Minigames

Post » Mon Nov 08, 2010 10:09 pm

Why would I want to pause playing New Vegas and waste seconds or even minutes time and again on some undoubtfully trivial and very trite minigame? If I want a break from New Vegas, I'm damn well able to pause the game myself. Why should the game force it upon me time and again?

No, I'd rather all "mandatory" minigames went away. I've never understood why they're in RPGs anyway. RPG means playing the role of your character, which means that success or failure should depend on the skills of your character rather than on your personal skills.

Using FO3 as an example, I'm fairly good at hacking and fairly careful when lockpicking, which means I never get locked out of a computer and I very rarely breake lockpicks. This reduces the minigames to being nothing but unavoidable time-wasters that accomplish ABSOLUTELY NOTHING but preventing me from getting to the fun parts. However, let's consider the case that I have fine motor control issues. If so then extreme accuracy might be difficult and lockpicking difficult locks (where it seems like a few degrees make the difference between broken lockpick and open lock) would therefore be extremely hard, regardless of how high my character's lockpick skill is. Is that really sensible to anyone?

Honestly, when I play games, I play them because I like them. I haven't yet run across a single minigame I liked in any game whatsoever. They're always merely an annoyance you have to get through to get back to the game. I suppose I'll have to accept that I'll never understand why game devs keep pestering me with them, but I sure would love to see them stop, or at least be given the option to not have to waste my time playing a minigame so ridiculously stupid and trivial that a chimp would be offended by it.

Yes, the devs could simply up the challenge but then we're back to my example before, where it's the player's skill rather than the character's skill that determines the outcome, and at that point it's very debatable if the game isn't simply transformed into a sandbox adventure game rather than an RPG.


So why should people be burdened by the annoyance of dying from time to time? Shouldn't god-mode be mandatory as well? If people want to die when fighting an enemy then they can choose to do so but shouldn't they have the freedom of choice?

To answer your question, hell [censored] no! RPGs aren't adventure games.

Edit:
No choice in the way you're describing them. RPGs are all about having choices but it's also about your choices having consequences. That means that prior choices made must restrict your choices in the future. Choices made at character creation and level-up must restrict the choices you make later on. Full freedom throughout means no consequences of any choices you make.


Hey dont cry because you cant do the minigames. RPGs can use that, it feels more real. Lockpicking is not hard one bit just learn what to do. if you dont want these minor things in the game then dont play it cause i for one love them. Get the game on pc im sure u can get a mod that makes it so minigames dont pop up
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IsAiah AkA figgy
 
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Post » Tue Nov 09, 2010 1:17 pm


To answer your question, hell [censored] no! RPGs aren't adventure games.




RPGs can be anything you want. Cause in fallout i sure had alot of ADVENTURE's a game where you travel some place and discover new things on an epic story can be a adventure game. RPGs take just about every concept of gaming and put it into one, well like fallout and stuff anyways. Some RPGs like the ones you find online (WoW, RoM, PW) those games are also RPGs and defenatly contain adventures.
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lolly13
 
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Post » Tue Nov 09, 2010 1:47 am

no offence, but I′m happy you don′t make games, the manual would be as thick as the bible.


Most of my favorite games (of all time, mind you- lately it's an insult to call what comes with most games a "manual" at all) have manuals at least a half-inch thick. And several of those are pre-World Wide Web, where you didn't have the option of going online and asking how to play because you couldn't be bothered to read the 10-page pamphlet that passed for a manual. Ah, the good old days... :evil:
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Daniel Holgate
 
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Post » Tue Nov 09, 2010 1:12 pm

Hey dont cry because you cant do the minigames. RPGs can use that, it feels more real. Lockpicking is not hard one bit just learn what to do. if you dont want these minor things in the game then dont play it cause i for one love them. Get the game on pc im sure u can get a mod that makes it so minigames dont pop up


It's more a matter of Character Skill versus Player Skill.

If my character is ace at lockpicking he should be good at lockpicking period, his skill shouldn't be limited by my own.

If my character is a moron he shouldn't be able to pick a lock just because I've mastered lockpicking.

I for one would like it if they made the minigames optional. Don't completely remove them because there are people who love them, and I even enjoy them for a time, but when one explores the wasteland thoroughly the minigames become rather annoying. If I have 100 in Lockpick I shouldn't have to fiddle with a Medium lock for 2 minutes trying to find the sweet spot, my character should just open it up quickly.
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Alan Whiston
 
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Post » Tue Nov 09, 2010 5:18 am

RPGs can be anything you want. Cause in fallout i sure had alot of ADVENTURE's a game where you travel some place and discover new things on an epic story can be a adventure game. RPGs take just about every concept of gaming and put it into one, well like fallout and stuff anyways. Some RPGs like the ones you find online (WoW, RoM, PW) those games are also RPGs and defenatly contain adventures.


I think they were referring the Adventure game genre. (Grim Fandango, Monkey Island, etc..)
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Sandeep Khatkar
 
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Post » Tue Nov 09, 2010 10:55 am

RPGs can be anything you want. Cause in fallout i sure had alot of ADVENTURE's a game where you travel some place and discover new things on an epic story can be a adventure game. RPGs take just about every concept of gaming and put it into one, well like fallout and stuff anyways. Some RPGs like the ones you find online (WoW, RoM, PW) those games are also RPGs and defenatly contain adventures.
That's the first clue that the term "RPG" is perversely overused. An adventure game (as I know them) is one that presents the player with almost an interactive dream. Minigames like the lockpick screen in Oblivion fit just fine in them, as the object of the game is to experience the world as an inhabitant.

RPG's (as I have always seen them) are games that present you with the inhabitants themselves, [and IMO, are best suited to third person view]. An RPG typically outlines the named PC's (the inhabitant's) personal strengths and weaknesses, and endeavors to ask the player, "what would this person do, in a given situation?", In this case a minigame that allows the player to pick a lock seems quite inappropriate to me. (what if the PC has no hands?)
*While never the case in Fallout 3, RPG's as a whole, do not restrict players to only human characters. The Player could be running an alien PC with powerful arms that can bend iron pipes, but not allow them to intricately pick locks. :shrug: (This is why weighted percentages work well with RPG's; they depict a plausible probability for a given PC to succeed).
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Vera Maslar
 
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Post » Tue Nov 09, 2010 4:30 am

That's the first clue that the term "RPG" is perversely overused. An adventure game (as I know them) is one that presents the player with almost an interactive dream. Minigames like the lockpick screen in Oblivion fit just fine in them, as the object of the game is to experience the world as an inhabitant.

RPG's (as I have always seen them) are games that present you with the inhabitants themselves, [and IMO, are best suited to third person view]. An RPG typically outlines the named PC's (the inhabitant's) personal strengths and weaknesses, and endeavors to ask the player, "what would this person do, in a given situation?", In this case a minigame that allows the player to pick a lock seems quite inappropriate to me. (what if the PC has no hands?)
*While never the case in Fallout 3, RPG's as a whole, do not restrict players to only human characters. The Player could be running an alien PC with powerful arms that can bend iron pipes, but not allow them to intricately pick locks. :shrug: (This is why weighted percentages work well with RPG's; they depict a plausible probability for a given PC to succeed).

well no offence here but i highly dout there is gonna be aliens running around the wastelands. And hey fallout 3 the aliens had hands! I understand what you mean but i love the challenges it makes me feel in the role instead of just my character doing everything. This is also why i love playing in 1st person (Thank god Fallout's got Both 1st and 3rd).
Now for some games like the rpgs on the pc only i can see what you mean. But when it comes down to it RPG Means you play the role of that character. The one thing they should do that they havnt is make the lockpicking harder or easier depending on your skill same with hacking. Some people play a game and never want to think. Those are ussualy the dumb lazy kids. And second if you by passed all the lockpicking and hacking and other minigames the hours of gameplay would be cut down incredibly. Depending on how good you do on minigames it can cut 5-10 hours of gameplay! Some might like that but in the end that is spread out amongst the waste. So the game would be over quickly. Also.... What fun would it be to auto pick into an armoury. I dont find that rewarding at all. Now when i work to do somthing i find it very rewarding. I hack every computer find every small little detail and every secret area of the waste. This makes the game last me for Months! Then i play other games and come back later to restart and do the oposite of what i did on my other character
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Ernesto Salinas
 
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Post » Tue Nov 09, 2010 2:14 am

Why would I want to pause playing New Vegas and waste seconds or even minutes time and again on some undoubtfully trivial and very trite minigame? If I want a break from New Vegas, I'm damn well able to pause the game myself. Why should the game force it upon me time and again?

No, I'd rather all "mandatory" minigames went away. I've never understood why they're in RPGs anyway. RPG means playing the role of your character, which means that success or failure should depend on the skills of your character rather than on your personal skills.

Using FO3 as an example, I'm fairly good at hacking and fairly careful when lockpicking, which means I never get locked out of a computer and I very rarely breake lockpicks. This reduces the minigames to being nothing but unavoidable time-wasters that accomplish ABSOLUTELY NOTHING but preventing me from getting to the fun parts. However, let's consider the case that I have fine motor control issues. If so then extreme accuracy might be difficult and lockpicking difficult locks (where it seems like a few degrees make the difference between broken lockpick and open lock) would therefore be extremely hard, regardless of how high my character's lockpick skill is. Is that really sensible to anyone?

Honestly, when I play games, I play them because I like them. I haven't yet run across a single minigame I liked in any game whatsoever. They're always merely an annoyance you have to get through to get back to the game. I suppose I'll have to accept that I'll never understand why game devs keep pestering me with them, but I sure would love to see them stop, or at least be given the option to not have to waste my time playing a minigame so ridiculously stupid and trivial that a chimp would be offended by it.

Yes, the devs could simply up the challenge but then we're back to my example before, where it's the player's skill rather than the character's skill that determines the outcome, and at that point it's very debatable if the game isn't simply transformed into a sandbox adventure game rather than an RPG.


So why should people be burdened by the annoyance of dying from time to time? Shouldn't god-mode be mandatory as well? If people want to die when fighting an enemy then they can choose to do so but shouldn't they have the freedom of choice?

To answer your question, hell [censored] no! RPGs aren't adventure games.

Edit:
No choice in the way you're describing them. RPGs are all about having choices but it's also about your choices having consequences. That means that prior choices made must restrict your choices in the future. Choices made at character creation and level-up must restrict the choices you make later on. Full freedom throughout means no consequences of any choices you make.


Your argument is stupid. "RPG means playing the role of your character" If you're playing the role of your character why would you not do as he does? According to your argument things like eating, traveling, or even combat should just be automated just because its your characters skill that matters. Playing an RPG is about immersion, and what better way to immerse yourself in the world by having to picklocks with a bobbypin (among other things), it would break the immersion completely for me if i just clicked a button and it did it for me. You're also saying that it is "trivial", but that is just your opinion (as well as everything I'v said is mine). Some people may find the combat trivial and just want to play for the story and the iteraction of the characters, so should it just be automated? Better yet why dont we just watch a movie of the character we want instead of roleplaying with them, it would get rid of all the "trivial" aspects of the game
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KIng James
 
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Post » Tue Nov 09, 2010 11:54 am

Your argument is stupid. "RPG means playing the role of your character" If you're playing the role of your character why would you not do as he does? According to your argument things like eating, traveling, or even combat should just be automated just because its your characters skill that matters. Playing an RPG is about immersion, and what better way to immerse yourself in the world by having to picklocks with a bobbypin (among other things), it would break the immersion completely for me if i just clicked a button and it did it for me. You're also saying that it is "trivial", but that is just your opinion (as well as everything I'v said is mine). Some people may find the combat trivial and just want to play for the story and the iteraction of the characters, so should it just be automated? Better yet why dont we just watch a movie of the character we want instead of roleplaying with them, it would get rid of all the "trivial" aspects of the game

I think you are missing the point (I could be mistaken though, hard to tell).

What those of us in favor of removal of the mini-games are saying is that in order for the Role portion of Role Playing Game to mean anything, the character him/her self must be the one who is making the actual attempt at any activity and thus the chance of success or failure thereof must be solely dependent on the character's current degree of skill at the activity in question.

If the player him/her self gets to be the sole determinant of success or failure at any given activity, then there is literally no point in increasing the character's skills since they no longer matter. FO3 made a feeble attempt at making character skill matter via the use of thresholds, but pretty much everyone agrees that that was crappy design and should not be repeated.

I am not saying the player should feel removed from the experience, but rather that the player's personal skill should be removed therefrom so that the character's skill determines the outcome, as it is meant to.
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Trevor Bostwick
 
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Post » Mon Nov 08, 2010 11:41 pm

I think you are missing the point (I could be mistaken though, hard to tell).

What those of us in favor of removal of the mini-games are saying is that in order for the Role portion of Role Playing Game to mean anything, the character him/her self must be the one who is making the actual attempt at any activity and thus the chance of success or failure thereof must be solely dependent on the character's current degree of skill at the activity in question.

If the player him/her self gets to be the sole determinant of success or failure at any given activity, then there is literally no point in increasing the character's skills since they no longer matter. FO3 made a feeble attempt at making character skill matter via the use of thresholds, but pretty much everyone agrees that that was crappy design and should not be repeated.

I am not saying the player should feel removed from the experience, but rather that the player's personal skill should be removed therefrom so that the character's skill determines the outcome, as it is meant to.


Ok well lets just say there wasnt mini games. This is me going into a top secret base. As i enter the base i find a locked door. But its ok cause my lockpicking skill is high enough to by pass an atempt at picking the lock. I travel further in and find a laptop. Its ok im smart enough to by pass the passcode. So in 5 sec i just by passed 2 things. Wow, no skill at all. An RPG should not be a movie were you sit back and relax while you character does as he wish. Just beacause you have a high lock pick skill does not mean you should auto pick somthing. If you want to auto by pass mini games go play a game like W.O.W aint no picking locks there. Or you can stop being a lazy person and actualy play the game the way it should be played.
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Natasha Biss
 
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Post » Tue Nov 09, 2010 6:41 am

well no offence here but i highly dout there is gonna be aliens running around the wastelands.
:foodndrink: None taken, but the point was not about aliens... I could just as well have said a PC with only one arm. :shrug:

But when it comes down to it RPG Means you play the role of that character.


"RPG means playing the role of your character"


This is the real clincher, When one says "playing the role", are we meaning play the part or play the caste? In one instance this means to behave as ~Hamlet, or Achilles... In the other instance it means to behave as ~a prince, or a preternaturally gifted warrior; but they don't mean the same thing. One can play Gandalf or one can play a wizard. In the game where you play a wizard, minigames like manually picking locks makes sense. In the game where you play Gandalf... Remember Gandalf got stumped at the door to Moria. :shrug: (in gameplay terms that means all of his many attempts failed)

Ok well lets just say there wasnt mini games. This is me going into a top secret base. As i enter the base i find a locked door. But its ok cause my lockpicking skill is high enough to by pass an atempt at picking the lock. I travel further in and find a laptop. Its ok im smart enough to by pass the passcode.
In most RPG's with skill checks, such attempts are not guaranteed even if your skills are maxed.

So in 5 sec i just by passed 2 things. Wow, no skill at all. An RPG should not be a movie were you sit back and relax while you character does as he wish. Just beacause you have a high lock pick skill does not mean you should auto pick somthing. If you want to auto by pass mini games go play a game like W.O.W aint no picking locks there. Or you can stop being a lazy person and actualy play the game the way it should be played.
The skills in question are where you spent the skill points ~they are supposed to be important (some would say paramount).
As to "the way it should be played"... FO3 is the only game in the entire series that has these minigames. Its not lazy, its wanting impartiality in the events... Minigames are seen by many to circumvent the PC development aspect of the game by making it moot.
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Jade Muggeridge
 
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Post » Mon Nov 08, 2010 11:05 pm

Hey dont cry because you cant do the minigames. RPGs can use that, it feels more real. Lockpicking is not hard one bit just learn what to do. if you dont want these minor things in the game then dont play it cause i for one love them. Get the game on pc im sure u can get a mod that makes it so minigames dont pop up

You may want to reread Black Spiders post. Black Spider were able to play the minigames, but disliked the fact that people with fine motor control issues would be unable to succeed in picking a Very Easy lock even if they had 100 Lockpicking.

Your argument is stupid. "RPG means playing the role of your character" If you're playing the role of your character why would you not do as he does? According to your argument things like eating, traveling, or even combat should just be automated just because its your characters skill that matters. Playing an RPG is about immersion, and what better way to immerse yourself in the world by having to picklocks with a bobbypin (among other things), it would break the immersion completely for me if i just clicked a button and it did it for me. You're also saying that it is "trivial", but that is just your opinion (as well as everything I'v said is mine). Some people may find the combat trivial and just want to play for the story and the iteraction of the characters, so should it just be automated? Better yet why dont we just watch a movie of the character we want instead of roleplaying with them, it would get rid of all the "trivial" aspects of the game

As I noted earlier, the minigames are major immersion breakers: They *magically* freeze time while you pick the lock or hack the computer at your leisure. Where is the thrill that someone might walk in on you? Worse, they substitute player skill for character skill. As Black Spider noted earlier, if I had fine motor control issues, I would be unable to win the lockpicking minigame. If I'm not good at finding patterns, I would be unable to win the hacking minigame. In essense this would make it a waste of skill points to build Lockpicking or Science.

Ok well lets just say there wasnt mini games. This is me going into a top secret base. As i enter the base i find a locked door. But its ok cause my lockpicking skill is high enough to by pass an atempt at picking the lock. I travel further in and find a laptop. Its ok im smart enough to by pass the passcode. So in 5 sec i just by passed 2 things. Wow, no skill at all. An RPG should not be a movie were you sit back and relax while you character does as he wish. Just beacause you have a high lock pick skill does not mean you should auto pick somthing. If you want to auto by pass mini games go play a game like W.O.W aint no picking locks there. Or you can stop being a lazy person and actualy play the game the way it should be played.

If you had not placed points in lockpicking, you would not get into the top secret base. If you had not placed points in security, you would not have hacked the terminal. So, yes, there is skill there. Character skill. And I do find it hillarious that you call other gamers lazy because they want to play the game in a different manner than you do :)
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Rodney C
 
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Post » Tue Nov 09, 2010 1:21 am

I'd prefer a skill check. I don't mind mini games as optional side games, like dice in The Witcher. But I don't mind them in Fallout 3 because there is a corresponding skill check. What I dislike is Mass Effect 2 and Alpha Protocol that should have skills but JUST have the mini games. Don't like that. Nope. :angry:
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Motionsharp
 
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Post » Tue Nov 09, 2010 12:56 pm

Ok well lets just say there wasnt mini games. This is me going into a top secret base. As i enter the base i find a locked door. But its ok cause my lockpicking skill is high enough to by pass an atempt at picking the lock. I travel further in and find a laptop. Its ok im smart enough to by pass the passcode. So in 5 sec i just by passed 2 things. Wow, no skill at all. An RPG should not be a movie were you sit back and relax while you character does as he wish. Just beacause you have a high lock pick skill does not mean you should auto pick somthing. If you want to auto by pass mini games go play a game like W.O.W aint no picking locks there. Or you can stop being a lazy person and actualy play the game the way it should be played.


The "skill" demonstrated is that you developed your character to overcome those challenges (and if it's a well designed game left him short in a few other areas to do it). It should also be noted that no one is advocating an auto pick system as far as I'm aware.

I'm curious as to what you think an RPG should be. You seem to consider using the character's skill at a task to determine success or failure rather than the player's skill as a dirty shortcut. What's the point of having a character if the player is what matters? It seems to me what you're describing is an open world Bioshock with questlines and interactive conversations. Nothing wrong with that but it's not an RPG and it's pretty ridiculous to claim that's how an RPG "should be played."
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Lew.p
 
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Post » Tue Nov 09, 2010 8:23 am

Personally the way I view mini-games in games is that they are ok in the likes of action and or adventure games where it's more a case of player skill possibly defined by the 'characters' skill set in what you can or can't do.
But RPG's are about Character skills over player skills in that if your character is a supposid master at doing something then they should be able to do it well regardless of whether or not the actual player doesn't have the required skills or mindset to be able to do it well. Take the hacking minigame in Fallout 3 for example, some people just couldn't figure out the required word to be able to hack the computer terminals even if their character had 100 skill in Science which should have meant that even an easy terminal should have been a mere cakewalk.

Basically I think that mini-games have NO place at all in RPG's because they detract from or even negate the character skills that should be the MAINSTAY of the RPG completely.

For those who like the mini-games, sorry but I don't think you should be able to 'cheat' your way through them because you happen to be good/stonking at them yourself even if your character is a complete neophyte at what the min-game is for as that completely negates one of the main idealologies behind a RPG, in that you have created a character who SHOULD have STRENGTHS and WEAKNESSES as in they should be good at somethings and completely naff at other things.
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Mistress trades Melissa
 
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Post » Tue Nov 09, 2010 3:53 am

You may want to reread Black Spiders post. Black Spider were able to play the minigames, but disliked the fact that people with fine motor control issues would be unable to succeed in picking a Very Easy lock even if they had 100 Lockpicking.


As I noted earlier, the minigames are major immersion breakers: They *magically* freeze time while you pick the lock or hack the computer at your leisure. Where is the thrill that someone might walk in on you? Worse, they substitute player skill for character skill. As Black Spider noted earlier, if I had fine motor control issues, I would be unable to win the lockpicking minigame. If I'm not good at finding patterns, I would be unable to win the hacking minigame. In essense this would make it a waste of skill points to build Lockpicking or Science.


If you had not placed points in lockpicking, you would not get into the top secret base. If you had not placed points in security, you would not have hacked the terminal. So, yes, there is skill there. Character skill. And I do find it hillarious that you call other gamers lazy because they want to play the game in a different manner than you do :)


What im saying is that if you just want to play the game and let your character do all the work then watch a movie. Most people like these minigames. A way they can be changed tho is to add in a autp pick button. So if your skill is high enough u have the chance to auto pick the lock. This was added to Oblivion and was useful if you were in a rush. The reason i call them lazy is that all they want to do is sit back and let there character do the work. When in the role of that character, that isn't based on a movie or story you count on your own skill. That saying i think you should be able to pick any lock right away. But if you increase your skill you have more a chance to break into the lock. And with max lockpick or hacking skill you can try to auto hack and 85% of the time will work. But if u fail you auto-maticly lose your bobby pin. So add in a little of both by adding in a simple auto-pick button.
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Bryanna Vacchiano
 
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Post » Tue Nov 09, 2010 7:08 am

Fallout ain't a RPG. It's a cRPG for chrissake! Are the true Role Playing Games forgotten now, or too much kids are playing this kind of games these days?
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Alycia Leann grace
 
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Post » Tue Nov 09, 2010 12:59 am

Personally the way I view mini-games in games is that they are ok in the likes of action and or adventure games where it's more a case of player skill possibly defined by the 'characters' skill set in what you can or can't do.
But RPG's are about Character skills over player skills in that if your character is a supposid master at doing something then they should be able to do it well regardless of whether or not the actual player doesn't have the required skills or mindset to be able to do it well. Take the hacking minigame in Fallout 3 for example, some people just couldn't figure out the required word to be able to hack the computer terminals even if their character had 100 skill in Science which should have meant that even an easy terminal should have been a mere cakewalk.

Basically I think that mini-games have NO place at all in RPG's because they detract from or even negate the character skills that should be the MAINSTAY of the RPG completely.

For those who like the mini-games, sorry but I don't think you should be able to 'cheat' your way through them because you happen to be good/stonking at them yourself even if your character is a complete neophyte at what the min-game is for as that completely negates one of the main idealologies behind a RPG, in that you have created a character who SHOULD have STRENGTHS and WEAKNESSES as in they should be good at somethings and completely naff at other things.


Fallout is considered a RPG game only because you take the role of a wander in the wastelands. But truly Fallout 3 and New Vegas take on the role of almost all geners of games.

Puzzler- Minigames like lockpicking, Poker, Hacking, etc.
Adventure- Giant area to explore and learn new things
Action- Fighting with wepons and lots of death
Strategy- Go about how you assualt an area however you want
RPG- Join the role of a person after the bombs fell

And the best part of the game FREEDOM to do whatever you please, including minigames. But as i said in my last [post a autopick button would solve all the problems. Auto-pick relize on character skill while picking for real relize on player skill.
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Roberta Obrien
 
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Post » Tue Nov 09, 2010 9:52 am

Fallout ain't a RPG. It's a cRPG for chrissake! Are the true Role Playing Games forgotten now, or too much kids are playing this kind of games these days?


Now that's just pedantic.
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No Name
 
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Post » Tue Nov 09, 2010 4:40 pm



And the best part of the game FREEDOM to do whatever you please, including minigames. But as i said in my last [post a autopick button would solve all the problems. Auto-pick relize on character skill while picking for real relize on player skill.


nice to see someone else who doesn′t treat player and character skill as mater and anti-mater, aka something that can′t exist along side each other.
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Epul Kedah
 
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Post » Tue Nov 09, 2010 12:29 pm

Fallout is considered a RPG game only because you take the role of a wander in the wastelands. But truly Fallout 3 and New Vegas take on the role of almost all geners of games.

Puzzler- Minigames like lockpicking, Poker, Hacking, etc.
Adventure- Giant area to explore and learn new things
Action- Fighting with wepons and lots of death
Strategy- Go about how you assualt an area however you want
RPG- Join the role of a person after the bombs fell

And the best part of the game FREEDOM to do whatever you please, including minigames. But as i said in my last [post a autopick button would solve all the problems. Auto-pick relize on character skill while picking for real relize on player skill.


To be pedantic about the Role aspect, looked at one way it could be argued that ALL games are RPG's or cRPG's as the case may be, in that you 'play' the role of the central character in them, be it a FPS like Halo, an Adventure game like Monkey Island, a Strategy Game like Civilization etc etc. Although most games these days could be said to spread across several genres of gaming admitadly.

Also what I was trying to get at or point out is that in cRPG's or RPG's the character skill should matter more than the players skill at something. If you are for example trying to pick a lock and it's via a mini-game it generall doesn't matter if your character is either mince or a maestro at it, if you as a player could do said mini-game with your eyes closed which I think kind of defeats the purpose of having character skills for such things.
One possible way round that would be for the character skill to allow greater leeway in the player skill or lack thereof, which to give an example with lockpicking again. With a very low character skill the 'sweet spot' for picking a lock would have to be hit exactly or you don't pick the lock, with a higher character skill you get a range next to the 'sweet spot' where it would allow you to pick it as if you had hit the 'sweet spot' exactly.

With regards to your mention about either the mini-game or autopick/hack button, the problem with that is that those who can do the mini-games with their eyes closed don't have to worry about 'wasting' skill points or at least as many skill points in the relevant skills as those who either prefer or have to rely on the characters skill to get past the mini-game.

I'm not trying to get at anyone with this, I'm trying to point out/show why I think that mini-games should not be part of games which are cRPG's.
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Mrs. Patton
 
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Post » Tue Nov 09, 2010 1:28 pm

To be pedantic about the Role aspect, looked at one way it could be argued that ALL games are RPG's or cRPG's as the case may be, in that you 'play' the role of the central character in them, be it a FPS like Halo, an Adventure game like Monkey Island, a Strategy Game like Civilization etc etc. Although most games these days could be said to spread across several genres of gaming admitadly.

Also what I was trying to get at or point out is that in cRPG's or RPG's the character skill should matter more than the players skill at something. If you are for example trying to pick a lock and it's via a mini-game it generall doesn't matter if your character is either mince or a maestro at it, if you as a player could do said mini-game with your eyes closed which I think kind of defeats the purpose of having character skills for such things.
One possible way round that would be for the character skill to allow greater leeway in the player skill or lack thereof, which to give an example with lockpicking again. With a very low character skill the 'sweet spot' for picking a lock would have to be hit exactly or you don't pick the lock, with a higher character skill you get a range next to the 'sweet spot' where it would allow you to pick it as if you had hit the 'sweet spot' exactly.

With regards to your mention about either the mini-game or autopick/hack button, the problem with that is that those who can do the mini-games with their eyes closed don't have to worry about 'wasting' skill points or at least as many skill points in the relevant skills as those who either prefer or have to rely on the characters skill to get past the mini-game.

I'm not trying to get at anyone with this, I'm trying to point out/show why I think that mini-games should not be part of games which are cRPG's.


if the player has the skill to pick an almost impossible lock then good for them. But somtimes you dont wana spend hours trying to pick a lock thats why you upgrade you skill's so that you can hack and pick. O speaking of wich.... wait nvm.
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Roberta Obrien
 
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Post » Tue Nov 09, 2010 10:47 am

Okay, okay - let's go ahead and leave terms like "lazy" out of this little conversation, shall we? I really don't feel like running through and cleaning up 9 pages-worth of posts right now. Let's play nice, because otherwise I'm a lot more likely to just lock the thread outright. :shrug:

Different people look for different things in their roleplaying games (and most people can't even agree on exactly what the term means in the first place...) You might not agree with those preferences and definitions, but that doesn't mean there's any call to resort to name-calling, flamebaiting, or dismissing the validity of someone's opinion.


Now, for my own two cents - I tend to find mini-games a rather fun element if properly-implemented, but I also prefer my RPGs to have a bit more of a reliance on character skill over my own player skill. Ideally, there ought to be a way to combine the two without undue conflict. What I enjoy about an RPG is the possibility for my character to excel in areas that I would be otherwise incompetent. My character is supposed to be smarter, or quicker, or more accurate than I actually am.

What I find potentially immersion-breaking about mini-games a la Fallout 3's implementation is not so much that I might possibly be more likely to pass, say, a lock-picking minigame when my character's skill is still low - but that potentially my own skill might now be up to par with my character's. What if I had made a character with the aim to be a master thief, but just couldn't get anywhere with the lock-picking mini-game? I wouldn't find it ideal to not be able to pass a minigame because of my own player skill, even though by rights my character's skill meant that I should be flying right through them.

Ideally, what I'd like to see would be something where the minigames were less about basic pass/fail, but more to moderate the relative success or fail of your actions. Take the hacking minigame, for example. What if how well you did that game - how fast, how many mistakes, etc, allowed you to access to bonus information. Or if it allowed the possibility to ameloriate a total failure - where you failed the actual skill roll, but because of your aptitude in the game, were able to reveal a couple of sentence fragments or clues (you wouldn't necessarily gain access to the computer, necessarily - but you at least got something for your trouble if you did well enough at the mini-game.)

In other words, what I'd probably like to see out of a mini-game would be something where actually succeeding or not depending entirely on your character - but working the minigames served as a way to determine critical pass or fail bonuses and penalties. (Almost like having like an extra luck roll or something.)

On the other hand, however - by and large I could pretty much just do without mini-games at all. You really need something quite unique and notable to make it worthwhile in the first place. We're talking, now, about something you're going to be doing a lot of. Too simple, and it just becomes a grind (like the various "jobs" you could get in Fable 2, for example.) And sometimes they're just not all that fun in the first place (the minigames in Mass Effect, for example.) You don't want something that's going to take too long to play through, either. Altogether, I'd rather see it done right or not at all...
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Samantha hulme
 
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Post » Tue Nov 09, 2010 3:54 am

Well said Nu_clear_day.

I admit I'm probably a bit too opionated towards the no mini-game in RPG's side of things, but what you said was with a lot more clarity than I was able to put into my ramblings and as you mentioned the character skill actually having a noticable effect on the mini-games makes a lot of sense.
Which would let the likes of myself who would prefer for it to be character over player skill enjoy it more and those who want it player over character skill also enjoy it as well.
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Jennifer May
 
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Post » Tue Nov 09, 2010 5:18 pm

The more mini games the better, I love them. :hehe:
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FITTAS
 
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