Tetris is the perfect example of a simple game that works. In Tetris, you have a simple puzzle: figure out how the falling block can best fit into the existing pattern. This is improved via time pressure: The blocks fall, and the rate of fall gradually speeds up, and the ground gets closer.
This has multiple effects. It gives a dopamine response every time you succeed, and an adrenaline response every time you face pressure. Adrenaline in the brain in absence of a threat is recognized by the brain as enjoying yourself.
Now, let's consider the Xenobiology minigame.
The net result? Rather than being an enjoyable minigame like Tetris, you have a boring, painful slog. But it doesn't have to be this way.
And that's all you really need for a good, enjoyable minigame.
This has multiple effects. It gives a dopamine response every time you succeed, and an adrenaline response every time you face pressure. Adrenaline in the brain in absence of a threat is recognized by the brain as enjoying yourself.
Now, let's consider the Xenobiology minigame.
- Firstly, there's no puzzle. The correct sequence of lines and bars is already laid out for you, so there's no thought required, you just need to wait for it to line up.
- Secondly, there's no time pressure. You can do the minigame as many times as you like, for as long as you like, with zero consequences for failure.
- Lastly, there's no reward for doing particularly well. So what if you do it quickly or slowly? The reward is the same all the same.
The net result? Rather than being an enjoyable minigame like Tetris, you have a boring, painful slog. But it doesn't have to be this way.
- Add a puzzle. Rather than perfectly matching bars provided from the start, allow the player to shuffle in randomly-generated sequences of bars, requiring only a close enough match to succeed. This requires the player to engage their brains and think.
- Add time pressure. This could be achieved in a variety of ways, whether via the puzzle itself(the plant is wilting as you scan it! Scan faster before it dies!) or via the environment(the planet is extremely hot/cold/toxic! Finish the game quickly before your suit runs out of power!
- Establish rewards in accordance with player performance. If the player plays poorly, they will only get the codex entry and perhaps a single sample. Play particularly well? Begin to reward them with exponentially more valuable samples, corresponding to the increased difficulty.
And that's all you really need for a good, enjoyable minigame.