Zombra
An iron rock in the river of blood and evil
This will be an unpopular opinion, and I may be saying this out loud for the first time:
Minigames can be a good thing.
If made in a way that is actually enjoyable, they can be a nice break in the pacing of endless conversations or button mashing combat. They particularly make sense in a real time RPG, where player skill is already being tested. Why should combat be the only thing the player actually interacts in?
The trick is making them fun, which can't be easy, depending on what kind of game it is. A person who likes first-person shooter hybrid RPGs isn't necessarily going to enjoy your milkmaid minigame. Most likely some will and some won't. So the tendency will be to pander to the LCD. But of course there are prestigious players who will hate that too. I guess for most studios it's best to avoid them - when in doubt, leave it out. I just hate to see people implying designers should never try to have more than one activity in a game.
Minigames can be a good thing.
If made in a way that is actually enjoyable, they can be a nice break in the pacing of endless conversations or button mashing combat. They particularly make sense in a real time RPG, where player skill is already being tested. Why should combat be the only thing the player actually interacts in?
The trick is making them fun, which can't be easy, depending on what kind of game it is. A person who likes first-person shooter hybrid RPGs isn't necessarily going to enjoy your milkmaid minigame. Most likely some will and some won't. So the tendency will be to pander to the LCD. But of course there are prestigious players who will hate that too. I guess for most studios it's best to avoid them - when in doubt, leave it out. I just hate to see people implying designers should never try to have more than one activity in a game.