Does World Tour need Mini-Games ?

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Does World Tour need Mini-Games ?

Yes, it's a totally needed addition
3
20%
Yes, it'd be a nice plus
4
27%
Not really, but it'd nice to have some
3
20%
No, I don't care about them, just don't force me to play them
4
27%
No, I really dislike to play Mini-games
1
7%
 
Total votes : 15

Does World Tour need Mini-Games ?

Postby manutoo » 19 May 2009, 18:40

Hello,

In AAA Tennis Games (ie: Virtua Tennis, Top Spin), they always have Mini-Games in their World Tour (example : make some bowling pins disposed on the tennis court fall)
I wonder if this interests a lot of players, especially the ones here that like Tennis Elbow... :)

Personally, I think they are totally dispensable and they are absolutely not what I'm looking for in a tennis game, and I'm quite annoyed to be forced to play them to make my character improve... (the problem is that sometimes they are actually more fun to play than the actual tennis game ':D )
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Re: Does World Tour need Mini-Games ?

Postby Togtdyalttai » 19 May 2009, 18:42

I think that they might be nice, but there are definitely other things that should come higher on the list of priorities, like having the CPU hit certain shots to you so you can practice them.
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Re: Does World Tour need Mini-Games ?

Postby Leena » 19 May 2009, 21:42

Not really, but it'd nice to have some.

Mini-game are good for a change of pace, and to practice specific shots. Just playing matches can get repetitive and dull. The bowling pin game for practicing serves would be nice for TE... since there's no way to just practice serves other than starting a match and hoping you serve first.

I prefer Top Spin over Virtua Tennis where you don't NEED to play mini-games in order to build your skills.
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Re: Does World Tour need Mini-Games ?

Postby Santiago92 » 20 May 2009, 03:01

It is not the main thing to do, but it would be very nice :D
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Re: Does World Tour need Mini-Games ?

Postby Brecht » 20 May 2009, 20:24

It would be nice to have a possibility to train smashes. Or, like in a corean tennis game I tried last year, when the opponent lobs, to have a spot that indicates the best place to hit the smash from, something like the danger zone in TE. I do play doubles on TE, and I'm scared of staying at the net too long because of those lobs I don't know how to adjust to. I mean, I never know from what place I can make contact with the ball! I know that the player will raise the racket when the shot is makeable, but I'm not visually prepared to stop running back and adjust the shot in time. Hope I'm clear and not the only one with the problem.

With mini games, do you mean we would have to go through them everytime we have training time before a tournament? Not sure I would like it ... :?
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Re: Does World Tour need Mini-Games ?

Postby btaylor » 21 May 2009, 02:58

I suppose it would be OK as long as it was an "option"...

You know me...I'd rather you work on stuff like player attributes and characteristics like collared shirts, hair lengths, longer shorts, and so on...

Also practice options like overhead practice and better volley practice (with an option to have the CPU throw up lobs or not)

A couple of more sprites, different serve characteristics and maybe what we discussed some time back about remodeling the 1 handed backhand and "windshield wiper" forehand from videos... :wink:
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Re: Does World Tour need Mini-Games ?

Postby jenks10s » 22 May 2009, 01:12

Only if it's not mandatory to play them to increase skills.
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Re: Does World Tour need Mini-Games ?

Postby CC » 04 Jun 2009, 16:11

I haven't voted yet, but I will post some comments about the general topic of training to improve skills. My suggestions may not be realistic, as they may be too difficult to implement to be justified. Maybe some ideas will be helpful.

It would be nice to have training for several different shots. For example, there could be a training session to work on drop shots, which would start like a warm-up, but the CPU would just hit shots, increasing in speed and difficulty, that the human player would try to get to and return with a drop shot. In addition to the current visual aid, there could be a graphic that would appear, representative of the controls chosen for shots (keyboard, joystick, whatever), that would show exactly what buttons to press and when; the visual aid of the buttons could be used during the part of running to the ball and the making of the shot or could just be used for the part of making the shot. This way, by copying the displayed controls (showing when and for how long to press the controls as well as which ones to press), the player could be trained to correct errors. Also, if the shot fails because the player was out of position, pressed the shot controls at the wrong time, or pressed the wrong controls, a replay could appear following the error displaying, side-by-side or with a ghosted (semi-transparent) overlay, where the replay would show the controls that the human player used juxtaposed with or overlaid with the proper movement and shot strikes (keypresses, or whatever).

If you wanted to combine this with a mini-game, then I guess you would have a target for the ball to hit, such that, using the example above, a drop shot, when hit properly, would have to bounce on this target on the returner's side of the net. This way, there would be a goal not only of hitting a proper drop shot but also of positioning the drop shot precisely. So, once the player is in the proper position to hit the drop shot, there would have to be enough time to apply direction so that the ball would be "dropped" onto the target. This is an advanced skill, but it is important as it can make all the difference between a drop shot winner and a careless drop shot that is easily returned (or between a ball that is in and a ball that is out).

I think that the use of targets and such may work well for serves and for other types of shots, such as accelerated shots. For those types of shots, the CPU player could hit the ball to the human player and there could be an indicator showing where the human player is to hit the ball. As above, a replay showing positioning and shot errors, along with the proper technique, could appear following any mistakes, by which the human player could improve. The CPU shots could start off very soft and directly to the human player, but increase in speed and distance from the human player as the human player became proficient with the more basic returns.

Rather than just having the visual aid showing what controls to apply during the shot attempt, there could be an indicator, either just a circle that moves along the court for the player to remain centered in, or an overlay (semi-transparent) of the human player that the player is to track, such that the visual aid image and the human's player, with proper technique, appear as moving together and can only be distinguished by the overlay, where the human player is seen through the overlay of the visual aid.
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