I think we can all agree that everyone who plays DST enjoys the game and likes its gamplay right?
Gameplay which can be defined as exploring, collecting, crafting, building, and fighting. Id call these the big 5. Everything you do in the game is birthed from this gameplay loop. Even our main stats we must manage are there to help guide us through this gameplay loop. For example, the hunger stat requires you to explore to find and collect food, fight creatures to gain food, and then build structures to store and have access to craft better food. Meanwhile, the health meter lowers from fighting engagements and raises from gathering and collecting resources to craft, say a healing salve or a pierogi.
Previously old Wolfgang was incredibly intertwined with this gameplay loop as he needed food to activate his buff, which reinforced the direct gameplay loop that the hunger meter had us managing. Now the difficulty of doing this was not hard largely because of this redundancy. It was not a perfect system, but it cannot be denied that it had synergy with our core gameplay loop. There definitley was room for improvement and implementing a mightiness mechanic which can be more easily tuned than food quantity is a worthwhile solution.
However the way mightiness has been implemented is less than satisfactory. Currently, in order to manage our new mightiness meter, which we already established is meant to help guide us through the gameplay loop, and which is also why giving a character a new meter is the easiest way to give them a differing playstyle, we need to build a structure that allows access to a minigame.
Now you may at this moment be saying "cmon dude why are minigames so bad, you just personally hate them", to which you would be correct! However, my personal bias aside, while I do not like minigames, there inclusion in events like Lunar New Year or Summer Carnival are mostly harmless (the debate of whether a minigame disrupts the multiplayer setting and flow of normal gameplay is another topic of discussion entirely). But, fundamentally, having a minigame be the basis of a characters playstyle is not good design as far as the gameplay loop is concerned because it largely Ignores it entirely. I say largely because outside of building the gym, there is no other connection. We sacrifice a potential blueprint for guiding us through raising our mightiness with a series of clicks that are importantly lacking any connection to the established gameplay loop, which is incredibly dissapointing when a characters whole goal is to introduce permeatations on normal gameplay.
Its probably too late for Wolfgang, but I hope that any future minigame related content is saved for our optional seasonal events, of which there are newly 2 so there is no lack of space for them.