Mini-games - we’ve all seen them.They can be found in some of today’s top titles, such as Grand
Theft Auto: San Andreas, and they go all the way back to old NES games like
Blades of Steel and Super Mario Brothers 3.With digital storage increasing in size to astronomical proportions and
console and PC performance reaching levels that make technology from two
generations ago look like pocket calculators, the resource hit to current game
development to add mini-games becomes infinitesimally small.As long as developers see the value of
adding mini-games to their projects, the gaming industry can expect to see
these video game featurettes to continue to proliferate.In some ways these games just stand out as a
miniscule point of interest, but often they can be used to illustrate to a
gamer what is truly fun about video games, and to show how far we’ve come.Finally, mini-games may be the solution to
the abandonware and intellectual property rights conundrum.
Mini-games aren’t an entirely easy concept to define, but
they can be broken down into three main categories.On one level they exist as a slight departure from standard
game-play, but are still essentially part of the game as a whole.On another level, mini-games are
full-fledged games that reside within larger titles, and are often hidden or
are provided as un-lockable easter eggs.In a third way, mini-games are provided as slight entertainment to keep
gamers occupied during load screens.The latter of these three interpretations of a mini-game isn’t seen as
frequently as in the past, but there is a reason for this, which will be
discussed later.
Examples of the first two types of mini-games can be found
in Rockstar’s blockbuster hit, Grand Theft Auto: San Andreas.Departure type mini-games are fairly
abundant in GTA: SA, and they integrate directly into the progress you make in
the game.Things like the ability to
play a game of pool, or gamble on roulette are examples of mini-games that
exist within the greater picture.These
activities are helpful to your character in that they help to build up your
financial status or increase your luck attributes.Yet, on their own some of these games can be played independently
of wanting to actually progress in the larger GTA environment.It is perfectly reasonable to assume that a
gamer may wish to fire up San Andreas just to play a few racks of pool or a few
hands of blackjack.Furthermore, some
of these mini-games are more entertaining and immersive than full blown casino
or pool titles of the NES and Atari generations.The second form of mini-games: full-fledged titles that exist
within a larger game, are also found in San Andreas.While walking around the San Andreas environment, arcade consoles
are often encountered which allow players to interact with games like Duality
or Go Go Space Monkey.Although the
games are small, arcade-style games, they still exist almost independently of
the whole Grand Theft Auto game.Duality, for example, is an Asteroids clone.It has its own set of rules, graphics, physics, and AI separate
from those of Grand Theft Auto.Duality
is its own game, you just have to be playing GTA: SA to be able to find it.
Gambling within a game certainly isn’t a new concept.RPGs and third-person action games have been
doing this for years.Typically, there
isn’t an entire casino to wager in, but often you can waste an hour of your
time engrossed in a simple game of blackjack.It is important to note that there is a line between departure
mini-games and using game elements as a tool within a lager title.For example, the memory game that was
utilized in Super Mario Brothers 3 in order to gain various power-ups cannot be
considered a mini-game.The reason for
this is because you cannot spend a great deal of time playing the memory game,
since it is a passing interface, or a small bonus.You essentially have little to no control over when and with what
frequency you will play the game.Some
of the mini-games in the Blitz and Hitz series also fall into a gray area.Although these mini-games can be played independently
of the greater game, they really exist more as a game mode, in part because
they are available from the main menu.A better example of a departure type mini-game would be the target-aim
mini-game of Legend of Zelda: Oracle of Ages.Another would be the Mario Brothers game that existed within Super Mario
Brothers 3 (when trying to steal the other player’s power-ups), which mimicked
the original platformer that was popular in the days of Donkey Kong.
Full-blown games within a game are also reasonably common in
the video game industry.Adventure
games were a common genre for featuring these types of mini-games.Space Quest 3 and 4 offered the Astro
Chicken mini-game, which mimicked some popular arcade style games.Perhaps a better example of including a full
game within a larger title is the old Lucas Arts game, Day of the
Tentacle.As many fans of the adventure
genre SCUMM games of the 80s and 90s know, Day of the Tentacle was the sequel
to the classic, Maniac Mansion.During
your adventure in DotT, players come across a computer that can be booted up
within the game.Turning on the
computer fires up a built-in copy of the full Maniac Mansion game.Thus, when gamers purchased Day of the
Tentacle, they were in fact buying both titles in the series.The only caveat was that you had to find
Maniac Mansion within Day of the Tentacle in order to be able to play it.This is wildly different from the inclusion
of Go Go Space Monkey and Let’s Get Ready to Bumble in Grand Theft Auto: San
Andreas, since Maniac Mansion was a known title with a much larger scope than a
simple arcade game.
As was mentioned earlier, load screen mini-games are
something that most gamers are familiar with, but have been lacking as of late
in current titles.Obviously, a load
screen mini-game is simply a small game that is available to play as a
component of the larger game is being loaded off of the storage medium.Legally, most game companies aren’t allowed
to present mini-games during load screens anymore, due to a patent issued to
Namco in 1995.The details of the
patent (which is available here)
aren’t as simple as protecting the idea of playing a game as a section of the
game is loaded.Most of the verbiage of
the patent deals with the definitions of loading, recording medium, and keeping
the player interested in the game.There is a lot of legal jargon in the patent, and perhaps it is possible
to work around Namco’s load screen mini-game exclusivity, but it probably isn’t
worth it to game companies to butt heads with Namco just to provide a 15 to 20
second load screen game.
[
1 |
2 |
Next: (Where are Mini-Games Going) >>
]