Closed rwarnking closed 2 days ago
In this Issue we discuss these main questions:
Type | Name | Description |
---|---|---|
Necessary | Visually | GUI-elements that are only used in the minigame context |
Necessary | Mechanically | Control-elements that are only used in the minigame context |
Necessary | Rules | Rules that are only used in the minigame context and are essential for wining or losing |
Necessary | Enclosed | Changing the context can be perceived e.g. by a transition |
Sufficient | Main mechanic | Minigame mechanics should not make up to much percent of the game content |
Sufficient | Complexity | The complexity of a minigame should not exceed the complexity of the main game. (less scope) (What would the game be made of without this minigame? Complete game even without this minigame.) |
Game | game component | tag | description |
---|---|---|---|
L.A. Noire | quicktime events | - | quicktime event |
Deus Ex: Human Revolution - Director's Cut | socializing | - | its a skill/hack |
Deus Ex: Human Revolution - Director's Cut | hacking | low complexity, but GUI suggests strategy | |
BioShockâ„¢ | lockpicking | ||
BioShockâ„¢ | hacking | mini-logic | |
The Elder Scrolls V: Skyrim Special Edition | lockpicking | mini: skill, mini: busywork | based on the design |
The Elder Scrolls V: Skyrim Special Edition | pickpocketing | more like an mechanic | |
Among Us | everything | mini: skill, mini: busywork, mini: logic | |
Plants vs. Zombies GOTY Edition | boss level | level based and heterogen | |
Plants vs. Zombies GOTY Edition | challenges | - | additional content, challenges (Bastion, Metal: Hellsinger) |
Plants vs. Zombies GOTY Edition | gießen | activity | failure is not possible, not part of the actual game |
Pokemon | gambling machines | mini: luck | |
Pokemon | fishing | no context transition | |
Pokemon | beauty competition | mini-luck, mini-strategy? | |
Risen 2: Dark Waters | lockpicking | mini busy | |
Harvest Moon | fishing | ||
Spiritfarer®: Farewell-Edition | fishing | ||
Animal Crossing | fishing | ||
Animal Crossing | bug catching | ||
Detroit: Become Human | quicktime events | - | quicktime event |
Professor Layton | puzzles | mini: busy, mini: logic | |
Pyre | basketball | - | level based and heterogen, long sections with transitions between game and story |
Dave the Diver | sushi bar | mini: busy, mini: rhythm, every type of minigame? | |
Grand Theft Auto: San Andreas – The Definitive Edition | special missions | - | very clean transition between game, missions and activities - sometimes the GUI elements might be different |
Grand Theft Auto: San Andreas – The Definitive Edition | sport activities | activity, mini: skill | |
Grand Theft Auto: San Andreas – The Definitive Edition | occupy area | activity? | |
Grand Theft Auto: San Andreas – The Definitive Edition | Stunt-Sprünge | ||
The Witcher 3: Wild Hunt | Gwent | mini: strategy | (Card Game) |
Kingdom Come: Deliverance | rolling dice | mini: luck | |
Kingdom Come: Deliverance | pickpocketing | mini: skill, (mini: busy) | |
Day of the Tentacle Remastered | Maniac Mansion 1 | mini: game, gameception | difference between game in a game and minigame is difficult - use eastereggs as tag? |
Doom Eternal | Doom | mini: game oder gameception tag | |
Fallout: New Vegas | Caravan | mini: strategy | Card Game |
WarioWare | everything | mini: skill | |
Undertale | Dodging | it is a mechanic | |
Sonic the Hedgehog: Ultimate Bundle | Chaos Emerald Level | too similar to the other levels | |
Henry Hatsworth in the Puzzling Adventure | Puzzling | central game mechanic |
Examples for other game components
Game | game component | tag |
---|---|---|
Tomb raider | dungeons | enclosed level without transition |
Legend of zelda | dungeons | enclosed level without transition |
We concluded by adding the following tags for minigames:
Follow up issues:
These ideas were added to issue #61:
Previous Issues:
22
Related Issues:
54