Minigames

Post » Mon Nov 08, 2010 3:09 am

[censored] gettin real in this thread. Time to hit the eject button. :bolt: *Flies away from thread in a vertibird*
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Mr.Broom30
 
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Post » Mon Nov 08, 2010 2:18 pm

Still today the most authentic and definitive RPGs are pen and paper affairs.


And you don't play minigames in a PnP game.
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City Swagga
 
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Post » Mon Nov 08, 2010 5:35 pm

Okay, so....you're not doing things you would do with that character if you were them? You're just throwing dice on a table saying 'Hmmm, if it lands on a 4, he'll go through this door'?

Edit:

>Virtual

>LARPing


WAT

I'm doing the things I can do and missing on the things I can't.

Virtual live action roleplaying...? Think of WOW.

so why can′t yourself be that role? I don′t know about you but I want to play the game, not watch the game play itself.


Sure you can, but the premise is that the role presents the strenths and weaknesses and what you can and can not do, not you. Otherwise you could call Doom or Pong a roleplaying game. Anyway let's try to keep on minigames, to not get this thread locked. Ok?
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Cartoon
 
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Post » Mon Nov 08, 2010 12:31 pm

Ahhhh... Originally all role playing meant was; To create an alternate Avatar, a dual persona if you will, then picks his proficiencies and even weaknesses. Then roll to see how good you are at said skills. The key here is that you create everything. With the rise of the JRPG, roles were given to you and were more story driven, like an interactive movie. While most WRPGs focused on the D&D style "Creating your own unique character/build/class". Still today the most authentic and definitive RPGs are pen and paper affairs.

So if a games just "puts" you into a role of someone/something, then no, its not the original definition of an RPG


well the problem with traditions...is that they don′t really change...

and people complains so many games look alike....I think I found one reason.
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Lilit Ager
 
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Post » Mon Nov 08, 2010 6:55 am

Looks at topic heading. Oh, it's MINIGAMES. On topic please.
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Neliel Kudoh
 
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Post » Mon Nov 08, 2010 4:57 pm

Maybe you guys should start a thread about what an RPG is in Community Discussion. (Don't forget to give me a link to it.)
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Marcin Tomkow
 
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Post » Mon Nov 08, 2010 4:59 pm

Maybe you guys should start a thread about what an RPG is in Community Discussion. (Don't forget to give me a link to it.)


no real use, it just end in the same 2 camp situation, 1 camp whining like old guys that things should be like the good old days and the 2nd people who think they are whining like old guys and nothing constructive comes out of it.
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ILy- Forver
 
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Post » Mon Nov 08, 2010 6:36 am

Maybe you guys should start a thread about what an RPG is in Community Discussion. (Don't forget to give me a link to it.)


Yes, even if you compete on what is an RPG (as I'd like to do), compete on it with the fashion of using minigames as part of it.

I'm being serious! :P This thread is about minigames.
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Dominic Vaughan
 
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Post » Mon Nov 08, 2010 10:13 am

I like the lockpicking and hacking idea because it adds to the roleplay (I want to feel like I'm actually hacking it, not just "rolling a dice" and getting lucky). However, they need to be refined. I found those two minigames implamented kinda of poorly in Fallout 3. The way I thought hacking should work went something like this:

You can hack any terminal (easy, average, hard, etc) you want, but it will be easier the higher your skill. Each terminal has a minimum and maximum threshold based on its level (easy, average, etc). An easy terminal may only have a max of 20 passwords, and a minimum of 5. A very hard terminal might have a max of 100 passwords, and a min of 20. As your science skill gets higher the amount of passwords on the terminals lower until they reach the minimum threshold(which would only be at the max of that skill level). This way any player could attempt to hack a very hard terminal, but 4 chances with 100 different passwords isn't going to be easy even if you back out before your last try.

As for lockingpicking I'm not sure how else it could be done, but I would rather it be in third person (or first person as an option) and show the lock picking mini game in the bottom left/right hand corner. Then you not only get to pick the lock, but you also see your character moving, and the people interacting around you.


That does work on paper. But when you put it on a game, it turns into a completely different thing. Who is able to comfortably go through the given options, and who is not?

The skill told that we should be able to, why are we not - the skill told we're just about able to open a normal lock, why do I have to still struggle with this easier one when it's supposed to be a cakewalk? Those are legitimate claims, and both against minigames. Should either of those grounds be neglected?
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Eduardo Rosas
 
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Post » Mon Nov 08, 2010 10:42 am

That does work on paper. But when you put it on a game, it turns into a completely different thing. Who is able to comfortably go through the given options, and who is not?

The skill told that we should be able to, why are we not - the skill told we're just about able to open a normal lock, why do I have to still struggle with this easier one when it's supposed to be a cakewalk? Those are legitimate claims, and both against minigames. Should either of those grounds be neglected?


well that′s what the auto pick button is for, to use the numbers and quickly finish easier locks, frankly the only refinement needed would be to use a lockpick system more close to Oblivion, with a limited supply of lockpicks.
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Milad Hajipour
 
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Post » Mon Nov 08, 2010 3:48 pm

Like the lockpicking and hacking games in FO3?
Awful.
Should be based on skill, stat and diceroll IMO.

I agree with you on hacking but I liked lock-picking to be honest, although it could get a tad tedious after doing it so much. :tops:
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Kyra
 
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Post » Mon Nov 08, 2010 8:23 am

well that′s what the auto pick button is for, to use the numbers and quickly finish easier locks, frankly the only refinement needed would be to use a lockpick system more close to Oblivion, with a limited supply of lockpicks.


Well yes, but it is unfair against the not so good. What about those not so good with the installment? Throw them aside?

It's not fair at all at those not familiar with the system. Now wouldn't it?

The chance based system would be fair to all.
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Nitol Ahmed
 
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Post » Mon Nov 08, 2010 12:55 pm

I didn't mind the lockpicking too much because it you could usually be done with it pretty fast. It didn't feel like it showed a hand in your face for too long. I really disliked the hacking though. It can take a long time and it's very easily broken (just reuse the terminal and you get all your tries back). Furthermore, I really hated that they decided to put the skill thresholds at 25, 50 etc because it made the skills completely useless aside from those particular numbers.

But yep, I don't really like minigames because they feel more like an annoyance than anything. ME2 minigames are a good example... I don't think I ever failed a single one of those in the game, so why are they there? It's not challenging, it's just a time-sink. And the problem with minigames is that if they *do* become challenging, then it becomes an annoyance in the sense that "yes, my character has very high lock picking so he should bleeding well be able to open this lock even if I can't".

But really, that's mainly for minigames that constantly come up in the main gameplay so to speak. I don't mind minigames such as Dice-poker from the Witcher, most likely the gambling games from New Vegas, Pazaak from KOTOR... Because they are almost always side-activites that you can enjoy when you wish. It's not something that "gets in my way" when playing the game.
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Jesus Duran
 
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Post » Mon Nov 08, 2010 12:14 pm

Well yes, but it is unfair against the not so good.

It's not fair at all at those not familiar with the system. Now wouldn't it?

The chance based system woul be fair to all.


since the auto pick is based on numbers...that would mean both camps would be happy, again the only issue with Fallout 3 is that if you failed those once ya screwed, a system like Oblivion would give both types of users the fairness of several tries.

and voala no need for yes or no for minigames, just a choice what way you wanna use.
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Niisha
 
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Post » Mon Nov 08, 2010 2:07 pm

I do agree with the minigames need more SPECIAL contributions... But do you have any examples on how one does minigames that aren't complete crap?

Timelimits is one example (that I thought about), but how much sense does a timelimit make in a footlocker? Or an ordinary fence in this setting?

I don't like the skill check idea, I would like to interact with it than just automatically opening it.

But I think to help both sides we have SPECIAL and skills actually contribute to opening them, all locks should be pickable no matter what level but if you don't have the skills or SPECIAL it will be nigh impossible to get it open. And if your skills are complimented to it, it should just be a cynch.

I just think some of you want it to be toooooo RPG IMO, lazy :P
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Bedford White
 
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Post » Mon Nov 08, 2010 6:04 pm

I would prefer no Lockpick/Hacking minigames, making it completely stat based, but at the same time I don't mind. I don't think it's that much of an issue.


Come to think of it, I think it would be best if they showed an animation while doing it, and taking damage will stop you.
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Kara Payne
 
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Post » Mon Nov 08, 2010 3:12 pm

I would prefer no Lockpick/Hacking minigames, making it completely stat based, but at the same time I don't mind. I don't think it's that much of an issue.


Come to think of it, I think it would be best if they showed an animation while doing it, and taking damage will stop you.

Damnit Gstaff when are you going to implent a reputation system on this forum?
looloolooigotsomeapples have a cookie in the mean time. :cookie:
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stevie trent
 
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Post » Mon Nov 08, 2010 9:42 pm

Damnit Gstaff when are you going to implent a reputation system on this forum?
looloolooigotsomeapples have a cookie in the mean time. :cookie:


Hell yes. That's my first virtual cookie, not including the ones stored on my computer.
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rolanda h
 
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Post » Mon Nov 08, 2010 12:02 pm

since the auto pick is based on numbers...that would mean both camps would be happy, again the only issue with Fallout 3 is that if you failed those once ya screwed, a system like Oblivion would give both types of users the fairness of several tries.


An autopick system like that of oblivion (or forcelock in FO3) would just nullify the whole system and the skillsystem on all counts as it did. :laugh:

I don't like the skill check idea, I would like to interact with it than just automatically opening it.

But I think to help both sides we have SPECIAL and skills actually contribute to opening them, all locks should be pickable no matter what level but if you don't have the skills or SPECIAL it will be nigh impossible to get it open. And if your skills are complimented to it, it should just be a cynch.

I just think some of you want it to be toooooo RPG IMO, lazy :P


Wouldn't that be favoring a certain cast of characters (non-ingame) over another?
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Carolyne Bolt
 
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Post » Mon Nov 08, 2010 6:58 pm

An autopick system like that of oblivion (or forcelock in FO3) would just nullify the whole system and the skillsystem on all counts as it did. :laugh:



Wouldn't that be favoring a certain cast of characters (non-ingame) over another?


Then add explosives and crowbar options.

Can't think of any suitable for hacking.

Besides they still get to try, just that they wasted around 50 picks to do it, oh wait theres a reload save option.
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Juan Cerda
 
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Post » Mon Nov 08, 2010 5:02 pm

An autopick system like that of oblivion (or forcelock in FO3) would just nullify the whole system and the skillsystem on all counts as it did. :laugh:



so...you don′t want to promote player choice? Because that′s kinda the point of the auto lock thing, to give players who don′t care about the minigame a choice to use there characters skill.
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Alexandra Ryan
 
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Post » Mon Nov 08, 2010 10:27 pm

Then add explosives and crowbar options.

Can't think of any suitable for hacking.


And then add a perk that you can take at maxed out Guns that lets you shoot the lock...
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noa zarfati
 
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Post » Mon Nov 08, 2010 9:34 am

And then add a perk that you can take at maxed out Guns that lets you shoot the lock...

Sarcasm? Not really sure

But either way nice idea.
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e.Double
 
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Post » Mon Nov 08, 2010 11:15 am

Sarcasm? Not really sure

But either way nice idea.


Not sarcasm. The only thing wrong with it is that it could take out the point of investing in the lockpick skill, considering you could knock out two birds with one stone if you specialize in guns.
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Jeffrey Lawson
 
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Post » Mon Nov 08, 2010 6:33 pm

I hated the lockpicking in Oblivion, it wasn't very noob-friendly and I never got around to learning how it worked...(Used the game's auto-pick feature, thingy...)
As for Fallout 3, the ideas were OK, and badly implemented. The lock picking was ok, but sometimes it took a while to do despite it being ridiculously easy, the hacking is where the problem lay. I found hacking a very-easy terminal harder than a very-hard, due to the amount of letters in common, I found that having a higher Science skill didn't matter AT ALL! With the exception of the checkpoints, IE 100 Science = Very Hard lock. Science should make it EASIER TO HACK, lockpick should make it EASIER TO PICK LOCKS!
I'm not sure if they've changed either system at all, I barely noticed these gripes whilst playing, but I just hope I don't have to waste another five minutes, (Per dungeon/instance/area), on picking a lock.
Making it statistically based would take out some of the immersion, and make it less like the world was against you...(When all the doors are locked it's like an invisible wall of "Don't go here" scripture.)
Maybe insert lockpicking and hacking exclusively to hard-core?
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Theodore Walling
 
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