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Chaotic Thoughts: Death to the Mini-Gamefidels!
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Monday, February 15, 2010

I’ve recently started playing Mass Effect 2, and without getting too far into the game (review will be up next Friday, folks), there is one glaring problem that I’ve encountered. This mistake, which is such a poor design choice that I’m surprised more people aren’t talking about it, is the appearance of the dreaded, superfluous mini game.

I have a long standing hatred of mini games. I’ve played some of the best mini games and some of the worst, but at the end of the day, all mini games make me feel empty inside, almost as if I worked at the DMV. And here’s the thing: most people think that mini games, like the DMV, are a necessary evil. How would society function without the mortar of DMV holding everything together (read: sarcasm)? But we have advanced beyond that, people. You can renew your driver’s license online or through the mail, and never have to wait in line for those smiling government workers.

Look at all the happy people

In much the same way, game design has grown since the days of Pong and Pac Man. Mini games now represent a way to artificially extend the length of the game, and that’s all. They are unnecessary and should be done away with. Most mini games are tedious and poorly integrated into the actual content anyways, and let’s be clear right now: mini games are no substitution for either storytelling or game play. If you find yourself spending more time in a mini game than playing the actual game, eject the game immediately, call the CDC, and keep yourself quarantined until the men in hazmat suits arrive.

So why do developers cling to these ancient relics of gaming past? Here are three possible reasons:

1) Laziness.

The most obvious of the three, laziness explains the reason gamers must trudge through the hours of crap in order to get to the little morsel of chocolatey goodness at the bottom (I had a bad mental image of Augustus Gloop from Willy Wonka sipping out of that chocolate river for some reason).

Chocolate river? For his sake, I hope so

Laziness, my friends, causes developers to not fully integrate mini games with the main story. Think about it—what do mini games usually do? They reward the player for completing menial tasks that provide little to absolutely d*ck story progression. Why couldn’t the developers make something that advances the story, improves your character, and provides some semblance of entertainment? After all, these are video games, not video water-boarding.

2) “Extra” Game Content

The length of the average game ranges from 10-30 hours. In certain genres, particularly RPGs I would argue, the longer the game, the happier the audience is. I love RPGs, but the less epic the RPG is, the less inclined I am to truly get into it. It’s okay if it starts slow as long as it ends with a bang worthy of a porn star. What’s not okay is if it starts slow because of mini games. Adding mini games doesn’t actually extend the life of the game. It’s like using steroids to build muscle: sure, on the outside you might look cut, but everyone knows you paid for those muscles with your balls, and for that no one can respect you.

Now, RPGs are notorious for mini games. There’s typically a casino game that will earn you extra money, the occasional sports game which is usually badly designed, and some kind of Mario Party-esque button mashing for quick-time events. Why can’t these be integrated into the game? (maybe have your party member meet another character while gambling? Or have to impress someone by showing off their mad basketball skills?) Because then the game would be shorter. A one-time casino game only extends the game by a few minutes, and regardless of how much sense that would make—what, do all video game characters have a gambling addiction?—it’s not about sense, it’s about time consumption. After all, in the world of RPGs, quality isn’t measured by game play. Oh no, it’s measured by the number of discs you have. It’s like in the real world. Between guys, for example, it’s not about personal character or morality; no, it’s about the length and girth of their feet.

What? Where did you think I was going?

3) Schadenfreude

The third, and most likely explanation as to why mini games haven’t been wiped out yet, is Schadenfreude. That explains everything. In fact, you can ignore the last two hypotheses. We’ve clearly found our answer.

 

This story was originally published on www.moralitypoints.com by Neutrally Chaotic (Joshua Duke)

 
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Comments (8)
59583_467229896345_615671345_7027350_950079_n
February 14, 2010
I enjoyed ME2's minigames. They took place in real time, and when I initiated hacking during firefights, I felt like I was actually trying to crack codes while bullets whizzed past. It made me pine for a skill-based MMO where I can do that sort of thing. Beats random rolling for stats.
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February 14, 2010
ME2's minigames were okay - better than the endless rounds of Simon Says in ME1, at least. I still think the best minigames were in Fallout 3, as they were more mini-puzzles than minigames, requiring analytical thought every single time. I was actually pretty disappointed when I hit a Science score of 100 and the Very Hard hacking attempts got too easy.
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February 14, 2010
@Michael Rousseau
I definitely agree with you on that count. I was referring mainly to the scan the planet mini game, which was not integrated into ME2 at all. It's slow (even with the upgrade) and somewhat pointless, but the hacking sequences I think are a great way to bring the player further into the game. They remind me of GTA:Chinatown Wars or lock-picking in Morrowind/Oblivion. I don't mind these kind of sequences as it increases immersion; it's more of the very poorly designed and tacked-on mini games that could be implemented better (i.e. planet scanning).

@Brian Petro-Roy
ME1 had awful mini games. They were, I suppose, tolerable to me because they didn't take up all my time like ME2's planet scanning (an aside: as you can see, I really hated that part of the game ;D) but ME2's hacking certainly is a step in the right direction.

So my point to both of you: if it's a small sequence that actually mimics what you would do in real life (i.e. if I'm hacking in game, I want to feel like I'm hacking), then that's fine. If it's arbitrary and mostly pointless, then developers should place it on the proverbial chopping block.
Lance_darnell
February 14, 2010
I have yet to play ME2 but this was a funny post.

But I think the most true and purest form of schadenfreude is those spiked columns at the end of God of War. Oh, or the Sonic franchise since 1999,
59583_467229896345_615671345_7027350_950079_n
February 15, 2010
I kinda liked the planet-scanning, too. It was mundane, but again, I felt like I was manually scanning planets and sending down probes. It was pretty exciting, too, when I would suddenly see two of my meters spike. One of them was eezo. It's a lot more fun than farming for minerals in WoW, anyway.
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February 15, 2010
It's a lot more fun than farming for minerals in WoW, anyway.


I rest my case. You know a mini game has failed when it's being compared to MMO mini games. MMOs are designed to burn as much of your time as possible

;)
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February 17, 2010
As an off-topic note, thanks to Jasmine for featuring me in the community spotlight! It really means a lot, and Bitmob can expect more from me (and the rest of the crew at Morality Points--check out Chris Reeves' thoughts if you enjoyed mine)
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February 17, 2010
Congrats J-Duke!! MP Crew represent!!! Seriously man, another great article. Well done. ;D
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