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This is kind of a hypothetical question, at least in the short term but: what do you guys think of in-game minigames? To give a concrete example, in Bron's Quest, such a minigame could be turn-based battles. In a sci-fi game, it could be something similar to Upgrade Complete, perhaps.

The pros are, the games get more interactive ("gamier") and last longer. The cons are, if you're into the story, you might not want to waste time on repetitive game elements... and also, development would be slower as we'd have to deal with balancing issues and alot of other stuff you generally don't have to worry about when you're doing a pure VN.

Comments

Carl Carter

I don't know if my in favor vote counted, it acted wonky... I'd opt for a skip button for those who hate minigames... Sometimes the story getting broken may be a bummer, too.

Anonymous

Yeah I've played some with a skip button, it was nice. Liked being able to skip when I was into the story hardcore or on other playthroughs or whatever. But I enjoy minigames other times. I voted for second spot but it would show I hadn't voted right afterwards, no idea if it counted.

Anonymous

I'm not really against it, but I would at least prefer that the story be completed before any technicaly unnecessary minigames.

Vibrig Pefjkid

Voting does seem wonky. I'm definitely for minigames - all genres welcomed =)

Anonymous

Im for minigames, but i'd keep them short, so you dont get out of the story

Anonymous

Good idea, and i suppose you could always add the option to turn it off for those that don't want minigames

FooldiverDX

As long as they aren't necessary to complete the story.

Anonymous

I would be down for mini-games in something like Bron's Quest if it gave something extra to your character like a special item/cheat/plot twist/story addition for beating the mini-game etc...

Leveler All

They could be a nice addition, and even if small like Cajun mention, give something to the player, dosen't need to be to relevant, or could be something kinky, something silly, depending who is the npc who you are playing agains, there are many ways to make it interactive.

Anonymous

could make them skippable for those that arent really interested, that way everyones happier

Anonymous

I suppose if the battles where more than just filler, then I would be on board. If you could add some kind of choice to the outcome, say if you primarily used magic over physical attacks, and that in turn had a story element- say adding magic to a sexual encounter, then it would be worth it. Plus, if there were say 3-4 changes based on how you battle, it would dampen the "repetitiveness" of the minigame on subsequent playthroughs.

Anonymous

Hunie Pop did it pretty well, a game that's easy to learn but hard to master, plus ramping up difficulty, but it sometimes made things unnecessarily hard, and it definitely would hurt a visual novel's enjoyment level if you had to retry a minigame 3 or 4 times to progress.

Bigred411

I think if you are creating a larger RPG type game that would be cool.

Anonymous

I'd be okay with it if it was the exception rather than the rule for a given game. Like instead of turn based combat being a regular occurrence throughout it should be something that happens three or four times total- they should be major established events which are just there to spice things up a little rather than a main, regular feature. That would get very repetitive and dull and would limit our ability to the explore the story and the different endings and choices, particularly if the outcome of the minigames affects the story the same way choices do.

DaRgUn_LuRd

Maybe give the option to skip the mini-game?

Blue

I'm for mini-games, particularly if, as Bojangles said, they tie into the sex elements of the VN/game. I guess clothing destruction is done a lot, but it's still kinda fun. Rapelay lies at the far end of that spectrum where the sex *is* the game. Fusing sex and gameplay well seems rare, though; there are a lot of Flash games that do it poorly. As far as skipping goes, I think that skipping mini-games on a 2nd play-through (if the gameplay isn't too integral) is fair.

Anonymous

I feel like if the game was designed around the turn-based aspect it could be excellent. As an example, look at a lot of the games that get ported to, hosted on, or created by Nutaku. They do a pretty good job of making turn-based RPGs that are both simple and rewarding, with varied and well made ecchi scenes. Their only real problem is their translation. Using Kamihime PROJECT R as an example, the further you get into the (relatively new) game, the worse the English gets, and I can't be the only one that feels the eroticism is lost when I have to mentally correct lack of spacing and obvious misspellings. Having a locally made, locally written JRPG-based ecchi game would be excellent.

Anonymous

i'm all for minigames, just don't turn it into meet and fuck

Anonymous

I know it's been a long time, but I think the way "Slave Lord" works is pretty interesting. If you guys can combine your awesome stories, beautiful artworks, and some progressive in-game money making and upgrading system, and character developing system, it would just nothing but STUNNING!!!