During a recent game of Magic: The Gathering, one of my opponents used a card called “Mine, Mine, Mine!”. For anyone who isn’t familiar with this example of silliness, this means that every card that you have in your library becomes part of your hand. “Mine, Mine Mine!” is part of the more humorous set of cards released during Magic’s life. Natuarally, the idea of comical cards in an otherwise serious game amused me, so I decided to look up some of these “jokers in the pack” and came across a card which (had I the spare cash) I would definitely buy. The card in question is “Enter the Dungeon”, which requires a sub-game of Magic to be played, under the table, literally. This mini-Magic-game made me think about other games-within-games. Now I know that’s a rather large topic to cover, so let’s take a look at a much smaller piece of it: minigames.
Let’s start with some definition: what would count as a minigame? I personally would define it as any game which exists within the game you are playing, yet does not directly contribute to the game’s standard goal. For example, during a playthrough of Fallout: New Vegas, a player will experience lots of opportunities to play Blackjack, Roulette or Caravan. These small table-games are minigames: they are games within the game, that earn caps (money basically), and though, yes, caps help you buy stuff which can help you to win the game, it is more of a by-product than anything.
Like Fallout: New Vegas, other games (such as the Fable series) also feature gambling-based minigames. This is totally understandable for a few reasons. One, gambling is addictive and can encourage a player to spend more time on the game; two, rewarding the player with currency makes it a positive activity for the player, increasing their overall satisfaction with the game; three, gambling is a straightforward template for a minigame as its popularity and simple motives allow it to be translated to pretty much any setting. Bethesda’s Rage also uses this template in its holographic gunslinger board game. You place a bet, roll four dice and depending on what you roll, the gunslinger either kills his four attackers or is killed by them - simple, addictive and actually quite a clever concept for a game. (I have a feeling I may turn it into a drinking game when this article is posted). The second of Rage’s minigames consists of simply getting into a car and racing it. These minigames are all quite easy to find, but there are some that lurk in the shadows, put there as a reward for those who are diligent enough to find them.
"I want a cup of tea!"
I am of course talking about easter-egg minigames. These little biscuits are incorporated into games more for fun than advancing the storyline or developing character relationships. Such an example is found in the funfair campaign in Left 4 Dead 2. You and three of your zombie-hunting buddies have stumbled across an abandoned carnival. After a few levels you may think to yourself, “Wow. Valve have really tried hard to bring variety to the scenery.” when travelling through the sideshow section. These attractions aren’t all just for show. There is a working “Whack-a-mole”, “Strength Tester” and “Shooting Gallery”, all with achievements aplenty, including one of the hardest achievements of the game (but I’ll leave that to you to discover for yourselves). Other hidden minigames require some more “out-of-the-box” thinking, like the low-res games hidden in Call of Duty: Black Ops. These arcade offerings are another basic way to incorporate minigames into stories, even in games where you wouldn’t think they would fit.
"Could you identify the zombie that "ate all your pies" please."
Starcraft 2 features one of these “How did they have time to fit that in there?!” minigames in the form of ‘Lost Viking’, a top-down space shooter. Don’t get me wrong, it’s a great idea. The 16-bit graphics and complete change in genre give the player a welcome break from tackling those pesky Zerg. But is it all worth it? If you play a game you want to play a game, right? You don’t want to worry about the outcome of yet another game within this one. So why do minigames keep cropping up?
I believe it is a combination of two reasons, one financial and one more heartfelt. The first reason being an elaboration of something I mentioned earlier: because it makes us feel like we’re getting more value for money. If we spend time on the minigames we take longer to finish the actual game, which means that we perceive the game to be longer than it is and have more content than it does, associating the developer with value for money. The second reason is that minigames are fun. Not just for the player but also the developer, they give a chance to change the pace and to add a lighter side to what could be a very dark and heavy game.
Whether you enjoy minigames, search for them and take full advantage of them, or hate them, avoid them and couldn’t care less about them, it must be admitted that they are incredibly useful and sometimes even powerful devices within the gaming industry, for changing how we feel about a game, helping us become more immersed in it or cementing the realism of an environment or world in which a game is set. For this I feel they must be respected, but what do you think? Do you feel more satisfied after playing a game incorporating minigames? Are there any noteworthy games-within-games that I’ve left out of this article? Let the world know.
I’ll see you in a nook or cranny that most people don’t investigate.