PhoenixSoul

Games within a game?? (Arcades, Casinos, etcetera)

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Has anyone ever made a portion of their game where a character can play a game, whether for fun and/or for financial gain?

 

Like, having an arcade where one can have the main character play the hardcore Arcade Tetris, or a racing game, or what have you, or to go into a casino to play Blackjack, Craps, Roulette and so on?

 

If so, did you use scripts, common events, combinations of both, or something different altogether?

 

Me personally, I've had a hard time trying to event slot machines (though when I made a game in RM for the PSX this was no problem at all), but it would be cool to have, especially with animated graphics for the arm and the moving reels...

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First, if this is being done via MV, I can help ya.

 

Anyway! I've actually run a casino through my game, and the king is a master gambler. If you're curious on said king's name, search up Lek Nisshoku on the forums here. But let's get down to one thing.

 

Is this a go all in and break the bank or come home broke? Arcades are alright, but generally more revolved around minigames. There are other ways, yes, but I feel you should look at how Madagascar implemented their arcade machines to get a grasp on how to use them.

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@Rezanta While this was meant to be a conceptual discussion, to answer your question, VX Ace (my computer is incapable of running MV).

 

Yeah, Mini-Game distractions, though I'd rather see someone whom has figured out how to have a Tetris game in a RM engine...

 

Casinos are cruel, but the games are fun. Slots, Cards, Dice, and so on.

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Casino games will be hard to pull off in Ace in any way that looks polished and professional. I did manage to create an archery game like the ones in Link to the Past, but never anything where the player enters a completely different game like Tetris. I'm sure it can be done, but the level of skill required is likely going to be expert mode, and you also have to take into consideration how long it would take to implement. Minigames are awesome, but ultimately superfluous unless you'e making Mario Party type game. It may not be worth the time and energy to add.

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@lonequeso Yeah, like I said, this is purely conceptual. All this would really do is add a layer of everyday life depth to any given game. I once knew how to code a basic Tetris game in C++, but C++ and Ruby are like comparing an apple to a car tire.

 

Superfluous, yes, that's the word. But for some, that's what they look for.

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I think the question to ask is if the minigames are actually meaningful. There are so many games with little minigames that don't actually do anything for the game as a whole, or were are abuseable to hell and back with savescumming and just act as a cheep way to get infinite monies. Doing something like the Chrono Trigger  and Final Fantasy 7 thing where a few of the minigames are actually sort of integrated into the main story at places but can be replayed later as a side activity kinda works, as does the way Final Fantasy 8 had a whole kind of other side aspect to the game with it's card game which let you try and play with random NPCs. But random gambling dens doesn't really work too well in most games with any kind of save scumming possible.

 

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If you're asking if they're meaningful to the story, rarely. Same for the core design of a game unless minigames are the core concept. Minigames are fun though. For the most part anyway, and give the player something different to do. That's incredibly meaningful. If it wasn't devs wouldn't waste their time and resources with them. Ultimately the goal of any game is to entertain your audience. Minigames can add to that experience. If the games also grant some rewards whether it be gold or custom gear or whatever, it's just icing on the cake. 

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Me! Me! I make all mini game with common event, and some call script!:lol:

but does put mini game in a main quest still count as minigames? because I make player must defeat undine not by battle but by black jack! and to defeat gnome by shooter system! and etc etc etc.:huh:

 

yeah I make hidden casino, where they can gain more gold or loss em, if they not lucky enough.:giggle:

still I was getting worried if player keep wasting their time just to get small gold, even though they can get more by beating monsters...:(

but that not only reason, I also put some rare item there, and I'm afraid they'll burn the casino because it's just has 4% chance to get it!:P

 

lol about these minigames, I think it would be waste if you just put slot machine without know it used or no, what I'm trying to say is some people think minigame is just small part of the game so most of them might just ignore it, expect there something big on it, so that's why I put some minigames in main quest, even they loss ore fail, at least they have try that minigame, like it or no they are the one to decide to play it again or no.B)

 

about save stuff, that might just work for some kind of big gambling(A gamble with huge wage), I mean who going to play black jack and lose a bit money then go back to title screen then load and play again just to get it's money untouched, that sound troublesome, and what more is if that game have fake loading screen.:lock:

 

Man I don't like worte long stuff like these, since I'm just simple minded person so that's all.:giggle:

:lol:hurray for minigame!

;)I like play minigame y'know, black jack, poker, slot machine, shooter(not very good at it), press right button(guitar hero alike(I'm not good at it too)), tetris, and lots more...

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7 hours ago, lonequeso said:

If you're asking if they're meaningful to the story, rarely. Same for the core design of a game unless minigames are the core concept. Minigames are fun though. For the most part anyway, and give the player something different to do. That's incredibly meaningful. If it wasn't devs wouldn't waste their time and resources with them. Ultimately the goal of any game is to entertain your audience. Minigames can add to that experience. If the games also grant some rewards whether it be gold or custom gear or whatever, it's just icing on the cake. 

 

I mean meaningful to the over all experience really. Like my feelings with quests, it's a fine line between 'giving the player something to do' and 'introducing another arbitrary hoop to jump through'. It's also a fine line between 'useless feature that doesn't have any impact', and 'annoying thing you have to do to get something you really want', or even 'abuseable thing that can totally break the game'.

 

Honestly it's one of the reasons I really like how the card game in Final Fantasy 8 was handled. You can get some really good rewards from it, but for the most part it was almost a 'parallel game' so to speak. It's a new way of interacting with the same npcs (even having it's own button), evolves just enough with different rule changes that it remains interesting throughout the game, but I don't think it really quite rewarding or exploitable enough that playing it becomes 'necessary'.

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4 hours ago, Kayzee said:

I mean meaningful to the over all experience really

So did I. Most of the time, mini games are optional so there's no extra hoops to jump through. If the mini-game isn't optional then you better damn well make it worth the player's time.

How well you design them is an entirely different matter. Pretty much anything can work in a game if you can make it not suck. I think the problem with games sometimes is they try to do too much extra shit instead of focusing on the core elements. That's how you get games that are just a mishmash of random stuff that fails to deliver or is medicore at best.

 

Like I said before, minigames are awesome, but also superfluous. They should be one of the last things developed especially if you have small team. Bigger studios have the luxury of having thousands of people of staff. It's insane to see how many people are on a modern era game's credits. Those studios can afford to add a bunch of extra stuff, and even they still screw it up.

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You do realize that being a 'big studio with thousands of people on staff' means pretty much zip when it comes to game quality right? More people = More management = More oversight = More budget and time constraints. Small teams are actually much better at doing superfluous crap because they don't have a pointy haired boss breathing down their neck. Or they shouldn't anyway, in the real world it's much more messy. But if you are doing the game on your own, might as well add as many minigames as you damn well please. Won't really automatically make your game good or anything, but who's gonna stop ya? Me? I am not your boss, go nuts!

 

I do hope I offer some good advice sometimes though, so I advise you to be careful about it, that's all.

 

 

Edited by Kayzee
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10 minutes ago, Kayzee said:

...but who's gonna stop ya? Me? I am not your boss, go nuts!

 

lmfao

 

I will, gladly.

11 minutes ago, Kayzee said:

I do hope I offer some good advice sometimes though, so I advise you to be careful about it, that's all.

 

Yeah, you do, and in some cases, that and much more...lol

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