Minigames Versus Processes
July 30th, 2010
Chris Smith I enjoy trade skilling in my MMOs. I like to create things for my own use, for use by others, or for sale. I think it’s as close to “user created content” as most MMOs are willing to get these days, but when most titles focus so heavily on killing, maiming and destroying, it’s sometimes nice to build something instead.
I do have a problem with most trade skill implementations, however, in that they’re far too oversimplified for my taste. In World of Warcraft, Lord of the Rings Online and others, harvesting materials is merely a matter of clicking on the resource and receiving the bounty, and the use of the materials is nothing more complex then ensuring that you have the proper quantity on hand. Thankfully, some titles like Vanguard and EverQuest II have more complex construction mechanisms that involve decision making and character skill values that can make or break a crafted item – literally. Part of my problem with overly simplistic systems is that I want to feel that I have accomplished something, and am not simply transmuting from one state to another.
But are these systems “processes” – systems which require steps, decisions and maybe some skill – or are they “mini-games”? Gaming seems to be in the throes of mini-game fever. Free Realms is rife with them. Facebook thrives on them. Even Star Trek Online has received what I would consider to be a mini-game now when you scan for resources (a system which I loathe, by the way).
Is there a difference between a “mini-game” and a “process” for trade skilling? Or would the Vanguard and EQ2 systems still qualify as mini-games? Where is the line drawn?
Posted in
Tags: 
