Minigames

Post » Sun Nov 07, 2010 10:04 pm

Ok. We have a new game coming. Not too similiar but not too different to warrant a different name either.
So I thought we'd have a poll on if we want/like minigames.

The questions go:

Do you like minigames?

If yes: How would you like them? Or were they already good enough in FO3?
If not: What would you like to replace them? Please specify what and why.

I voted no, as I want skillchecks - that take realtime time to accomplish - to take the place of the minigames.
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Ian White
 
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Post » Mon Nov 08, 2010 4:01 am

I like them, tests my skills like all games should.
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N Only WhiTe girl
 
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Post » Mon Nov 08, 2010 3:10 am

I don't understand where you're going at OP.
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Scotties Hottie
 
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Post » Sun Nov 07, 2010 6:58 pm

I'd rather just have skill tests, like these kind of games used to have. Mini-games seem to stem from developers that feel the players need to feel more input in the game, but I've always thought of that input in a RPG as my effort put into building my character and selecting his stats.
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Nick Tyler
 
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Post » Mon Nov 08, 2010 3:55 am

I don't understand where you're going at OP.


Do you like to have minigames (in lockpicking for one exampe)? If yes, how would you like them (Liket they were in FO3, or some other way)?
If you do not like them, what would you like to replace them?
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Lexy Dick
 
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Post » Sun Nov 07, 2010 8:10 pm

I don't understand where you're going at OP.


he is referring to the different minigame like moments used with some skills, like lockpicking and hacking.
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Alexandra walker
 
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Post » Sun Nov 07, 2010 8:12 pm

Like the lockpicking and hacking games in FO3?
Awful.
Should be based on skill, stat and diceroll IMO.
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Adrian Morales
 
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Post » Mon Nov 08, 2010 3:29 am

As to what mini-games i would like... I cant really say but they should be governed more by skills, S.P.E.C.I.A.L.s and maybe even perks as oppose to just player skill. I would want more than just XP and caps for playing said games as well.
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Setal Vara
 
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Post » Mon Nov 08, 2010 9:12 am

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


We agree completely on this one. :thumbsup:
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Arrogant SId
 
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Post » Sun Nov 07, 2010 8:10 pm

Won't the casino gambling be considered a mini game? Is that what you're talking about UnDecaf..?
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Devin Sluis
 
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Post » Mon Nov 08, 2010 5:28 am

geez a lot of lazy people here, what next ya want them to revert to the turn based system so you don′t have to do that oh so sweaty job of pointing the gun?
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Jacob Phillips
 
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Post » Mon Nov 08, 2010 3:16 am

As to what mini-games i would like... I cant really say but they should be governed more by skills, S.P.E.C.I.A.L.s and maybe even perks as oppose to just player skill. I would want more than just XP and caps for playing said games as well.


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?
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pinar
 
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Post » Sun Nov 07, 2010 9:25 pm

geez a lot of lazy people here, what next ya want them to revert to the turn based system so you don′t have to do that oh so sweaty job of pointing the gun?

Yes?
Scratch that.
I meant:

Yes!

[edit]
Or maybe not completely reverse the system but giving us the option to play turn-based would be awesome.
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Chloe :)
 
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Post » Mon Nov 08, 2010 4:01 am

geez a lot of lazy people here, what next ya want them to revert to the turn based system so you don′t have to do that oh so sweaty job of pointing the gun?


Lazy? How about character based instead? You know, like an RPG? :)

And yes I'd like a TB system. Not a revert, but progression at this point. :)
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Veronica Flores
 
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Post » Sun Nov 07, 2010 9:34 pm

Lazy? How about character based instead? You know, like an RPG? :)


well last I checked rpg stands for role playing game


not number crunching game.

As long as you play a role it shouldn′t really matter if it′s you or your character pulling the trigger.

it′s just a left over from the old days the RPG= number crunshing due to game limits.
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Lauren Denman
 
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Post » Mon Nov 08, 2010 10:53 am

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 think it depends on what type of mini-game we are talking about.

Take a poker game for example; Perhaps there could be a perk that allows you to cheat in card games and in poker it allows you to hide a card in your sleeve. Luck could determine how likely it would be to get caught playing the pocketed card. Speech could govern if you could talk your way out of the situation without getting into a fight. It would still require the player to actually play the game but said things would also effect the overall outcome.

Now for lockpicking; I thinks that it could be a blend of Oblivions way (But much harder) and F3's way. Luck along with lockpicking skill would determine your success. Allowing you to attempt locks out of your skill range but usually ending in dozens of broken lockpicks.
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Marion Geneste
 
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Post » Mon Nov 08, 2010 1:46 am

Lockpicking was boring because it looked the same and had the same principe every time. It made me think that every lock in the game was the same, but thats just silly.
They should make different kids of locks and also locks that need other stuff to pick open.
Oh well.
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Stephy Beck
 
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Post » Mon Nov 08, 2010 3:02 am

well last I checked rpg stands for role playing game


not number crunching game.

As long as you play a role it shouldn′t really matter if it′s you or your character pulling the trigger.

it′s just a left over from the old days the RPG= number crunshing due to game limits.


Well, yes. A role playing game. You play the role of another being that has its strenghts an weaknesses.

That's how I normally understand it.

Virtual larping is another topic, let's keep this one on minigames.

I think it depends on what type of mini-game we are talking about.

Take a poker game for example; Perhaps there could be a perk that allows you to cheat in card games and in poker it allows you to hide a card in your sleeve. Luck could determine how likely it would be to get caught playing the pocketed card. Speech could govern if you could talk your way out of the situation without getting into a fight. It would still require the player to actually play the game but said things would also effect the overall outcome.

Now for lockpicking; I thinks that it could be a blend of Oblivions way (But much harder) and F3's way. Luck along with lockpicking skill would determine your success. Allowing you to attempt locks out of your skill range but usually ending in dozens of broken lockpicks.


Oh, I agree. Though I must make myself clear... Gambling must/should be based on minigames, but more crucial things like lockpicking and hacking - I think - should not. They should be based more on character skill than the players agility with mouse or controller.

I'm quite sure there can be lockpicking and hacking systems that employ both in a same degree, but how would they work? What would their premises be and how would they prevent the playerskill from taking over?
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Katy Hogben
 
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Post » Mon Nov 08, 2010 5:50 am

Lockpicking was boring because it looked the same and had the same principe every time. It made me think that every lock in the game was the same, but thats just silly.
They should make different kids of locks and also locks that need other stuff to pick open.
Oh well.

Yeah this would at least be some improvement.
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A Dardzz
 
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Post » Mon Nov 08, 2010 9:38 am

Well, yes. A role playing game. You play the role of another being that has its strenghts an weaknesses.

That's how I normally understand it.

Virtual larping is another topic, let's keep this one on minigames.


agreed, well I would not mind stats having some effect, like adding/reducing the difficulty, but I still feel it should be something the play does because...well being of the NES generation I think the player should play the game...not the game playing the game
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Kirsty Collins
 
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Post » Mon Nov 08, 2010 5:35 am

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

AKA, take away from the Roleplay? No thanks.
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Beat freak
 
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Post » Mon Nov 08, 2010 9:51 am

well last I checked rpg stands for role playing game


not number crunching game.

As long as you play a role it shouldn′t really matter if it′s you or your character pulling the trigger.

it′s just a left over from the old days the RPG= number crunshing due to game limits.


If you go by that definition solely, every game is a role playing game. Are you not playing the 'role' of Niko in GTA, or Marcus in Gears of War, etc?
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Lisa
 
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Post » Mon Nov 08, 2010 1:34 pm

AKA, take away from the Roleplay? No thanks.

I don't get it. :(
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lydia nekongo
 
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Post » Sun Nov 07, 2010 11:32 pm

If you go by that definition solely, every game is a role playing game. Are you not playing the 'role' of Niko in GTA, or Marcus in Gears of War, etc?


exactly, just RPG usaly have a greater freedom in how you design your character, but besides that calling it a RPG shouldn′t automaticly mean number crunching.

heck that′s the main reason I like Fallout 3 and Oblivion, the freedom to make my own character, and then Immerse myself by swinging the sword or shooting the gun myself, feel the action.
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WTW
 
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Post » Mon Nov 08, 2010 8:53 am

AKA, take away from the Roleplay? No thanks.



I think you got it backwards.

RPG's test your characters skills, not your skills, mini games are just dumb.
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Sheila Reyes
 
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