do it, hence it's "proven" that it doesn't matter much if it's necessary to do so or not for the main story as people do it to get more content out of the VN. The same goes for the MVN - they get more content through the mini-games, but, if they don't play the mini-games or fail with some, it doesn't ruin the main storyline. Success with them does however improve things, if other/more options and/or story is seen as something positive in the world of VN:s.
Wintermoon wrote:Analogy time. Being stuck in traffic sucks. Having an audio book along can make the experience of waiting in traffic more pleasant. Does the audio book "solve" the problem of being stuck in traffic? Absolutely not. It just mitigates one of the effects of the problem.
There
isn't a way to make the waiting times go away in a MVN. What one
can do is
alter the perception of the waiting time. If a player does nothing he will surely understand and take notice that he's waiting and find it dull. If a player is occupied doing other stuff than nothing, like for example occupied with thinking about the game, then he wouldn't really be equally bothered by it. He could of course still be waiting for the other player to make his selections / finish reading, but, if he is successfully tempted to deal with other stuff, through a minigame for example, it seems as if the problem has been made as small as it can ever be.
Erasing it all together is impossible. What is possible for every player however is to choose how he relates to the waiting and how he perceives it all together. If we as authors offer him something to do that's relevant for the game and a real part of it, I'm sure the experience wouldn't matter for most players. If it would, then very many turn based games wouldn't exist today since they rely on the player keeping busy somehow between the turns. I have demonstrated that I can keep the players busy in a meaningful way, in between turns. In my mind there's not much more one can aim at since "waiting" can't be eradicated.
Only thing we can do is to occupy the player. If this is true, then the question is not if he gets interrupted by us finding occupation for him. It's how we best occupy him, given the context. I write this because it would ultimately depend on the story at hand how the mini-game could/should look like, or any other way to keep him occupied for that matter.
[In the above I take it for granted that we're speaking of real-time MVN:s and not play by email or any other multiplayer system that doesn't depend on both players being present at the same time]
bloodywyvern wrote:Actually I agree with Wintermoon in the sense the interruption can't just be there for no reason,
I haven't suggested that an interruption should be installed without a reason. I'm also still not sure about what you guys consider an interruption or why you consider it as such a phenomenon:
If you mean that waiting for the other player, however it is done, is an interruption that will make the MVN fail as a genre, I believe you're mistaken. Why is shown in the above, in this reply.
If you mean that
mini-games could be interrupting, you're right: They
can be. And, they can also be non-interrupting, which is also shown above.
bloodywyvern wrote:the best way to handle mini-games as a plausible two player medium is to have it single player as well.
Here I'm totally lost: My original idea with the mini-games was to let P1 do something meaningful and interesting while he waits for P2, thus, he'd be playing a "mini-game". If he does so while he is waiting for P2 to catch up, P2 won't be there to play with him. My suggested mini-game solution is only a solution if it's a single player activity, something which you do while waiting for P2 (and vice versa).
This does not mean that there
couldn't exist multiplayer mini-games. As a matter of fact the thought didn't occur to me until just now. I believe it would be cool as hell to see it in action. However, as
a solution to the waiting time issues, the mini games
must remain single player. Else they wouldn't solve
that specific problem. Thus, multiplayer mini-games (a mini game played by more than one player at the same time) are more or less off topic in this thread. [Re-reading what you wrote it seems as if I have maybe misunderstood you. In such I case just dismiss all I wrote
]
bloodywyvern wrote:The key to it is that, once your done in single player, you can go back and play the mini-game with a friend over the internet WITHOUT the VN aspect.
Also a very nice idea, shouldn't even be hard to script.
Easy to implement and fun. Thumbs up.
bloodywyvern wrote:Player 1 begins mini game, mini game checks the location of player 2 to see if they are there yet, they aren't. So the mini-game plays for an extra 5 minutes and 39 seconds for player one but they would play for 6 minutes and 9 seconds. Why 6? That way player 2 still gets a chance to experience it without missing out for being slow. Now obviously you can't tell the engine how long player 2 will reach the game. Instead you tell it so set player 1's game to unlimited time, until player 2 reaches it...then you set both of them for the 30 seconds or whatever it normally takes.
Obviously this counts heavily on proper design of the game to fit in to the story
What you speak of takes amounts of work and is complex. It could very well be a way to handle the issue, and I wouldn't oppose it as I believe in more than one solution and to ultimately let the authors find their own solutions and methods that fit them and their style/game.
Getting all those timers right... even when you do know how fast people play & read, it seems hard. Personally I would use my own version of the mini-games suggested in the above somewhere. I would however be very interested in playing a MVN which used your suggested technique as it kicks ass if it's
properly implemented and it has the flow you believe it would bring. Again, I don't see the importance of proving the specific details of how the mini-games should be implemented, if it's sufficient to do it my way or if it must be done your way. As long as there seems to be
at least one way that's viable and makes it reasonable to think that mini-games solves anything at all I'd smile.