This got me thinking, what about in-game mini-games?

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This got me thinking, what about in-game mini-games?

Postby dunno6988 » Mon Dec 05, 2016 3:14 pm

So I found this thread (viewtopic.php?f=40&t=52195) looked around and came up with an idea sorta...

What if there were in-game mini-games, like for fishing, building, etc... that require a long time to finish (for the sand clock to fill up) More than couple of minutes

For example: for fishing there would be a mini-game (like one those flash/browser fishing games where the hook goes deeper into the water and when fish swim by press space to quickly pull up or something like that) that if successful get more than one fish, get higher quality by couple percent or something like that, but without making it too OP so it would be just a mini-game to keep the game interactive rather than watching for the sand clock fill up.

Anyone else have better approach to this idea for related things in the game?
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Re: This got me thinking, what about in-game mini-games?

Postby LadyGoo » Mon Dec 05, 2016 3:23 pm

We have held 2 casino nights last world at our market.
We have been using the dices for playing various games. However, it is quite challenging to do mechanics-wise. And there is not much incentive (profit/benefit/easiness) to play in-game at all unless some large group (for now only ours for 2 worlds) would be willing to host something like that.

As for other types of the mini-games, IMHO, we won't see them anytime soon. The devs got a long list of things to work on first (not in order):
- Map generator (seen them mentioning taking a note on changing some things about it);
- Kingdoms (some major balancing stuff);
- Global quests (people were asking for higher diversity / resolving walling issue);
- Quests for the noobs (still needs some work to make the game user-friendly);
- Guilding balance (they've mentioned they haven't finished it yet);
- Sieges (they've mentioned they haven't finished it yet);
- PvP / combat system (not sure if they're content with it right now, but it definitely needs some changes in the future);
- Floating-points / bridges / walkable walls / knarss / birds / whatever;
- Trading / barterstand system (they've mentioned they have some ambitious plans for them).
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Re: This got me thinking, what about in-game mini-games?

Postby dunno6988 » Mon Dec 05, 2016 3:32 pm

LadyGoo wrote:We have held 2 casino nights last world at our market.
We have been using the dices for playing various games. However, it is quite challenging to do mechanics-wise. And there is not much incentive (profit/benefit/easiness) to play in-game at all unless some large group (for now only ours for 2 worlds) would be willing to host something like that.

As for other types of the mini-games, IMHO, we won't see them anytime soon. The devs got a long list of things to work on first (not in order):
- Map generator (seen them mentioning taking a note on changing some things about it);
- Kingdoms (some major balancing stuff);
- Global quests (people were asking for higher diversity / resolving walling issue);
- Quests for the noobs (still needs some work to make the game user-friendly);
- Guilding balance (they've mentioned they haven't finished it yet);
- Sieges (they've mentioned they haven't finished it yet);
- PvP / combat system (not sure if they're content with it right now, but it definitely needs some changes in the future);
- Floating-points / bridges / walkable walls / knarss / birds / whatever;
- Trading / barterstand system (they've mentioned they have some ambitious plans for them).


Will this game ever get to the "finished" state? Since it seems for it to be "released" might take a decade, but once we get to beta/released state it would be best sandbox, crafting, survival game out there. besides it already being best.
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Re: This got me thinking, what about in-game mini-games?

Postby Granger » Mon Dec 05, 2016 4:41 pm

dunno6988 wrote:Will this game ever get to the "finished" state?

As the devs put it: Ethernal Alpha (=never).

Which is a good thing as this means that there always will be new stuff and improvements.
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Re: This got me thinking, what about in-game mini-games?

Postby shubla » Mon Dec 05, 2016 5:01 pm

dunno6988 wrote:Will this game ever get to the "finished" state?

It might remain unfinished forever.
Eventually comes the day when there's no one to develop it.
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Re: This got me thinking, what about in-game mini-games?

Postby Ysh » Mon Dec 05, 2016 5:05 pm

dunno6988 wrote:So I found this thread (viewtopic.php?f=40&t=52195) looked around and came up with an idea sorta...

What if there were in-game mini-games, like for fishing, building, etc... that require a long time to finish (for the sand clock to fill up) More than couple of minutes

For example: for fishing there would be a mini-game (like one those flash/browser fishing games where the hook goes deeper into the water and when fish swim by press space to quickly pull up or something like that) that if successful get more than one fish, get higher quality by couple percent or something like that, but without making it too OP so it would be just a mini-game to keep the game interactive rather than watching for the sand clock fill up.

Anyone else have better approach to this idea for related things in the game?

General argument against these is that it is just circumvent by bot.
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Re: This got me thinking, what about in-game mini-games?

Postby jorb » Mon Jan 02, 2017 1:25 pm

I like minigames if they are seamlessly integrated into normal mechanics. Ad-hoc stuff just for the sake of it I like less so. Also can't be something which is just a bot waiting to happen.
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