The world is on the brink of being uprooted by a megalomaniac
hell-bent on destruction. You and your band of merry followers are the
only group able to stop him. What better time to head on down to the
stables and breed exotic birds? Or not...
At their best, mini-games offer players a meaningful way to test
their skills in an alternative game setting. At worst, they're either
incomplete or make little sense within the game's context. Before
peppering your next RPG with mini-games, it is imperative that you
consider their purpose, immersion factor and development time. Oh, and
don't forget: they should also be fun.
What Is a Mini-Game?
What better way to start off a piece on mini-games than by defining
exactly what a mini-game is? Unfortunately, that's not as simple as it
might initially sound. Mini-games vary widely in scope, in relevance,
and in how much they deviate from a game's core mechanics.
Compounding matters further, the line between a mini-game and an
essential feature can sometimes be blurred. For instance, if I asked two
World of Warcraft players, one who only raids and one who PvPs (that
is, takes part in player vs player combat) exclusively, whether the PvP
arena is a mini-game or an integral feature, I'd probably receive two
completely different answers.
With that in mind, it may be best to group mini-game types—or perceived types—into categories first. Without further ado:
A Game Within a Game
Protagonists have hobbies too. Mini-games of this nature, for lack of
a better term, give our hero something to do. The carnival games in
Chrono Trigger and the simultaneously revered and loathed Blitzball from
Final Fantasy X come to mind. Chrono Trigger defied tradition by introducing mini-games first, and combat later.These types of mini-games have several things in common:
They have minimal implications on the story as a whole.
Mastering the mini-game will have little to no bearing on your ability to beat the game.
Players are typically only required to play this type of mini-game once, if at all.
By winning or playing well, players are rewarded with inventory items, gold or other incremental upgrades.
They're designed to be a fun diversion.
Mini-games of this nature were exceedingly popular in the late 1990s
and early 2000s, but have since fallen slightly out of favor. That said,
there have been a slew of non-RPG releases that consist solely of
mini-games—think Mario Party.
Test Your Mettle
You've defeated hundreds of fledgling pigs and forest imps, traversed
the Volcano of Doom and crafted your first legendary quiver. Your feats
have gone noticed by the powers-that-be and they have invited you to
participate in arena combat.
Some mini-games will test the skills you've learned thus far. Whether
it be in battle or otherwise, RPGs, particularly more modern ones, will
often provide players with the option to utilize their newly honed
skills in alternative formats.
Commonalities include:
They generally have little impact on progression. However, in some cases they may be required to advance the story.
Winning requires the same proficiency as game progression does.
The rewards for winning are usually material or status-worthy in
nature, while losing can result in loss of status, injury, or death.
Examples include the Jar of Souls event in Diablo III, and World of
Warcraft's PvP arena. A solid non-combat example would be a quiz that
relies on your knowledge of the game world. Jar of Souls: Not as foreboding as it initially looks.
Win or Stay Put
And then there are mini-games that require successful completion.
Failure to do so usually results in, well... absolutely nothing at all.
Remember the Phantom Train from FFVI? In order to progress, players
must flip the appropriate switches. Other examples include deciphering
riddles and solving logic or spatial puzzles.
Common characteristics include:
Generally speaking, the only penalty for failure is stunted
progression. However, there are exceptions. For instance, you may be
tasked with solving a puzzle before gaining entry to an underground
treasure cove. In this case, you can still progress without "beating"
the mini-game, although you'd be missing out on that new broadsword.
Likewise, the reward for winning is usually continued progression.
Mini-games of this nature rely more on trial-and-error, creative
thinking, and other secondary skills than they do fighting ability.
"Win or stay put" mini-games are typically integrated into the main plot.
I know its hard to believe (not really), but some game developers are
sadistic. Instead of merely denying you passage for flipping the wrong
switch, they'll kill you off! I'd only advocate going this route if the
mini-game itself isn't exceedingly complicated and the player is either
provided with or can find clues regarding its answer.
Win or Suffer the Consequences
"Win or suffer the consequences" mini-games are very similar to "win
or stay put" mini-games, with the only exceptions being increased
complexity and that failure can result in game-ending ramifications.
Often, mini-games of the "win or suffer the consequences" variety eat
up elongated sections of the game. It is here where the proverbial line
in the sand between what is a mini-game and what is an essential
gameplay feature begins to blur. But for our purposes, we'll dive right
in, and treat these sequences as "not-so-mini" mini-games. Our logic
being that because these sequences deviate from the RPG staples of
grinding and exploration, they are in some ways a different game. Modern
Western RPGs incorporate multiple sequences of this type.
I'll leave the discussion of whether or not extended gameplay
deviations are core attributes or mini-games up to you. But, either way,
incorporating them requires a disciplined, well-thought out design
schema. Which segues nicely into our next topic:
Mini-Game Design Tips
The good news is that each aforementioned type of mini-game can add
extra layers of depth to an otherwise by-the-numbers RPG. But before you
commit yourself to building a sprawling arena or judiciary
establishment, it's imperative to first consider the impact mini-games
will have on your development cycle.
With that in mind, let's kick things off with a few general guidelines before diving into mini-game type specific tips:
Mini-Games Are Games Too!
First and foremost, mini-games are just that: games. Painfully
obvious, I know, but you'd be surprised at how many developers view them
as mere novelties.
Alright, so why is this important? Remember the massage mini-game
from Final Fantasy X-2—that's why. But, more specifically, mini-games
that aren't given the attention they deserve inevitably detract from the
overall gaming experience. And that's just bad news. Oh please, no!To counter this, treat each mini-game as an individual game,
subjecting to the same pre-production, production and post-production
standards that you would your main game. Going further, it's vital that
your game at least makes sense within the game's context; more on that
later.
Cost Considerations
As an independent developer, you're probably on a rather modest
budget. RPGs, regardless of whether they're a 16-bit homage or an open
world sandbox, are massive undertakings. Just the balancing process alone
has set teams back months, if not years. That said, you must carefully
consider the risk-reward ratio of introducing any new feature into your
RPG: side-quests and mini-games especially. This will require making
some difficult managerial decisions.
To make your task easier, start off by asking yourself: "Can I really
afford to design, allocate resources to, code, and polish my idea for a
mini-game?" If the answer is "no" or "maybe," either reevaluate the
mini-game's scope, replace it with a mini-game that your team can
handle, or ditch it entirely.
And if, at any point, you find yourself over-budget or late and
forced to make cuts, mini-games should be one of the first features to
go. It's for this reason that I suggest waiting until near the end of
your development cycle to implement them. That's not to say they
shouldn't be planned for in advance, but your core functionality should
always take precedence.
A Game Within a Game: Tacked on Mini-Games Are Tacky
Mini-games don't have to be meaningful or intimately tied to the
gaming world, but they should at least make sense in the game's context.
I recall reviewing a pay-to-win MMORPG that took place in a
high-fantasy setting, reminiscent of the Harry Potter movies. Players
gained access to a myriad of summoning spells and direct casts, growing
more powerful with every level. Standard fare, really.
But there was one peculiarity. In order to quickly restore your
magical energy, you would head down to the Fairgrounds and play an
unpolished, feature-light version of either Tetris Attacks, Dig Dug or
Concentration. The experience was laborious and disjointing. Even worse,
early in the game it was really the only viable way to replenish your
valuable resources. By scoring an inordinate amount of points you could
win other prizes, but the time investment was hardly worth the reward.
This MMORPG broke nearly every rule on how to make "a game within a game." But you won't do the same.
Always keep your game world and protagonist in mind before designing a
single mini-games. For instance, if your Hero is a burly ex-Marine with
a sword for his left arm, would he really be interested in playing
beach volleyball? Would the residents of a game like Fallout 3 pass the
time playing video games, despite the lack of electricity? Would a
Wizard replenish his magical energy playing Dig Dug? Clearly not. Yes, because this makes sense in a game about wizardry.However, an underground casino would make total sense in a
post-apocalyptic setting, as would a holographic card game in a science
fiction game. The point is, mini-games don't have to necessarily utilize
the same mechanics as the game itself, as long as they make sense
within its context.
Other general rules to follow when designing a "game within a game" include:
Requirements: Players should never be forced to master a
mini-game of this variety. At most, force them to try it out exactly
once. If they enjoy it, great; let them play it to their hearts'
content.
Rewards: Give players a reason to master a mini-game by
gifting them with rewards. Limit the rewards chart to incremental
upgrades and items that can be won via other means. If the rewards prove
too powerful or are otherwise inaccessible, players who don't enjoy
mini-games will be placed at a severe disadvantage. In a worst case
scenario, this will unbalance your entire game.
Originality: Use other mini-games for inspiration, but
don't rip them off. If gamers wanted to play Tetris, they can play the
original version or one of its many variants. Instead, give players a
specific reason to play your mini-games.
Polish: If your mini-game is broken, buggy, or otherwise
lacking compared to the rest of your game, players will notice. As I
mentioned before: If you can't do it right, it's better not to do it at
all.
Do note that more ambitious mini-games of this assortment will add
serious time and costs to your development cycle, and should be avoided
if you're on a strict budget.
A Note on When Requiring Players to Play "A Game Within a Game" Is Acceptable
There's only one set of circumstances where I would advocate players being forced to play a "game within a game":
The mini-game doubles as a skill. For instance, if picking locks
increases your in-game ability to pick more difficult locks, the art of
lock picking is just as much a skill than it is a mini-game. Skyrim's
implementation of lock picking is an excellent example of this.
The user is given more than one means of completing the task. For
example, a player approaches a locked door. He should be given the
option to either pick the lock, use his knowledge of explosives to blow
up the door, or use sheer brute force to knock it down, depending on his
preferred playing style and unique skill set. Thus, instead of
requiring players to play a mini-game, you're only asking them to play
one of many mini-games.
Players cannot proceed unless the mini-game is successfully complete.
Modern lock picking at its finest.
Test Your Mettle: To Arms!
Ah, the mini-game that tests just how good you really are. The main
advantage of this type of mini-game is that you won't have to introduce
any new gameplay mechanics, as they already rely on existing ones.
However, because they generally take place in alternative formats, they
may require additional art and music assets and game logic tweaks.
Still, that's better than reinventing the wheel.
The other beauty of "test your mettle" mini-games is that they can be
essential or nonessential, have severe penalties or none at all; the
choice is really up to you. However, I would suggest that any imposed
penalty match the context. Case in point: if you've become the top arena
fighter in the entire galaxy and are challenged by the former
undisputed champion, you should probably fight to the death. Barbaric I
know, but it makes sense.
Not all "test your mettle" mini-games need to be combat-based. You
may implement a sequence where you must travel from one end of the world
to another in an allotted amount of time, using your prior knowledge of
the world to help you succeed. Or you may be tasked with relying on
your skills of persuasion to talk yourself out of a sticky situation.
Whatever the task, try to adhere to the following:
Difficulty scaling: Arena battles should become more difficult, and losing should eventually bear dire consequences—even death.
Rewards: Without rewards, there is little reason to
participate in a challenge. Sometimes the reward will be that you
survive, but if the mini-game is optional, players must be given some
sort of incentive for winning.
Same but different: Force players to employ slightly
different tactics than they would otherwise. PvP in WoW relies on
evasion and defense more than it does on pure DPS. By challenging
players to experiment with new builds and techniques, your game gains
enormous value, all at little cost to the development team.
Win or Stay Put: When Mini-Games Stop Being Fun, and Start Becoming Chores
"Win or stay put" mini-games offer a slew of advantages. They're
relatively simple to implement, and thus cost effective. They also do a
nice job of breaking up the combat/exploration cycle typically
associated with most RPGs. Alright, so they might be a little gimmicky,
but that's OK, as long as they're well-designed and challenge players to
use a secondary skill set. It also helps if they're not painfully
boring.
If you were a fan of Final Fantasy VI, you may recall the Zozo clock
puzzle. Simultaneously exhilarating and brilliant, players would receive
clues from various NPCs regarding the time on a clock—only, the town
was comprised of a bunch of liars. Thus the only way to figure out the
right time was by eliminating all the wrong times. Compounding matters,
the NPCs made no reference to the minute hand. In order to solve that
piece of the puzzle, players were tasked with examining another clock.
Thankfully, you're given just enough clues to deduce how to solve the
puzzle. What time is it again?And that's the difference between a frustrating "win or stay put" mini-game and a well-designed one: clues.
Without them, more difficult puzzles will require an extraordinary
amount of trial and error, ultimately becoming a bore. Now, that's not
to say the clues need to be blatantly obvious, but they should exist.
If you're on a budget, consider relying on the same "win or stay put"
mini-game more than once. If you choose to do so, keep these other
handy tips in mind:
Learning curve: Mini-games need a learning curve too. Let
the first instance of a mini-game act as a sort of integrated tutorial,
and ramp up the difficulty accordingly.
Required or optional: Most mini-games of this variety must
be successfully completed in order to progress the plot. However,
there's no reason not to weave in a couple of optional variants. Make
the optional ones the hardest in the game, and reward players who
conquer them with access to a treasure room or other special treat.
Fun factor: Pressing switches can be a chore, especially if
you're fighting enemies in between. Counter this by thinking outside of
the box. For example, a riddle, combat puzzle or timed maze might prove
more interesting to players than lighting torches in a particular
order. And if you do decide to go a more traditional route, make sure
the payoff is worthwhile.
Win or Suffer the Consequences: Awesomely Ambitious
Undoubtedly the most time consuming and costly mini-games to
implement, the major benefit of "win or suffer the consequences"
mini-games are that they are truly awesome. Take the murder mystery
investigation scene from Star Wars: Knight of the Old Republic, for
example. For upwards of two hours of game time, players are asked to put
away their lightsaber and do some old-school detective work. Requiring
an entirely different set of skills, force persuasion withstanding, this
sequence acts as a refreshing change from the norm of fighting enemies,
exploring new lands, and acquiring skills. I'd argue that the game as a
whole benefits from it. The infamous KOTOR murder mystery investigation. Whodunit?Better yet, there are long-standing consequences to your actions.
Without giving too much away, you'll be given the option to go against
the evidence. Doing so results in a whole slew of Dark Side points.
Not for the faint of heart (and light of wallet), "win or suffer the
consequences" mini-games require a delicate juxtaposition of novelty,
fun and context. Whereas side quests are optional and typically
incorporate core game mechanics, "win or suffer the consequences"
sequences are complete deviations from everything you've experienced
thus far. Design them with care, and playtest the heck out of them.
Most importantly, gauge the risk involved. The last thing you want is
to increase your budget and development time by 20% just to incorporate
an alternative plot device that players abhor.
On a personal note, one of the games I'm working on—Hiro Fodder: A Blue Hope—incorporates
one of these sequences. Our little blue slime undertakes a heroic
journey to infiltrate the human city. Doing so requires him to find
expose secret passageways, uncover clues and spy on guards without
appearing in their field of vision. It's terrific fun, but, admittedly a
gigantic risk.
Conclusion
Let's look at an overview of the cost-to-value ratios of the different mini-game types:
Game within a game: High expense and production time; value to gamer varies.
As a skill, a game within a game's value increases.
Test your mettle: Low expense and production time; moderate value.
Win or stay put: Lower cost and production time; low to moderate value.
Win or suffer the consequences: Mid to very high cost and production times; high value.
By providing context to your larger mini-games, and fun to your
purposely divergent ones, you can add depth, replay value and additional
layers to your RPG. Just be aware of what you're getting into before
entering production, and always keep your time and budgetary restraints
in mind.
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