PlaneShift
Gameplay => Wish list => Topic started by: Skain on June 02, 2003, 03:38:03 pm
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This was mentioned like 10 pages back or something but id really like to know if people had any good ideas for card games, or mini games within the game. Id really love for the pieces used in the mini games to have some kind of collector value. Any ideas anyone? anyone else support the mini games theme?
(if u dont know what i mean i mean something like the card games from ffVII and ffVIII)
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Yea, I like your idea.. Card games within games is great fun :) I remember my golden days as Might & Magic player (sadly those days are over due to the latest and utmost horrid release M&M IX) In M&M 7 and 8 there was a game called Arcomage and it was played a bit like Magic: The Gathering, and yet so wonderfully different and simple that it kept me playing... I loved beating all those gruff tavern keepers with my superior tactics, but if PS choses to involve something like card games I would appreciate something original (like Arcomage) instead of the old fashioned boring games like poker and blackjack... boy, do they suck!
Magic is a great game, and if cardgames should be implemented, I would like them to be a bit like Magic...
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Let\'s do it one better by having some form of gambling involved. Say each person could put up an item or some coin, winner take all.
There should be games of skill, but games of pure chance is fun too.
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Gambling is yet implemented ;)
Meet with other players, everybody drops one crystal, use the /roll 3w6, The winner gets all the crystals ...
I think such card games could be a nice workout :)
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beza1e1 ,
Thats no where near as fun as putting some money on the table and throwing down a challenge. ;)
Gambling would be nice.
The best form of gambling would be a commodities trade for trade skill oriented characters.
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how about marbles? ...you\'d just have to gather some players together (like that would be hard! :rolleyes:). they\'d make a little hole (or a circle) in the ground and each player would in his turn fling his marble towards the others and the one that has the most marbles in the circel/hole wins :] ...that\'s how we played it when i was young
...about the implementation: maybe looking at the foobiliard or GLbiliard source would help ...it\'s basically a similar principe
P.S. AFAIR the one the won could take one marble he chose from each of the other players
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I like this idea, but what if each time you won a tournament, you won a rare card? this rare card could summon the monster it shows once a day. you can also play it in the card games. it would be cool to see 2 cards battling in 3D..
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What about something like Pokemon? Dont knock it yet!
You train a pet, feed it, teach it, etc. Then you take it to the arena and fight it. I think that would be fun. Especially if the pet was the one you travelled with.
Trying to think of more ideas is all.
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yes small games are an exellent feature.. gambling with currency or gems could get well agressive... especially if you could fight to get them back.. you could get banned from the bar! :)
\"YOU CHEATER!\" *uproar*
\"HOW DARE YOU!!\", he growled, \"YOU\'RE AS BAD AS GAMBLING A SYOU ARE FIGHTING!\"
\"THAT BE FIGHTIN\' TALK THAT BE!\"
*rumble!*
a small fight could start.. maybe have the camera\'s pan around the 2 fighters as they battle and other people can carry on chatting or watch them kick each others ass..
ok.. so it\'s alot to take in.. but keep it simple and it\'s bound to get some laughs.. roleplaying is fun you know!
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Now one thing is for sure...
Bar fights most definitely have to be implemented. No drawn weapons, no chance of death, just fight for the heck of it. Militia could throw you in jail for an hour or so. Would be a nice touch, dont you think? ;)
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*Votes for bar-fights* :))
Will chairs, tables, bottles, guests etc. be included in the fights? Ah, I really hope so :D
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lol
Well, you could have the chairs, bottles, etc marked as wield-able weapons. You would have to put things in there like respawn of items, (because they would break on 1st hit), non-removable from the bar, etc etc.
The element would be nice for the game, but it may be too much work.
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i just had an idea, anyone remember that old card game top trumps? (for those who dont know what i mean heres a simplified spoof of it http://www.bbc.co.uk/cult/quiz/trumps/cult/index.shtml)
Each monster could have one of these and players could challenge each other to play. And using this you could even have 4 or 5 players at once. :D :D
the way id see it played is that each player would have 5 cards and u could choose which card to play for which category, and whoever wins the most out of so many rounds wins, oh and if u win a round u get the opponents cards, every card would have a weak point, but obviously the higher lvled monster cards would be better and so rarer. Id even be willing to draw the pictures for them myself. oh and the winner overall gets to pick one card from each player :D :D
anyone else like the sound of this? it would also be the easiest to implement.
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Skain that\'s a must have! Also marbles and other mini games would be great.
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I also think that mini games would be great. I know i loved spending time at the golden saucer in FFVII just because of that.
Everything from contests to competitions could be revolved around these mini games.
ie) Like a carnival of sorts... have dagger/dart throwing competitions with prizes, jousting, races (on dragons/griffons/horses or whatever), duels (computer controlled or PvP), magic displays etc.
But instead of having some events deal strictly with character stats, it could deal with actual skill (ex. dart throwing dependent on speed and direction of mouse movement) and in turn would allow for more involvement of newbies and veterans alike.
As well some mini games that deal with problem solving would also be cool. Again, this could be open to everyone in the game, and a prize could be given to those who solve the puzzle first.
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If we want to go with a strategic long card game, our best bet would probably be something similar to Magic the Gathering. You know, the original card collecting game. It\'s really quite cool, though I\'ve never taken the time to learn it fully.
But, we might want to go with something simple, easy to learn, and fun. I remember a card game from Tales of Destiny 2 which was very nice, simple, quick, but fun. I forget exactly how it was played...
Or, we could do both :P Maybe we could have the same card decks for both types of games, because they both play with cards which have monsters with attack/defence points.
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Yeah, magic like card game. I played that for a year or three, but then i started selling my cards because it was getting so bloody expensive. I\'d like to see this in game, as well as the marbles, as well as the barfights. I think you should be able to play a game without betting for once, it\'s an option you might be able to select before playing a minigame. you slect the person you want to invite to play with, you select the game, and tnen something like \"play for money ?\" pops onto your scren, and you should be able to say no. Both peope should say yes before a gambling element is added to the game. You can then putting money on the game, and voila: you\'re playing.
Basically what I\'m suggesting is a very simple minigame menu, containing the different types of games, an invite player section, play for money, etc... You could add this mini-game window somewhere near to your chat window...
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I\'d like to see it these things myself, I\'d love to see poker tables in game, but I wouldn\'t wanna see em wasted, on ac, they have chess now, but no one ever plays it, I love chess, but I can never find anyone to play with cause no one\'s interested in it... a magic style game would be cool too, but they would have to write up rules, and all that, and they have enough on their plates as it is... now if someone were to write up a game to include, with rules, leaving few details out, but willing to let them make any changes they see fit, it might make things more manageable for them.
(imagines himself getting a royal flush in game... and dying of a heart attack on the spot)
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on the topic of mini games a fun basic mini game that could also improve your running skills could be tip yes Tip I used to play this in atomic blue but i can\'t now because there are to many people on that look alike so maybe I would like to see say a group of players group and then one of them offers to play Tip \\play Tip then the others accept his offer who want to play.
Then the person who offered to play gets a flag with a symbol on it and he is in the others get blank flags they get 10secs to run away and when they get tipped there flag also gets a symbol on it. and every game of tip has a different colour flag so as not to get confused with other games of tip
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whats tip? ive never heard of it, is it same as tiggy?
(m from Yorkshire so if it aint got a ee by gum in it i daant know what tha talkin\' boot)
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well it does have other names like Tag and if you don\'t understand that the basic concept of the game is you have a group of people one of them is in the must tip or tag whatever you want to call it the other people when they are tipped or tagged they join the player intrying to get the other players and tagging or tipping them untill either everyone is tipped or untill there is only one person left and they the last person left or tipped is in
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What about the almighty Tic-Tac-Toe? Or Chess?
Perhaps a little to non-fantasy..
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Well, Chess has been around for 1500 years. Maybe a chess-like variant?
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A card game like the one in FFVIII would be great. Then when you won you would be able to pick one of the opponants (i know i spelled it wrong) cards. Then if you got a glimmering card with a \"Strong\" Creature on it, you would be able to summon the creature once a day. but only the glimmering cards. Then the different glimmer cards would have different abilitys. such as Full heal and Pure magic. like spells you cant learn as a human but only the cards had.
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How about a cross between a card-game and reality?
You could actually summon the creatures you see on your card and play as them.
Something like in battle-chess where you get a chance to whack the enemy, even if he attacked you first. A card-game that includes both logic and brute force. Or perhaps a dynamic game like kung-fu chess? You\'ll never have to wait for your turn :)
http://www.kungfuchess.com
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should add an icon to the inventory that says \"cards\"
when u click that a list of people that also hit the buttons be on the screen. u select someone you want to play with. when u select someone both of ur names leave the list if both players have chosen to play. both of yall should be transported to a pitch black room with a big stone playing field and play YU-GI-OH (lol) or something as simple as yu-gi-oh u should be able to buy cards from the store, and by and trade with people in the planeshift game.
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Hey hey don\'t forget dices! :D
Some 3-dice game would be fast and easy to play. Bet your money/stuff for a game and the winner gets it all. I think it might be easy to implement too.
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I like the card game idea a lot. It would be nice if some of the monsters dropped some of the cards. Say the monster dropped the card with its face on it. Or dropped the card that had one of its touted abilities with it.
But we need to do here\'s come up with some decent rules. Say a monster has an armor class hit points in damage ability in line with the game. Other cards can have spells on them that are used in the game as well. Then you would have gem cards that would have to be paid to pull out the other cards. Each gem cost would be labeled on the card you want to play.
Well it\'s a beginning anyway.
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the cards could be done by clicking on special tables in bars, you sit down, when you get four players, it draws everyone a hand, and the game goes from there, could even be a special set of emotes or automatic animations, you know?
I think poker would be a lot more difficult online, cause you can\'t watch other players facial contortions or nervous habits...
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Theres all of that, but what about racing? Ground and air, if they get transportation in planeshift, then you could challenge someone to a race if they have a trained transport. if they accept, they appear on a hill far away. the first person to reach town wins. You can try to slow the other racer down by using attacks, etc.
(Example)
Player 1: hey! I\'m bored, wanna race?
Player 2: Sure!
*they both appear on hill with their bug like trained monsters*
*they race and reach the half point, when player one casts stun on player 2\'s monster.*
*Player 1 reaches finish, and player 2 waits for stun to come off*
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That sounds pretty unrealistic...
I would rather see races at the arena where the spectators could bet money on who comes first.
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Why not make a deal with Wizards of the Coast to implement magic: the gathering in the game? Then you could buy cards from shop, with those cards construct a deck and challenge other players, and keep it exactly like M:tG. (ghehe, I would own)
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Originally posted by Skizzik
Why not make a deal with Wizards of the Coast to implement magic: the gathering in the game? Then you could buy cards from shop, with those cards construct a deck and challenge other players, and keep it exactly like M:tG. (ghehe, I would own)
Would be cool, but I don\'t think that Wizards are going to just give their game to a free mmorpg... Wizards would just consume PS and try to earn money off it.. and we wouldn\'t like that now, would we..
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heh, skizz, I like the idea, but xal is right
tho it could be real cool, I\'d like to see the monsters come to life when you\'re playing, summon a raging goblin and it\'s right there in front of you...
then I could do as I\'ve wanted to do since I lost my first game, and kick it\'s $@#king teeth in
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I don\'t know if the copyright model would work with this game. I believe this game is based on a GNU concept which would make this a legally challenging issue. The two copyright models are incompatible I believe. Which would mean were back to making our own game.
For all of you of that have seen Yu-gi-oh the television series they have an interesting concept. The cards can be made to come to life on a tournament floor. In the previous post I mentioned using monsters that are already in the game. It would save on modeling time. You probably wouldn\'t see animation right away, after all the game is only in Alpha stage now. But if we can come up with good rules for card game here and kept it in card form in the game, it might get popular enough to warrant building an arena.
And how cool would that be.
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hehe, we could have the next big TCG on our hands, and it wouldn\'t even be on paper cards :p
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OK, so we all agree that it should be some sort of cardgame.
Question number one: Do we want it to be some sort of poker, or do we want something like Magic, where you summon creatures using your cards (am I right?) ?
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well from others post so far Im thinking its leaning towards the latter, I know its definately got to have some kind of collecting and card values involved to interest myself.
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I sorta see it like this, but these are just my ideas, and they\'re probably way off
you can buy card box(inexpensive), which holds all of your cards and opens a sorting interface when used, then gather cards in a number of ways;
buying a small booster set, with five or ten completely random cards, could be literally anything, but it\'s expensive to buy them this way
trading, of course, use the interface of your box to move a card into your inventory to trade
random loot, any monster can give you a card that is appropriate to the monster, say you kill a goblin, you could get a goblin card(to add variety, you could have multiple lvls of the same monster available, say a goblin could be either a drunken goblin or a ferocious goblin)
a one time quest to earn a starter deck, again, completely random
then you create individual decks, which you name
sorting your cards into two stacks, effects and monsters, the first step would be to summon a monster, which is random according to what is in your monster stack, which can be up to half your cards(decks must be within 50 cards of one another to be played against one another, and a deck must be at least 100 cards, with no maximum limit) then you draw a hand of five-seven cards(just approximating) from your effects stack, every game turn, you are given the opportunity to use an effect card. when a monster dies, any effect cards that are associated with that creature dies with it. to dissapear back into your card box for the length of the battle
cards that have effects would include cards that
give you the ability to summon more than one monster
give monsters abilities-otherwise they just use a basic attack
allow your turn time to speed up
increase a monsters stats
and so on
basically the combat and turns goes like this
for the monsters, it\'s real time, they attack as normal
for players, every ten seconds a turn comes along, at which point, you have the opportunity to play one of your cards
now, feel free to tell me how badly I thought this out...
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I like the complexity in what you are proposing tyger, but in some way it seems like it would take up too much of the main concept of the game..
I think you should be able to just battle via something else than an arena, but I don\'t know exactly what... I don\'t like that a feature that maybe not all players will participate in would require an entire arena for playing... but that\'s just my oppinion...
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well, it would actually make it fairly simple to do, basically, the monsters are already there, and it would use the same animations and all, the only thing that would change is that each monster card would have it\'s own monster stats and maybe something unique for rare cards. The effects cards are would largely be like buffing your monster so it has a better chance of winning
the reason that I set it up the way I did is because I think it would be cool to have tournament 1000 card games where it would be possible for people to have 40- fifty monsters duking it out at once. a monster battle would be cool to watch, hell it could be a spectator sport
course, I really have never designed a game before in my life, so I don\'t know what I\'m talking about
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:o don\'t tell me you people have forgotten about this, it would be really cool to see some form of card game in here, at least it does to me!
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I dont think people have forgot about it, its just come to the stage where we have an idea almost everyone agrees would be cool so theres not much left to discuss, we just really need a word from the devs on wether it would be possible to happen.
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Now this all looks really cool! personally i would like to have a card game whit good plain playing cards and then some of those monster poping *PUFFF*cards!! :D
now i think here is good list of features so why not make a list off funcitons and make pit details to them and send them to http://sourceforge.net/tracker/?atid=358...amp;func=browse. !!! whgatsa saayyyy?
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But since the basis of the game is taken from M:TG where you are a mage, won\'t fighters and the sort be a little akward, or is that just me?
I suppose since you are playing a game in a game, you would be able to be the wizard in the cardgame as a warrior in PS... phew I\'m confusing myself and I think I\'ll stop rambling now...... :)
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Perhaps the cardgame is to complex to implent, perhaps something a little less complex? How about something that reminds of pokemon?
*ducks the flying shoes*
I mean, think of it, its not THAT bad.. or, well... ya..
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But since the basis of the game is taken from M:TG where you are a mage, won\'t fighters and the sort be a little akward, or is that just me
actually, the basic idea came to my mind thinking more of yu gi oh, saw it on television at my parents house, the other day, but this is independant
no you\'re not a mage, the basis of this is magical cards that can rarely be found on monsters, some of them have their souls ripped from them, and stored in the cards, becoming monster cards, others will lose a skill, the basis of this idea could be that monsters have given themselves instructions on paper in case they forget their skills. of course, like I said, all this is very preemptive without a whole lot of thought behind it yet
and I don\'t see anything that complex about it personally, basically, you have an item that causes a creature to spawn on the spot, but it doesn\'t have a specific aggro upon spawn, once the opponent summons another monster, it\'s AI kicks in and attacks the other monster, the monsters fight and
and it\'s not difficult to program a timer that flags you as able to use an item every 10 seconds...
the only big problem I forsee is the same problem everyone has with mmos
lag, imagine losing your first battle before you realise your monster had been summoned
oh, and to expand on the rules, the game would be over when one player was out of monsters to summon
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Id rather see that you could summon between 1-5 creatures, when they are dead, you lost the game. And how about making this into 2v2, 3v3, guildvguild? Many possibilities.. could we have a devs opinion?
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well, I don\'t think it would be that hard to set it up so that it would be optional to use 3-5 monster battles, the larger number would allow you to have monster battle-royales tho, you know what I\'m trying to say here?
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I think it should just be kept one-on-one for starters.. if this is to be the case, I still think it\'s going to take up a lot of the game...
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I still think it\'s going to take up a lot of the game...
how do you mean take up a lot of the game? it wouldn\'t take a lot of programming
or do you mean it would turn into the main feature of the game? I doubt that would happen because of all the other features that are being planned.
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I think how to proceed is reasonably straightforward. In order to make a card game that works in a computer game first we have to make a card game that works well with cards. You just print them out and then use them. Once it seems to work well with cards then you can implement it in the computer game. One key factor is to test out the balance in playability.
They don?t need any fancy graphics because initially it just comes down to rules and numbers. All we need is generic template. We make about 100 of them on card stock say six per sheet and play test it with buddies and friends around our areas. If an idea comes up you can take an essentially blank cards and fill in the properties with the pen.
What we probably need from this thread is generic rules. What constitutes a win what constitutes a loss? How is the full round played? Is the object win two out of three? How can we incorporate magic? What we need is the basis for a card game.
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that wouldnt\' work with the game design i\'ve been talking about though, because of the randomness as well as two words, real time combat, if one monster is faster than another one, there would be no way to implement that effectively in a turn based card game.
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I think I understand what yal mean by the Yu Gi Oh idea and the summoning monsters, but the 10 second delay is not enough... have you ever seen what a mass of creatures can do to any games FPS :) ? It\'s still a really good and the most viable idea so far though so here goes:
Soul Trapping - The Game and Trade Skill
(Just the name of the skill not Game)
This skill system is much like Final Fantasy 8 and 11
I know this is long I\'m sorry but I think it\'s worth it!!!
The only argument is that it will take up alot of the game - I\'m interpretting that as meaning that it will take alot of play time since afterall what is a game without it\'s community? So, the game should be fairly hidden(with the exception of maybe a very large coliseum style arena for official guild matches - I will get to arena specs later though). Seems like the best way to hide it would be to only devote a handful of NPCs to the teeching and sale of the card game. Although buying cards is nice and all, I want you guys to think back to where that idea came from? - Wizards of the Coast sells Magic. Why - Because Wizards of the Coast cant tell it\'s 8 yr old fans to go kill a Red Wyrm and seal its soul into a card. Fortunately for us and for the people that argued that this game would take up too much time this game will have monsters for us to fight (eventually). As previously stated : \'monsters should be able to drop their own cards\'. That is a pretty good idea. But, you have to ask why would a monster drop a card? \"Yeah I\'m such a vain little goblin that I had some little Japanese guy take my picture, hook it to a baseball card, and then staple it to my head for you to find!\"
Therefore I would say that the idea is sound - different types of monsters should only be able to give their respective type of monster \'card\' to the game... but some sort of skill should be necessary to retrieve the card from the monsters - you people can decide that but it seems like the most relevent way would be something involvng the monsters souls or karma - this game seems fixated on gems so far (hehe) so you could use a skill to attempt to trap a dead monsters soul in a gem - there are already different grades of gems and the quality of the monster that you trap would be determined by the quality of the gem that it is trapped in. For example: trap a dragon in a ruby and it is an ok dragon; trap it in an amethyst and it royally sucks (for a dragon of course); and trap it in a diamond and it recieves \'uber\' stats. Obviously it should be extremely difficult to soultrap (I know I\'ve heard that term in another game so sue me, hehe) powerful creatures without a high soul trap skill. It should also be noted that the grades of gems are more difficult as well. Although trapping souls would seem to be magic, it might be said that it is a matter of willpower and skill, so not to exclude warriors and rogues and make your card game only wizard playable. (Of course you can always trade your trapped souls, which should be well labeled mind you to other players).
The best feature of this system is that it both discourages and promotes playing a straight \'soultrapper\' character. Let me explain: To kill extremely hard monsters will require extremely tough player characters. Obviously if you\'ve invested your time and points into \'soultrapping\' you will get toasted by the first goblin you see much less a Red Wyrm. So you will either have to make a half and half Adventurer-Soul Trapper (which would make you play the game :) ) or make a Glass Menagerie character who HAS TO PARTY :) to reach dead corpses to make soul pieces. Notice the emphasis on either working with other people or playing the original game to get to the mini game. I know alot of you are card game Gurus who want to be able to play the game from the getgo - but cmon devs wont allow that and you know it.
(sorry this is so long but I like saying/writing down everything that comes to my mind lest I forget)
Great now that you have A: created a viable soul hunter/adventurer and trapped a large assortment of souls B: made a soul hunting party and trapped souls or C: traded with a soul hunter for a large assortment of these soul gems - what about the game? The Yu Gi Oh Idea is great since as a person said earlier \' the monsters are already there\'. This leaves less work for the devs and that is always a good thing (especially when trying to add games INSIDE their game, hehe). The 10 second timer on the other hand needs to be adjusted. Whoever here thinks lag spikes CANT exceed 10 seconds when in an arena with numerous people and monsters should either toss their Alienware computer out the window and get an older model or just accept the fact that most people\'s computers wont be able to handle that... or at least not without some modifications to the game.
The actual arena is going to take some tricky coding - for example what keeps a wizard from launching a fireball at his opponent\'s creature? Or arrows? etc. etc. Another problem: The soul gems can ONLY FUNCTION IN ARENAS!!! or else people will start summoning monsters etc etc to fight for them which would reak havoc on skill balancing.
So here is how I think the arena should be set up: Imagine a square coliseum with a large square pit in the middle, surrounded by walls and each side of the pit has a transparent cube for the respective player combattants to stand in while they are playing. The soul gems should only function while they are in these boxes - which should have portals leading in and out of them before and after matches respectively. I think the number of creatures in the field should be restricted to keep back the EVER powerful lag monster. Although to keep the game interesting every 20 seconds or so players might be able to use spellgems or some such to boost their monsters, curse their opponents, etc. etc. These gems could be acqired through another skill - although this would most likely be an Enchanter only skill.
You can decide the gameplay beter than I can, but it seems to me like whoever has the last monster standing wins the round (this will have to be done in rounds to keep the number of the monsters on the field to a playable amount). The number of rounds in the match and the items, gold, loot, gems, whatever riding on the match could be determined before the players began each cube could have an accept feature to join the match similar to consentual dualing and trade windows.
Of course there could be uber-rare powerful monsters that only spawn with NPC (or even GM) quests and that would add to the hunt for extra good \'cards\' to keep the card playing and normal Planeshift communities together. And I\'d like to harp again against \'booster packs\'. This isn\'t Wizards of the Coast! It has to tie into the game so there shouldnt be booster packs or card vendors everywhere. Keep the number of NPCs who know about the mini game down hide the BIG arenas. Make people master Planeshift if they want to master your mini game!
Well, thats my 2 cents worth (after a bit of inflation). Sorry it got so long, but if you guys want a good mini-game I think that would take the cake. And the \'soul\' idea as well as the \'gems\' are only examples feel free to look at them from other perspectives.
*phhhewww* C\'est fini
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In order to direct your discussion to something more reasonable. It is Highly unlikely that we would put any Magic/Yu-Gi-Oh type game in PS. However we have occasionally discussed adding games that date more from mideival times and would fit into the world. Rather than a game that is modern and has been added to the game to keep people from being bored.
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sounds good, do you intend to get ACTUAL medieval games? I\'ve played a few and most arent that exciting...
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anything that wouldn\'t be considered modern is more what we\'re going to consider. Ie no collectible card games, arcade games, etc. Ancient games like go, or games that seem more like them are more likely to be included. A new game that could have been played in the dark ages are a deffinate possibility. Ie games involving Stones and sticks, not paper or computer.
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again makes since - have you ever read the Wheel of Time Series?
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Hi i used to play runescape (lame as hell) but it did have this wierd minigame called castle wars where theres two teams and each has a flag and its liek cpature the flag. you pick up the flag wich will start being a weapon then u run to your castle when u get the you put it in the flag holder and your team gets a point each game goes for 20 mins i think. its like team on team when u see someoen from other team u can kill them without challengin them.and each team would have a different couloured cape and hood and if u had armor on ur back or head ud have to take it off thanks and dont get up me for talkin bout runescape.
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Hi everyone
In addition to social freetime activity, I\'d like to see minigames used in other purposes. In many games there are minigames for certain skill use or special event. Some of them are more complex than others, but I still consider them minigames. Those are often very fun and add nice little variation and depth to the main game. They also make the game more unique, memorable and addictive.
Completion of the minigame would ensue successful skill use, while failure would result in some negative consequences (trap sprung, alchemical reagents exploding with stinky fumes). In general, I think a minigame could fit any happening that 1) doesn\'t take place too often, 2) requires precision/concentration, 3) doesn\'t have to be hurried(allows player to stand idle for a while).
Examples:
System Shock - picking locks, breaking security blocks (connect cables, minesweeper variant)
System Shock - cyberspace (low detail space flight/fight)
Final Fantasy 7 - Chocobo race (much like car race, but with chicks)
Final Fantasy 7 - Shin-ra march (press correct key combinations)
Final Fantasy 7 - materia (different combinations form different results)
Betrayal at Krondor - word chests (like number code locks, but with letters and riddle)
UFO Enemy unknown - intercepting UFO (select behaviour of your fighters)
Return to Krondor - picking locks (use right tool to right device)
Hellbreath - fishing (press button when percentage is at maximum)
Diablo 2 - socketed items/runewords (add&mix attributes to your equipment)
Diablo 2 - horadric cube (transmute items into different ones, using certain recipes)
Mechwarrior 2 - mech loadout (make best use of space, mass and criticals)
Ultima Underworld - runestone magic (combine right runestones to form a spell)
Ultima series - magic reagents (combine right reagents to form a spell)
Syndicate - research (allocate resources to certain areas)
Master of Orion 2 - almost everything (ship design, tactical combat, planet management, research)
Star Control 2 - planet lander (2d flight/resource collect game)
Star Control 2 - ship construction (pick&mix devices to your starship)
Arx Fatalis - magic (draw magic symbols with mouse)
In PlaneShift, we could use minigames for eg. alchemy/mixing drinks/cooking, smithing, mining/prospecting, glyph combining, picking locks, setting/disarming traps, fishing, language translation, quests, musical instrument use/singing, dancing, equipment repair, painting art, hit combos/martial arts, haggling, player houses, map making, animal training/charming, resting/dreams*,...
*some of them don\'t have to have any real meaning, just be fun.
Ps. While in minigame, background music is vital :)