Yes, this is true. But my point is that is the case for mini games in almost all games they are in. I think it's fine since they're completely optional anyway so they don't take away from the experience but add to it (if you choose to engage with them).Yes, they can be ignored, and what's left is a pretty shallow, point A to point B experience. That's the point. The mini-games act as a means to pad out the gameplay,
No matter what introducing mini games often causes ludo narrative dissonance but this is just an accepted trade off for the enjoyment of having the extra content. See this Penny Arcade from when Shenmue came out making fun of that very thing.
Largely disagree. However, there are instances where Shenmue integrates the mini games. To be clear I'm not talking about things like the forklifts or motorcycle in S1, but the side activity mini games.Shenmue doesn't do this
Which also serves to simulate/facilitate the player's expenditure of time which is no different than padding the game length with extra content.Shenmue's distractions serve a purpose within the gameplay as either a means to simulate/facilitate Ryo's expenditure of time
Pretty much any game with gambling does this. Also, this only appears in S2 onward. The mini games in S1 are nothing but distractions from the main quest (I don't think there is anything wrong with that).or as a means to make money to facilitate other side activities
Some of them do, yes. The stamina increasing activities i.e one inch punch etc, and the jobs do this well. Things like darts, the arcade games, collectables etc. are just side activities that are ends to themselves.In Shenmue, they work organically with the main quest.
I think this is good btw; there should be a balance as when everything in the game has an ulterior mechanism to integrate into the main gameplay it can "gamify" the experience, making you strategize your choices rather than enjoy them as their own ends and cause breaks in immersion. The Persona games are a bit guilty of this.
This is a certain philosophy to mini games that you like. I also like them, but I'm not against having more in depth side activities either. As long a they remain optional I'm all for having more choices for the player where it makes sense. TBH I'm not partial to either approach and think they both work fine in their own way, although you may be overthinking the complexity of most mini games in Yakuza in general unless they are approximating a complex game themselves i.e. Majhong.they are also implemented as short-burst activities that regularly require under a minute to engage in. None of them even require a true tutorial, but to actually do well, one has to spend time practicing and learning what works best. Shenmue's mini-games replicate the spirit of arcade gameplay, and are better for it.
This is a pretty good criticism. The only thing I would say is again, they are optional side activities designed for you to pick and choose the few you like and ignore the rest.Yakuza's mini-games are forced, and tacked on. Most of them spend a bunch of time up front explaining all the details of the game. They are also total wastes of a player's actual time. Part of that is the complete devaluation of any rewards one might earn from them in never necessitating regular purchases. Weapons aren't worth buying, healing items are thrown at the player by the fistful, and equipment is usually provided at some point for free--and not essential, anyway
I really want to reply to this but this is going to go down a long rabbit hole that will completely derail this thread. I believe I have made my point clear to spud's response earlier but we can get much deeper on this.did not think I would be having this discussion, but what is the ultimate objective of art? ....
I think there are mighty interesting ideas to discuss here and if others are interested we can start a separate thread about it.
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