Plot dependent mini games, are little games that must be completed for the game to continue, or the mission to continue. The Mini-Games sometimes seem out of place in the game, such as in Final Fantasy X-2 doing a back rubbing game. If you fail the minigame then you have to restart it or skip the mission.
But I was thinking... "Why".
Why should your progress in a mission be dictated by using a skill that is normally not required in a game. I can understand games having them as a way to reak rewards that are not needed to complete the mission, but minigames that HAVE to be done in order to pass are just plain annoying.
If I'm playing an rpg and am worrying about attacks, getting my white mage to buff my black mage, I shouldn't have to worry about a quick time minigame or a memorization minigame, or suddenly being told a vague clue then told to go find what ever they were talking about.
That's not why we play games, if we want mini-games plaguing the games then we'll buy a Wii. I can fully understand mini-games used as a system for offering bonus' but giving minigames that may be very difficult for some due to it relying on skills that you don't have, or are not "needed" to play the game is just plain fool hardy.
Now Mini-games that play off of the skills "needed" for the game is a different story, as those can be enjoyable and depending how they are implemented can make sense in the situation and add to the immersion.
[HEADING=1]TL;DR[/HEADING]
Can you name some plot dependent mini-games that were silly, or out of place for the game?
Also why do you think Dev's implement mini-games like the aforementioned.
But I was thinking... "Why".
Why should your progress in a mission be dictated by using a skill that is normally not required in a game. I can understand games having them as a way to reak rewards that are not needed to complete the mission, but minigames that HAVE to be done in order to pass are just plain annoying.
If I'm playing an rpg and am worrying about attacks, getting my white mage to buff my black mage, I shouldn't have to worry about a quick time minigame or a memorization minigame, or suddenly being told a vague clue then told to go find what ever they were talking about.
That's not why we play games, if we want mini-games plaguing the games then we'll buy a Wii. I can fully understand mini-games used as a system for offering bonus' but giving minigames that may be very difficult for some due to it relying on skills that you don't have, or are not "needed" to play the game is just plain fool hardy.
Now Mini-games that play off of the skills "needed" for the game is a different story, as those can be enjoyable and depending how they are implemented can make sense in the situation and add to the immersion.
[HEADING=1]TL;DR[/HEADING]
Can you name some plot dependent mini-games that were silly, or out of place for the game?
Also why do you think Dev's implement mini-games like the aforementioned.