Free Television Script: YouTube, Twitch and a Web Browser
The TVs around the map become screens that play real video
Minigames do two jobs on a server. Some are content in themselves, like pool, hunting or a lottery. Others are the friction inside somebody else script: the keypad on the vault, the lockpick on the door. This shelf carries both from several sellers, which is why it is worth reading what a listing is for before buying it.
The TVs around the map become screens that play real video
The tables in your bars stop being furniture
Pick your numbers, wait for the draw and hope
A companion that learns, guards, sniffs and sometimes runs away
Lockpicks, hacks and safes for any script that needs a skill check
The games, the building and the chips in a single download
Pour pints, rack up shots and feed the snake in the back office
Blow the horn, follow the radar and bring the carcass home on the trunk
Everyone on the sofa is watching the same second of the same show
Five minutes of chaos between everything else
A walk on the beach that pays, for players tired of crime
Unleash a zombie night, then send the bravest into the dungeon
A lock for any door, stash or heist step you can think of
A content minigame gives players a reason to be somewhere: a pool table in a bar, a metal detector on the beach, a scratch card at the counter. A mechanic minigame is a component, wired into a robbery or a door so the work takes skill instead of time. The second kind is only worth buying if your other resources can call it, so check the exports before you spend.
The best mechanic minigames are short, readable and hard to automate. If it takes longer than a few seconds, players will resent it every time. If it is the same three keys in the same order, a macro beats it. Configurable difficulty matters, because the check that suits a corner store is too easy for a vault.
Several listings here are events rather than single games: zombie waves, dungeon runs, dodgeball arenas and bounty boards. These pull the whole server into one place for an evening, which a roleplay map rarely does on its own. They also tend to be heavier, so look at what they cost while running rather than while idle.
Activities sit where players wait, so they run in populated areas. Check the resource cost while the game is actually in use, not idle, and place them where people already gather instead of hoping a new location will draw a crowd on its own.
Some are built for that and expose an export so a robbery or a door resource can trigger the skill check. The product page says whether the listing is a standalone activity or a component meant to be called.
The content ones are, because they give a handful of players something to do together. Large event systems need a crowd, so they suit servers that can gather one.
Many are standalone, which is why they are easy to mix. Anything that pays out or gives items needs your framework and inventory, and each product page states which ones it supports.