What's your opinion on mini games?
what kind of mini games were you looking for.
what mini games are you expecting?
I pretty much know there won't be a pokemon mini game.
Yeah I know Guild Wars started the pokemon mini game thing, but after the bashing that WoW is getting for doing it, we can pretty much assume that this won't return to gw2, because people may also complain about it in gw2 as a clone or something.
For me, I would like a tower defense game in my MMO I am playing. Maybe even a coop tower defense. Would be cool if somebody could pull off a live action tower defense game, like a combo of "Tower Defender" and "Final Fantasy Crystal Defenders"
also a FPS mini game would also be cool if done well, while keeping the theme right.
Philosophy of MMO Game Design
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As long as the mini game is fun, adds some variety and is multiplayer in some fashion; then ArenaNet must find some way to get it in there. I find myself constantly going back to Starcraft 2, not just for the Protoss action but because people have created some really fun custom games like Nexus Wars and Star Battle. That's what I think the mini-games of Guild Wars 2 have the potential to do... To add a bit of veriaty and longevity to the game.
The kinds of mini-games that come to mind are:
- Something MOBA inspired, or they could just have that as a new PvP type... whatever.
- Something like World of Tanks (with Charr tanks).
- A co-op tower defense game like Sanctum.
- A Commandos vs. Minstrels Arena ^_^
I like em compared to most, I don't know if it's a mini game or not but the fact they'll have a bar fight sounds hot as hell, now how far they go with it is the question, as well as the snowball fights, golem fights, and something were you can shoot little gnome looking things out of a canon.
I saw that Charr have vehicles, I have a feeling that they will be a mini game or used for an huge boss fight or something. Same with the blimps.
Your idea is good as well bro.
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I see nothing wrong with it, there are different degrees of fluff and as long as the game is on a solid non fluff foundation some fun fluff on top is fine to me. I liked the jousting in WOW, even UO had non UO things to do later on. I think it needs to be less mini games and more an emphasis on player competitions outside the non fluff gameplay. I think a good example would be the boxing matches in Fable or something like that, chariot races. I dont see the harm in that kind of thing as long as it fits in the game world.
Philosophy of MMO Game Design
I think it would be fun to have a lounge in the main city with some card tables, or other grp Gambling activity where u were playing against other players for their gold instead of the playing agiant the house. sit down with strangers or sit down with guildies. would be a cool way to socialize with your server.
would be tight to have a guild card night =P take some of your guildies gold, talk shit to eachother over vent. would be a cool brake from exp and stuff.
The way mmo's were: Community, Exploration, Character Development, Conquest.
The way mmo's are now : Cut-Scenes,Cut-Scenes, solo Questing, Cut-Scenes...
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I have always been a massive fan of mini games or whatever you want to call them.
Based on my own experiences an MMO that only has combat as its core function gets tiring pretty quick. Single player games do it a lot better so its not enough to keep players going.
I played Vanguard from launch for 6 months due to the crafting which had a mini type game. There were days when my clan and I would craft and try and produce uber items. It gave us a chance to do something besides fighting.
In Fallen Earth I have spent a lot of time playing black jack in the underground bunkers. This has also been a great break from fighting.
An MMO needs a variety of options for players. Mini games can be useless so they need to be worked just right but for me they are essential.
Card games in a tavern would be awesome (vanguard had a decent card game for diplomacy)
I think its less fun things for you to do and more of a matter of fun things for your character to do. If you play a card game thats pretty boring and outside the game, If however its like the boxing matches in Fable or the Jousting in WOW thats character involvement in the world through a not exactly purely mechanical reason. The reason I bring up fable during these matches all the towns npcs would get exited and go watch the scheduled even you were taking part in, you might be a great over powered character and get your butt kicked. I think things like that are a prime example of how to implement fluffy features tastefully without over doing it, because you can really overdo fluff.
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Having more things to do in an MMO is never a bad thing.
I'm all for them.
Er, the more the better?
I may not like or want to play it, but someone else will. Variety's rarely a bad thing.
:caveat: Make sure the players know this isn't taking away dev time from more 'serious' content. Give it a team of its own. Good place for training newer coders.
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Not true, however you won't get anything close to what an actual FPS would have due to the controls they would have to add. It would be a shooting gallery, which is already something that will be in the game.
Guild Wars managed to add a racing mini-game using beatles, so anything is possible mini-game wise for GW2.
Minigames I think are one of the things that impressed me most about GW2.
I watched a video for another game one time before it came out, and this developer was saying something like "this is one faction's capital city, and in here you'll find your bank, your AH, your trainers, all the stuff in an MMO city, you'll find it here." When those developers were making that game, they made a list of all the things they felt they needed to include, and they included them.
ArenaNet on the other hand was asking what could they do to make their cities more social. The minigames give people something to do in cities while hanging out with their friends. They add content, they open up different avenues for achievements and even gear.
They also serve another purpose. Minigames and the personal story will help keep the different cities active, so it won't be like WoW where two cities are heavily populated and two are ghost towns. Or at least less like that.
I think Icewhite brings up a great point. These are the kinds of things which can add a lot of longevity to a game without taking up a massive amount of resources. It's like those Hearts in the open world. While a farm isn't under attack by a DE, a person there can feed some cows or something. Not everybody is going to want to do it, but a common complaint with games is that there's nothing to do but combat. Some people are going to love it.
As far as Polymock is concerned, I would be absolutely shocked if they didn't include it. I know WoW is getting backlash from being too kiddie oriented lately, but I don't know how you have 30+ minigames in GW2 and not include that one without getting backlash from GW1 fans.
I did find this interview.
Q: Will Polymock come back as an activity in Guild Wars 2?
John: The original version of Polymock was one of those instances where we had something that we really wanted to be able to do, but we weren’t able to see it fully realized in Guild Wars. Polymock was one of Colin Johanson’s side projects during Eye of the North. He envisioned it as something that was fully turn-based, a very different game unto itself. It would have played up the collectible element, and the meaning to bringing different pieces into the game. Unfortunately, that wasn’t something we were able to do at the time with the resources we had, but it is something we can do with Guild Wars 2. So if you see Polymock making its return, it will be in a more robust implementation, to reflect what we had always wanted it to be.
It's not confirming it, but this is saying that their engine would be able to support their original idea for it. It also says that it was Colin Johanson's baby, and he's their lead content designer. If anybody is going to be able to successfully lobby for it, it would be him. This makes me think we won't see it in its GW1 form though.
"Gamers will no longer buy the argument that every MMO requires a subscription fee to offset server and bandwidth costs. It's not true you know it, and they know it." -Jeff Strain, co-founder of ArenaNet, 2007
I can't follow your argument about why a form of polymock can't return. When have ArenaNet ever cared about bashing of others , when they recived praise for there own stuff? Or do i miss something ?
I can't follow your argument about why a form of polymock can't return. When have ArenaNet ever cared about bashing of others , when they recived praise for there own stuff? Or do i miss something ?
i personally hope they will introduce rankings for all the mingames. But then i am a rankings addict and would love to see rankings for all and everything.
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
I like doing the mini games in guildwars, right now they have a 2 PvE snowball fights and two pvp snow ball fights, one is a DotA style fortress assault pvp game, the other is a capture the flag with one flag that spawns in 4 different locations.
Hope to see more of these in GW2.
Be prepared to see those in GW2 too, some of the devs are big Dota/Lol fans.
I also hope that there will be a lot of minigames that you can play against other players.
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
I don't play that many minigames but it have been a few.
Snowball fights are probably still my favorite from the first GW even though the bug race was fun the first few times as well.
I want a tournament minigame myself. Jousting,grand melee and so on.
I'm very opinionated concerning "mini games".Yes it's a "hot button" for me. To me they connote those instanced fighting games .Like the ones SWTOR seems so proud of.Given the precious resources every company has to husband to make the best game possible...I cannot undersand why any compay would not make a better crafting system....or a better persistent 24/7 realm vs realm conflict experience to suplement their pve experience.
I'm sorry...by "better", do you mean better than other games, or better than what GW2 is offering in these areas?
We don't know much about crafting, other than that it's supposed to be less grindy than other games and will feature discoverable recipes.
But as far as World PVP goes, GW2 is offering 3 way PVP against two other servers in a 24/7 battle that lasts two weeks. At the end of that time, servers are matched up against new servers of equal strength based on W/L record and population. The battle takes place over 4 huge maps which can have at least 500 people in them. It features artillery, destructable environments, PVP dynamic events like trying to defend or disrupt a supply chain from a mine to a keep which would improve the defenses of the keep if successful.
They've in no way ignored the things you find important. I personally think they're going to do a fantastic job with them. Minigames are just something they're doing in addition.
"Gamers will no longer buy the argument that every MMO requires a subscription fee to offset server and bandwidth costs. It's not true you know it, and they know it." -Jeff Strain, co-founder of ArenaNet, 2007
Mini games can be the key to mundane tasks like farming, crafting, npc social interactions, etc) The mini games themselves must be addictive and well thoughtout though with progression
The crafting minigame in Vanguard was allready close to perfection.
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)