2
Feb

The Mini-game Issue

   Posted by: GarethF   in Game Design Ramblings

Mini-games in RPGs : The Suck, am I right? Mini-games should be kept out of RPGs or at least restricted to a few once-off puzzles, right? Well, except for the combat mini-game. THAT one is fine.

Wait, what? Combat isn’t a mini-game, surely?

Yes, it is. Or rather, it shows that the issue isn’t as clear-cut as all that. What is a grown-up version of a mini-game? The answer is : an integrated subsystem of the gameplay.

Combat isn’t roleplaying. It is easy to ‘roleplay’ without having a set of mechanics designed to model combat scenarios in detail. You could abstract out the whole set of actions into a single combat roll, or a set of combat rolls, informing the player of the outcome after it resolves, in a similar way to handling a lockpicking or persuasion skill check. But few if any roleplaying systems are made without some section of the rules designed to model combat, a legacy of how RPGs evolved from wargames perhaps, or it could simply be that humanity is a violent species and our fantasy games tend to revolve around letting us explore experiences we feel drawn to but can’t or fear to experience in real life, adventure and violence and danger and power, things that combat offers in spades.

Whatever the reason, combat mechanics are generally a large and fundamental part of gameplay in most RPGs, and few people think “aw shit, another boring mini-game” every time they have a combat encounter. I think this is proof that mini-games CAN work, and it also allows us to analyze how a mini-game should work, if you want it to be greeted enthusiastically by your players. I’m going to post up the points I think make for a ‘successful’ mini-game, if you have any points to add feel free to put them in the comments.

Now, a mini-game can still be enjoyable without having all of the following points, I simply think that you need all of these for the mini-game to feel ‘seamless’ to the gameplay. Ie for the player not to consider them separate to the fundamental experience, a diversion. Or worse, a complete waste of time.

*It is worth noting that combat, as a mini-game itself, can fall prey to any of these issues, which generally results in the combat feeling unsatisfying, perhaps even turning the player off the game entirely if combat is the main focus*

*Also note, optional mini-games are excluded. If it’s something the player can choose to trivially circumvent, such as Arcomage here or Pazaak in Kotor, that’s fine. I’m talking specifically about mini-games which are fundamentally integrated into certain gameplay paths ( such as lockpicking) and are repeated throughout the game.*

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1) Complexity. Often the simplest mistake with mini-games is to make them too simple. The type of person who buys a complex and deep roleplaying game isn’t going to be happy if the game forces them to play tic-tac-toe every 20 minutes. Sure, that person might enjoy the occasional game of tic-tac-toe, but anything too simple lacks challenge and variety, especially on repeated play-through’s of the mini-game. Your mini-game doesn’t need to have a gazillion moving parts, it simply needs a large enough solution space in comparison to how many times the player will encounter it.

If you only encounter a puzzle once in the game, a single solution is ok. The more times the player encounters it, the larger the solution space needs to be to provide variety, novelty and challenge. Chess is a good example, there aren’t that many types of pieces but the solution space is vast, enough to have kept humanity enjoying the game for centuries.

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2) Increasing Challenge Over Time. It is an accepted principle of game design that the game should ramp up the challenge as the player masters the mechanics, offering an enjoyable rhythm of increasing challenge followed by increasing reward/psychological payoff. Yet so often this is forgotten when it comes to the mini-games, they stay static. Which is actually the same as saying they get easier and easier, as the player masters the mini-game. If these mini-games are mandatory, they become annoying time-sinks.

Ideally, the mini-game should increase both the challenge AND the range of options open to the player over time, in the same way that combat will increase enemy difficulty but also give them new moves to use in combat.

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3) Supports the Theme and Feeling of the Action Being Undertaken. The gameplay of the mini-game, how it plays and ‘feels’, should be consistent with whatever action or task the player is trying to perform that the mini-game is an abstraction of. Even though a mini-game is an abstraction to some degree for the sake of gameplay, you want the gameplay to give a similar ‘sense’ as the thing being modeled. When you’re trying to hack a computer or pick a lock, playing a game of Mastermind or Hangman or whatever is generally immersion breaking.

Turn-based combat in an RPG is obviously an abstraction but it conveys that ‘chess’ feeling of making tactical decisions on a battlefield. Even though it is an abstraction it doesn’t hurt the feeling of being in battle, it supports it. If you’re trying to model computer hacking, try to create gameplay that gives the player a feeling of penetrating security systems via different hacking attacks rather than a simple pattern-matching memory game.

I’d like to take a moment to point out a type of mini-game which suffers more than others from this problem : dialogue mini-games. The problem is that human speech is incredibly complicated. If you abstract away from direct speech then you can get away with making ‘character interaction’ more mechanical, see the way diplomacy is handled in 4X strategy games, where nations make demands and threats against each other. But the minute you’re face-to-face with an NPC and trying to create the sense of actual conversation, the mechanical and ‘gamey’ nature of mini-games tends to destroy any sense of verisimilitude.

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4) Tied to the Roleplaying Layer. All gameplay systems make use of some set of skills the player has, they wouldn’t have any gameplay otherwise. However, to successfully integrate your mini-game into the overall framework of a roleplaying game, it needs to tie into the roleplaying layer. In other words, it has to involve a mix of player ability and character ability. Your character can’t be an expert lock-pick simply because you personally are good at tic-tac-toe.

Exactly what the balance of player-to-character skill should be in any system is a matter of taste, but I’d say the character influence cannot be so trivial that player skill can easily counteract it. If that is the case, it is no longer integrated into the greater roleplaying game, IMO. Which makes it feel disjointed, separate from the whole.

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So those are the 4 points I think you need to meet in order to avoid the loathing heaped on mini-games. Can we achieve that in all areas? I don’t know. Certainly we can do better in many areas than the current RPG standard. The Thief series showed us the possibilities for deeper stealth gameplay. Games like Space Rangers 2 and Storm of Zehir have added trade and exploration layers. The Ultima series have shown us that morality can be handled with more sophistication than the simple Good/Evil meters that are common these days.

But in other cases it may be better to stick to simple skill checks/no checks if you can’t meet the criteria above, whether due to lack of resources, because that isn’t your game’s focus (Diablo 3 shouldn’t have lockpicking system, for example) or simply because the problem itself is difficult to solve. Better to use a system that doesn’t get in the way than one which actively detracts from the experience. Until we can synthesize human speech, for example, avoiding dialogue mini-games entirely may be the only workable solution.

This entry was posted on Tuesday, February 2nd, 2010 at 9:11 pm and is filed under Game Design Ramblings. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

7 comments so far

Rich Hudson
 1 

I think this was my favorite post to date. Probably because I am facing this in my game at the moment. Specifically with the combat – so you are right it is a mini game which can be hit or miss. Right now combat seems quite boring in my game, and I am wrestling with how to give it a unique flavor. The rest of the game uses behind the scenes skill checks to determine if a player see’s a secret door or lever and whether or not they are spotted by the big bad enemy. Combat right now is just stat based and like so many MMO/RPG’s its just a matter standing in front of the enemy and hoping you roll better. There are spells which you can use to damage from a distance, kite, and break up groups, but it all seems done and done….I think this one issue will be the hardest one for me to solve. Wait did I get off topic!?

February 3rd, 2010 at 5:42 am
GhanBuriGhan
 2 

What would be examples you liked, Garteth? Regarding the difficulty scaling the tube-connecting game in Bioshock worked pretty well for me – hard ones really were hard. (However, the Oblivion game which is your negative example, also worked OK-ish in that respect for me personally – I don’t usually have bad reflexes, but I could never master this game very well, although I know that many other people could easily beat it at all levels)
Regarding lockpicking gamesspecifically, I just wish there would be more variety – there should be different types of locks, just to keep things interesting.
I think another good rule of thumb for a minigame is to ask if it would work as a $2 cell phone game. If it can stand on its own, there is probably just enough gameplay there to keep people interested for the duration of a 40 hour RPG.
Combat as a minigame? PuzzleQuest!

February 3rd, 2010 at 10:29 am
Grandor Dragon
 3 

First time reader. Excellent article. As soon as you move combat and other “mini-games” onto the same conceptual level, it becomes much more clear why lockpicking, hacking, planet scanning etc. suck. Combat is a “mini-game” so good that some games consist only of combat. But who would like to play even 30 consecutive minutes of the Oblivion dialogue game?

If you treat a game like a mini-game, you run the danger of making them bad games. Treat them like combat, and you will end up with a much richer experience.

Perhaps a good test to see whether your mini-game is fun is to play it non-stop for two hours.

February 3rd, 2010 at 1:01 pm
WCG
 4 

Space Rangers 2 did this very well, but for the most part, the mini-games were optional. That’s exactly how I want it. I don’t like some styles of games and I’m hopelessly inept at some of them (usually, but not always, those two categories coincide). But if I can skip those kinds of mini-games and still succeed at the main game, great.

I was hopeless at the lock-picking mini-game in Oblivion. But since I could just use a spell to open locks, that wasn’t a problem. So if a game gives me multiple ways to solve a problem, that’s probably ideal.

But what I really hate are arcade-style or FPS mini-games in an RPG that I can otherwise play with no problem. If I can’t avoid those, or reasonably let the auto-combat handle it, I can’t play them at all. That’s a huge disappointment in a game where it’s just a minor feature in a different kind of game entirely.

February 3rd, 2010 at 5:30 pm
Tuco
 5 

Yes, but rpg combat and chess involve “intelligent” opponents that react to the player’s moves. A lock or any such thing must always present a static challenge.

February 4th, 2010 at 1:22 pm
GarethF
 6 

@ Rich : I hear ya. Creating something new and interesting but still fun is fairly tricky. I’ve written a small post about it in fact.

@ Ghan : Hmm, I can’t think of any which fit ALL the criteria I mentioned above, probably why mini-games have such a bad rep ;)

Arcomage and Pazaak were cool enough, but they were optional and not tied to stats. I enjoyed lockpicking in Thief, but it isn’t really an RPG. The bioshock tubes weren’t bad either, neither was System Shock 2 hacking.

Space Rangers 2 had text adventure mini-games which were done well. It also had a trading layer, but like combat done well it graduated from mini-game to integrated game system.

EvE Online’s scanning is interesting. I found it frustrating until I, eherm, read the wiki. But it is a good example of what I’m talking about. I never got that far in EvE but the ship customizations looked like a mini-game in and of themselves!

@ Grandor/Ghan : Exactly. If a mini-game is good enough to stand as a game on its own, then it COULD be a good mini-game. If it gets boring after 15 minutes of continuous play…forget it.

It does help illustrate why non-combat paths are less supported in RPGs though. Challenging to make the other types of gameplay as rich and diverse. Combat systems have been play-tested since the dawn of gaming. New dialogue systems? Not so much.

@ Tuco : I dunno hey. Some of those Darkspawn have the intelligence of locks, if you ask me :P

No reason why picking a complicated lock can’t involve dynamic responses to player actions. Especially once you add traps. And certainly no reason why you can’t do it with computer hacking. I’m not saying EVERY skill check can be turned into an awesome mini-game, but I think we can probably do better than we currently do.

February 4th, 2010 at 9:27 pm
galsiah
 7 

Generally I agree with the article.

A few points:
First I’d (re)make the point that it’s hardly surprising not to find many successful examples: as soon as a ‘minigame’ is well integrated, people will cease to think of it as a minigame. I don’t think it’s a helpful word for a designer to use in the first place – it generally seems to be an excuse for poor integration.

Second, I think an important point you don’t cover in your four is the range of potential outcomes from the minigame. To look at combat as an example, compare Xcom combat with that of many RPGs; in Xcom there are a wide array of significant combat outcomes: dead/injured soldiers, financial implications, artefacts to research, aliens to interrogate/dissect…. In an RPG, it’s too frequently just win/lose: anything lost in a win can simply be regained by resting/healing/resurrecting. A successfully integrated minigame doesn’t just need to respond to the roleplaying layer – it needs to influence it in as many ways as possible; simple succeed/fail being the worst possible case.

For this reason, I don’t think it helps to talk in terms of a “solution space”. While all Xcom combat outcomes could be seen as ‘solutions’ in some sense, the phrase “solution space” is much more likely to put people in mind of chess. Chess has huge array of solutions, but each is equivalent to three outcomes: win/draw/lose. A designer should be looking for as many ways as possible to connect game situations to higher-level processes; I don’t think that looking for a “solution space” is likely to encourage this.

This also directly ties into your point (2). It’s fine to “ramp up the challenge”, but to do so with a narrow range of outcomes is always going to be a brittle process that’ll fail to cater to a wide range of player skills. It’s hugely simpler if there’s a wide range of outcomes from the start: there’s no need to judge the difficulty precisely, since a player with high skill will simply have a wider choice of outcomes. So long as there are many outcomes, both character skill and player skill can meaningfully change the situation.

Moreover, a wider array of potential outcomes helps to keep the player’s mind on the game situation as a whole. If something is a succeed/fail hurdle with no other potential implications, the player has no incentive to focus on the higher level realities – if he can overcome the hurdle without much trouble, he doesn’t need to focus on the game at all. To take a trivial example, consider something like lockpicking with/without the possibility of being discovered in the act, making enough noise to attract attention, being detected after the fact by someone looking for evidence of intrusion…. If time-taken/noise/accuracy all have an impact on immediate/future discovery, any player always has a challenge, together with a higher level decision on his relative priorities: does it matter if he goes slowly / is seen / makes noise / is discovered later…?? Without any of that, it’s not really integrated.

A wide range of significant outcomes is much simpler to achieve with combat, than with, say, lockpicking (not that it’s impossible – just much harder to come up with many that apply in a general case). For this reason, I don’t think the “Combat can be integrated well, so why can’t X?” argument is convincing on its own – or at least it doesn’t say much about lockpicking and similar.

February 4th, 2010 at 11:39 pm

One Trackback/Ping

  1. Blog of War » Blog Archive » You scratch my back…    Jun 29 2010 / 8pm:

    [...] thread pointed out, one of the problems of non-combat gameplay is, well, the gameplay. I’ve talked about how combat is actually an advanced form of mini-game before. Though mini-games are hated in general, combat is one of the few that are done well enough [...]

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