I've searched for a previous thread, but found nothing which really sums up the concept in general. I know people who love them and people who hate them, but where do you stand on minigames? Do they add or subtract from the experience and why?
To clarify I am referring to games which augment skill progression (speechcraft and lock-picking in Oblivion specifically)
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Within Oblivion there were two obvious ones, one which I thought was done reasonably (Security) and one done poorly (Speechcraft). Both were quite repetitive, but I felt the security one was at least a meaningful skill test, whereas speechcraft was just silly.
Additionally the games largely detracted from the skills in general as they allowed players to exchange player skill for character skill.
More broadly, I consider Oblivion's combat system to be effectively a minigame too. In essence its all about learning rhythms and timing (kind of like guitar hero). Combat positioning is also player-based rather than character based and can massively affect the combat resolution (levitate?). Likewise sneaking is also player based in many contexts. Thus the idea of extending these 'gamey' mechanics to other aspects of the game appeals to me.
I feel there is probably room for improvement for each of these minigames (I've written some ideas in other threads). However, there is also room for more games like this for other skills. Take Armourer for example. Repairing is little different from point, click, %check, repair/break. This could easily become a minigame where you have the item image up with patches of red and green and choose various parts to repair by clicking on them. Having high armourer could also repair adjacent parts etc etc (I'm not advocating this particular game, just giving an example).