true but what good would a little logic card game do? everyone would use the same exact cards and want to either go first or second (depending on which would be most beneficial)

they would wanna make something new that would give players options other then the highest number sided cards (ff8) or the card with the most arrows (ff9) those worked because you only played against npc's which always had the same cards and weren't to smart. be pretty boring against players if you asked me (course i could always be wrong)

plus how i see it it would be nicer to have something newer that is more ff14 ish sorta like if they had plans to bring blitz ball they would just make a new sports mini game altogether then just rip blitz ball off directly.

course this is just my opinion about it

this is what yoshi said during a interview with rpgsite

RPG Site: What about mini-games? I heard that you had ambitions to a card game...
Yoshida: As for mini-games... we're not against mini-games, but I'm waiting for the perfect mini-game. We realize that it's just like - y'know, an 'okay' type of mini-game, people will play it one or two weeks after it's released, but then it will die down and it'll just be dead weight in the game.

So I'm waiting for something that people will really like; I'm waiting for an idea from any of my dev team members that comes up with something that I will think is perfect and that players will play for a very long time.

I've gotten things like Chocobo racing and card games, but nothing has left a really deep impression... I'm still waiting for that perfect mini-game.


RPG Site: I actually kept my subscription to Tetra Master Online for probably a good year after my main FF11 subscription expired.
Yoshida: [Laughs] The problem with Card games and things like that is what you really need is - it can't be something you do by yourself, it has to be player battles. If that's the case, do you just play to play? What about rewards?
Those people want to play for rewards - a lot of people will be like, 'Why should I spend my time playing this mini-game when I can go into this dungeon and get some sweet gear?'

But then, on the other hand, if there's rewards and there's two players - one might lose on purpose so the other can win and get the rewards, which is obviously cheating... so, how do you cover these type of problems?

Conceiving and building a system that covers these kinds of bases is what is taking a long time with creating mini-games - as well as coming up with something perfect.