Are minigames necessary?

lfgals1

Newbie
Sep 7, 2022
35
38
I'm going to say that I don't think every minigame is bad. The real sin, in my book, is that the vast majority of mini-games don't serve the main function of a porn game, to get off.

If people just wanted instant fap material they would just grab a porn video and call it a day. People want their porn to be interactive if they are coming to games, and almost by necessity they want it to be longer form than a video.

Theoretically mini games could be a part of the "long form interactive erotica" function. Hell, there are games that include mini games that are part of that function. The Headmaster's punishment scenes are a mini game that the players of that game love. Those scenes build up the erotica tension, progress the character's story and are lead ins to the big payoff scenes.

The problem is that too many devs are doing what y'all are writing about above. Just throwing in mini games that don't serve the function of their game.
 

desmosome

Conversation Conqueror
Sep 5, 2018
6,147
14,164
When devs think mini-games, they often think random puzzles like picture sliders that has no in-game explanation of existing or mindless grind padding like pressing spacebar fast or some QTE. I don't want to speak in absolutes, but really... are there people that actually enjoy that stuff? Or are they just putting up with it?

When I think mini-games, I think of things like FF7 Gold-Saucer or Witcher 3 Gwent.

Mini-games should be something legitimately fun on its own merits as a means to take the mind off of the main story, and the players should be able to decide when/if they want to engage extensively with the mini-game. In most cases, devs do the exact opposite. No wonder people hate mini-games and any attempt at amateurs trying to do game design.
 

GNVE

Active Member
Jul 20, 2018
687
1,152
I make my minigames for several reasons. Most importantly, because I enjoy making them. The usual routine of adding text and visuals can be pretty grindy. Having something that requires more coding breaks up the monotony.

Secondly, I want my game to require a bit of thinking and puzzling because that's what I enjoy myself and it's supposed to be a detective/mystery/alchemy kinda game, and appropriate puzzles is one way to add to that. I always try to make the minigames have a meaning in the game, like solving alchemical symbols, or identifying parts of a distilling apparatus, to also add to the story and general atmosphere.

Not everyone likes minigames, but if done well and suiting the game as a whole, and not too hard, I think they can be a good way to add some variety to the players. How fun is it to just click and read? I prefer something different now and then.
I think you hit the nail on the head. A lot of dev's put in minigames to put in minigames in the game. Thinking how it becomes plot relevant makes it more fun. Also not throwing in a dozen things trying to see what sticks helps. Morningstar has one mini game that is polished and they stick with it.

For another perspective a decade or two ago most porngames where minigames. Flash shovelware, strip casinogames etc. While there where more complex games there weren't all that many.
 

sneakypriest

Newbie
May 7, 2023
17
2
Because its good for stretching playtime and making it look like the game has tons of content and shit. (Hello Summertime Saga lol.) :ROFLMAO::coffee:

That said, minigames can be fun if enough effort and thought is put in them and they give some solid rewards or/and exclusives.
Hell, you could even hide some hidden quests behind minigames and stuff like that.
People just aren't very creative, and so most of those minigames turn out boring as shit and are basically a massive waste of time.
Yes, I agree about stretching playtime, and yes, Summertime Saga is guilty, and yes, minigames can be fun if done correctly and for the right reasons. My original post was based on the current game I'm playing - Milfy City. This is a prime example of minigames not done right.
 

sneakypriest

Newbie
May 7, 2023
17
2
I make my minigames for several reasons. Most importantly, because I enjoy making them. The usual routine of adding text and visuals can be pretty grindy. Having something that requires more coding breaks up the monotony.

Secondly, I want my game to require a bit of thinking and puzzling because that's what I enjoy myself and it's supposed to be a detective/mystery/alchemy kinda game, and appropriate puzzles is one way to add to that. I always try to make the minigames have a meaning in the game, like solving alchemical symbols, or identifying parts of a distilling apparatus, to also add to the story and general atmosphere.

Not everyone likes minigames, but if done well and suiting the game as a whole, and not too hard, I think they can be a good way to add some variety to the players. How fun is it to just click and read? I prefer something different now and then.
As a game developer, i appreciate your response, and I like your ideas of how to incorporate mini games. This is an example of how to do it the right way. My problem is with the current game I am playing. I am currently at a point where i need to acquire $1000 and the only way to do that is through mini games, where the max you can win is $50 per play. This, to me, is just unnecessary. I'm glad you put actual thought into your mini games. I will be checking out your work. Thank you!
 

sneakypriest

Newbie
May 7, 2023
17
2
View attachment 3777914

Because they want you to spend hours doing something instead of consuming content AKA it's content padding. They do it because content is sparse, it's as simple as that.
And this is what I don't understand. They spend hours creating content (goo or bad), but then, instead of saying "look what i created" they say "hey, look over, here at this useless thing". Seems counterproductive to me.
 

sneakypriest

Newbie
May 7, 2023
17
2
Because its good for stretching playtime and making it look like the game has tons of content and shit. (Hello Summertime Saga lol.) :ROFLMAO::coffee:

That said, minigames can be fun if enough effort and thought is put in them and they give some solid rewards or/and exclusives.
Hell, you could even hide some hidden quests behind minigames and stuff like that.
People just aren't very creative, and so most of those minigames turn out boring as shit and are basically a massive waste of time.
I agree, and have said this in previous comments, but yes, mini games can be fun and made to be important, and I have no problem with that. But when they are implemented just as a time waster, it significantly decreases the fun of the game. Yes, Summertime Saga is a rime example. Imagine that game without the grinding! It could have been a top tier game.
 

Insomnimaniac Games

Degenerate Handholder
Game Developer
May 25, 2017
2,881
5,118
I am currently at a point where i need to acquire $1000 and the only way to do that is through mini games, where the max you can win is $50 per play. This, to me, is just unnecessary.
Depending on the engine, you can use to bypass the horrible grind. Not ideal, but it's a way to not lose your mind. :ROFLMAO:
 

sneakypriest

Newbie
May 7, 2023
17
2
This does not need to be mutually exclusive. I don't have any statistics, but I feel most adult devs start with rough outline of a story they want to tell, and not a fun MVP (looking at all the VNs and RPGM games). What happens next is that they look at Chapter I, lets call it that, and say hmmmmm, this feels a bit plain (because it is). So they add a minigame. And a human mind is a funny thing, it's very good at rationalizing decisions it has already made.
Fair point, but to add to what you said, I feel like there should also be a period where they look back and ask "do I really need to do this" or "how does this benefit my game". Requiring people to spend hours (that most of us don't have) doing something just to progress seems unnecessary and off putting. Some people may enjoy that, but it's just not for me.
 

sneakypriest

Newbie
May 7, 2023
17
2
I seriously doubt the whole concept of padding playing time, it just makes no sense to me. there's no lack of people taking 2 years to show up with 2 weeks of work and it never seems to make any difference to their income.

and like who would even see the addition of a minigame as time-padding? they're mostly skippable and take from seconds to minutes to play through. no minigame is gonna add hours to the playing time.
I respectively disagree, with "no minigame is gonna add hours to the playing time." - for reference, Summertime Saga or Milfy City. Play either of them with no mods/cheats and let us know if you feel the same way after.
 
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sneakypriest

Newbie
May 7, 2023
17
2
They do-do it to pad out time though, maybe not every game, or every dev does it, but it definitely exist in some games to pad out time. And then along the way when there is a decent amount of content the minigame sticks out and makes the game seem disjointed at points.

These days though what I've found is games are increasingly using minigames as part of the progression, like if you can't complete this minigame then you can't move forward with the story and there is no way around it or to skip it. That is what I hate the most.

Instead of making minigames maybe that effort should be pushed to actually make a actual game with game mechanics than trying to create a visual novel that plays more like a game.
I agree!! Again, I don't mind mini games if there is a point/purpose. It's the mini games that make you spend excessive time for minimal rewards, be it story continuation or monetary gain
 

Jaike

Well-Known Member
Aug 24, 2020
1,415
4,928
I respectively disagree, with "no minigame is gonna add hours to the playing time." - for reference, Summertime Saga or Milfy City. Play either of them with no mods/cheats and let us know if you feel the same way after.
Exactly. The optimal padding isn't a minigame, but that kind of bad "sandbox". Yes I know many argue that this isn't really a sandbox, save it for a different day. The one that maxes grind and minimises content. Russian devs are especially bad with this, that's why "Russian grind" is a thing.
 

woody554

Well-Known Member
Jan 20, 2018
1,411
1,761
I respectively disagree, with "no minigame is gonna add hours to the playing time." - for reference, Summertime Saga or Milfy City. Play either of them with no mods/cheats and let us know if you feel the same way after.
the SS minigames take seconds and are skippable. the music one used to be difficult before it was made skippable. the pizza delivery takes maybe 20 seconds? and you get enough to buy anything pretty quickly. maybe you didn't realize you can buy faster vehicles to get more pay? and the bank gives you interest.

and in general all the SS minigames fit the lore perfectly, except maybe the weird maze game to raise int. but even that's just an alternative for taking classes.

haven't played milfy city since before the dev dropped it for years, but the only minigames I remember were climbing up the aunt's window which took seconds, and the memory game on computer which is not necessary. oh the pool cleaning which takes seconds. am I forgetting something, or did he add new ones after I've played it?
 

DuniX

Well-Known Member
Dec 20, 2016
1,185
779
There are Game Mechanics that are part of the inherent core of the Game.
And then there are Mini-Games which are usually optional extras.

In Huniepop the Match 3 game is a Core Mechanics from which the whole game and progression is based on.
I think simple games like that can work because simple games can be Fun with some Challenge, it's just that they need the Porn to sweeten the deal to get you to play them.

For Mini-Games it's similar, simple games can be fun and you usually have a variety of more to choose from.
It can work well with Sandbox games as a way to spice up the routine that would otherwise be pointless grinding.