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I'm currently making a game without any battle sytem and trying to find ideas of possibles gamplay sequence to put into this game to not bore the player, bassicaly because no one likes a boring game. Though, if I put to much gameplay sequences in my game, then it is more like a party game and the player quicly forget the story. I think the bests mini-games or gamepays sequences are the ones related to the story of the game because what the player is doing have a meaning (For example : Running away from bad guys) and at the same time he have fun.

While thinking about this, I tried to find ideas of good gameplay sequence to put into my game and how to make them :

- QTE are a good way to put some gameplay into the story (cutscenes) but it is quite long to make differents results in game depending on how the player react. (There are scriptsto make QTE, I think.)

- An escaping sequence, with a countdown like in ff7 or running away from enemies. This type of sequence is interesting because, while for almost every puzzle you find in games, the player is making the actions by himself, with this type type of sequence, you force him to do something to avoid the game over. Since he do something to "survive", he have the illusion of having a choice. ( And it's easy to make with events and timers.)

-Mini-games can be goods too but they must be realated to the story and not just pop out of nowhere, and that's the difficult point. (There are scripts for that too, I think)

-Maze or dungeons are OK but you must fill them with puzzles to make them intrestings and quite often, they can't be really related to the story so usually the player would like to skip straight to the end because he thinks it's boring. (It's easy to do the maps but usually harder to make of events for the puzzles.)

-...

And I can't find any more ideas. If you have another idea or you disagree with me, please post something about it, I'd be happy to know about it.

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