How To Pick A Lock Creating Intuitive, Immersive Minigames -Kent Hudson
About Me Creative Director, Midway Austin Unannounced Title (Soon, though!) Designer, Ion Storm Deus Ex: Invisible War (Level Design, Game Data) Deus Ex PS2 (Firefighting) Thief: Deadly Shadows (Firefighting)
Minigames What is a minigame? A small game within a game, with custom rules and controls Why use a minigame? Variation Player Expectation Immersion
What makes a good minigame? Ease of Understanding Does the player get it at first sight? Does it meet logical expectations? Ease of Use Is it simple to use? Is it well tuned and balanced? Immersion Few, if any, layers of abstraction Smooth transition between game and minigame
What makes a good minigame? Rewarding of Player Skill Can the player get better at it? If so, why does that matter? Meaningful Consequences Do success and failure matter? If so, inside or outside the minigame?
Goals Ease of Understanding Ease of Use Immersion Rewarding of Player Skill Meaningful Consequences
Analysis The Elder Scrolls IV: Oblivion Thief II: The Metal Age Deus Ex Saints Row Splinter Cell: Chaos Theory Thief: Deadly Shadows
But first, a disclaimer....
The Elder Scrolls IV: Oblivion
Ease of Understanding - Medium Ease of Use - Low Immersion - Medium Rewarding of Player Skill - Low Meaningful Consequences - Low
Thief II: The Metal Age
Ease of Understanding - Low Ease of Use - High Immersion - Medium Rewarding of Player Skill - Low Meaningful Consequences - Medium
Deus Ex
Ease of Understanding - Medium Ease of Use - High Immersion - Medium Rewarding of Player Skill - Low Meaningful Consequences - Low
Saints Row
Ease of Understanding - High Ease of Use - High Immersion - Low Rewarding of Player Skill - Low Meaningful Consequences - Low
Splinter Cell: Chaos Theory
Ease of Understanding - Medium Ease of Use - High Immersion - High Rewarding of Player Skill - Medium Meaningful Consequences - Low
Thief: Deadly Shadows
Ease of Understanding - Low Ease of Use - Medium Immersion - High Rewarding of Player Skill - High Meaningful Consequences - Medium
Goals - Recap Ease of Understanding Ease of Use Immersion Rewarding of Player Skill Meaningful Consequences
The End Questions? Comments? Snide remarks?