@lotherio said in Favorite Minigames:
Sort of what @Thenomain may have been getting at by referencing combat as a minigame, one they may not like buy in essance a side element of a MU that some people enjoy or look forward too.
This was the thrust of it, yes. What Is a Mini-Game? I think we don't have a solid idea, but that it's optional seems to be key. Sometimes games put up things that are meant to be optional but end up being the kind of thing that if you don't engage with it, e.g. crafting or buying or getting crafted hand-me-downs, that you can't engage with the core game as well as those who did, that's the kind of thing that people don't particularly like. (Unless they want to engage with it, of course.)
One of the major complaints of D&D 3/3.5 was that you needed magic items to build a credible character at higher levels, thus taking the core game fun out of it for quite a few people who would rather have focused on their character and leave the crafting subsystem alone.
Can someone realistically play an enjoyable game of Arx without clues or interacting with people who are using clues for RP? If not, then it's probably not a minigame. Ark's comment about soul-binding crafted items got me thinking about combat in the same light; if you don't focus on combat for your character on Game X then is it a minigame? How about combat being something you could ignore completely; does that make it a minigame? What is a minigame?