As the title suggests, I'm floating about the general concept of one player minigames. I've seen discussions about games not being able to start due to the minimum player requirement not being met, and spending more leisure time around the server, it seems that players often concentrate around a select few games which do get enough people. Lobbies also have players vibing, which is normal; but perhaps some people are there because their games don't have enough traction these days. Call it outside the box thinking or whatever, but I think some remedy for this while also pushing out new content is to develop some one player minigames. The only player needed is you. There's a great scope of ideas to channel; for example, classical games like Mario/Angry Birds/Tetris etc. Existing mineplex games could also be repurposed or used as inspiration. Eg; One idea I have is to combine some elements of castle siege and turf wars into a game where you've to defend a target against waves of NPC enemies. The weapon would be a bow. Some enemies could be stronger than others. The aim is to last as long as possible. There are some drawbacks however; playing games by oneself can be lonely perhaps. Some people may also want to play with friends. The other twists with these types of games I have in mind may help with this; Playing with friends could be purely competitive. Say you're in a party with 2 friends and want to play eachother. The game should be able to load a server for each of you to play on, and at the end, it'll display the scores each person got for their game. So some party mode could be developed for these games, perhaps after the initial concept is released. I would also like to propose the notion of a global leaderboard for each game. We see these around existing games already, e.g. Draw My Thing. The leaderboards for one player games should have twists, however; Rather than aggregating performances, they should display the best performances individually. What constitutes the best performance depends on the game, but if you take my idea from above, the better performances would be indicated by how long the game lasted. This is a simple metric, no rocket science calculations needed. Constraining the development of one player games to those which only return such simple metrics to compare performances would be an idea. These leaderboards should reset regularly, e.g. weekly. Top X performances get something special. Such rewards could change from time to time, be enticing shard rewards or a cosmetic. They can be chosen from a reward pool, and somewhere in the code, X can easily be fine tuned. The above leaderboard thing is essentially the ace up my sleeve which will hopefully sell this concept of game. The best performances are rewarded, but erased publicly..so people have to play again and perform again. Privately, in /stats, players could view their top performances. These private statistics shouldn't be erased. In general terms, I think this covers everything. It's important to note that this is a concept, so I don't think I can go into anything concrete. However, to summarise the advantages; - Games should start easily - Global Leaderboard ensures competition and rewards - Non permanent public statistics means players will return to play again and put themselves out there - "Sweats" won't have a lasting impact - Players' hard work will still be there to display in their private statistics. - One player games are easy to develop. - Maintenance is easy once initial development is done. - One player games are also logically simpler. - Maps should be easy to build I've typed this during a one hour bus journey, so perhaps there's other advantages and disadvantages I've overlooked. Feedback, discussion and criticism is welcomed. I'm also including a poll to get a summary of interest, although if people aren't entirely for this concept, I'd appreciate some pointers as to where I can improve. The idea is to try and get the most reward for simple and easy effort.