This is a very divisive issue, but my position is this:
I wanted them to disappear. Until they did. Then I realised that making a combat optional inevitably results in avoiding encounters, be that once or twice, or all the time. This can be damaging to a games experience, because enemy avoidance in games where combat plays are large role is a failure in design. If you don't want to fight and spend time running away instead, the system has failed. Random encounters are better than the alternative, because the alternative results in making them avoidable.
They have their place but I have trouble coming up with scenarios where other solutions are not better.
Earthbound was the best implementation of random battle in a JRPG ever, and basically *nobody's* ever copied it, for some reason.
Enemies are visible on the map, walking into an enemy initiates a battle, but, if your stats are far beyond that of the enemy, it just dies instantly and gives you its EXP without interrupting you or transitioning into the battle screen.
Brilliant, and yet nobody's picked up on using it.
What the hell?
Let's take Final Fantasy as an example. Every FF game used Random Encounters up to Final Fantasy 10 I think? For some reason, there is some sense of danger and excitement when you get ambushed by "invisible monsters". Like, what monsters are going to show up now? Especially when you encounter rare enemies.
Random encounters were the CRPG translation of the random monster tables found in early pen and paper RPGs. The reason why they've been popular is because they're easy to implement and because they're a simple way to balance difficulty. In some RPGs, it can be easy to get stuck in a boss fight that you're not capable of handling. If you take more time to gain levels in random encounters, then you'd have a better chance at those boss fights.M°°nblade;145697626 said:No, because they take away comfort and feel like ticking time bombs.
Random encounters were invented to spare the limited RAM that was available on early consoles. No resources had to be spend on animated enemy sprites and behavior. This is also why you only saw the main characters and no party members.
Later on, frequent random encounters were also used to artificially prolong the length of a game (looking at you, pokemon).
What's even the point of the random encounter then? By that point, the monsters should be giving out meager rewards, so why not just get rid of all insignificant random encounters?The Mother/Earthbound way is the best: random encounters with auto win against monsters you have outleveled
What's even the point of the random encounter then? By that point, the monsters should be giving out meager rewards, so why not just get rid of all insignificant random encounters?
What's even the point of the random encounter then? By that point, the monsters should be giving out meager rewards, so why not just get rid of all insignificant random encounters?
Yes, that's also true.Random encounters were the CRPG translation of the random monster tables found in early pen and paper RPGs. The reason why they've been popular is because they're easy to implement and because they're a simple way to balance difficulty. In some RPGs, it can be easy to get stuck in a boss fight that you're not capable of handling. If you take more time to gain levels in random encounters, then you'd have a better chance at those boss fights.
CRPGs have largely moved away from this element of game design because they've come up with better ideas. I'm playing Shadowrun Dragonfall right now, and not only are there no random encounters, but there are no levels and experience is gained by completing objectives. There is little benefit in the game to killing things. I think that it makes for a more refreshing experience.
Random encounters with invisible enemies is an absolute garbage mechanic that shouldn't exist anymore. Thankfully it mostly went away.
Random encounters were the CRPG translation of the random monster tables found in early pen and paper RPGs. The reason why they've been popular is because they're easy to implement and because they're a simple way to balance difficulty. In some RPGs, it can be easy to get stuck in a boss fight that you're not capable of handling. If you take more time to gain levels in random encounters, then you'd have a better chance at those boss fights.
CRPGs have largely moved away from this element of game design because they've come up with better ideas. I'm playing Shadowrun Dragonfall right now, and not only are there no random encounters, but there are no levels and experience is gained by completing objectives. There is little benefit in the game to killing things. I think that it makes for a more refreshing experience.
The Mother/Earthbound way is the best: random encounters with auto win against monsters you have outleveled
It's ok. I liked XIII-2's random battles that still allowed for prebattle bonuses, but in general i'm fine with random encounters because, well, they really aren't random at all. Most jrpg's i've played have a good equilibrium of combat and exploration. I also enjoy that it adds a lot of tension to those little moments when you know you'll walk enough to trigger an encounter but maybe, just maybe you'll manage to get away. Especially if they are dangerous encounters, which unfortunately is not always the case. I'm playing Bravely Default right now and the feeling of facing a new set of enemies and being completely wrecked for not knowing what to do is, crazy as it may sound, an amazing feeling.
I wish they would have turned that off inside dungeons, it makes the items and spells dedicated to leaving the dungeon as useless as can be. It's nice for the overworld (especially if you forgot to end the sidequest in the last city >_>), but for dungeons the 0% encounter rate is just not necessary.
It is worse than thar, imo. The problem for me with bravely default is all the slider options and instawin dlc went way too far in giving player control over the gameplay, to the point of making learning the systems pointless.
Blue dragon have something similarEarthbound was the best implementation of random battle in a JRPG ever, and basically *nobody's* ever copied it, for some reason.
Enemies are visible on the map, walking into an enemy initiates a battle, but, if your stats are far beyond that of the enemy, it just dies instantly and gives you its EXP without interrupting you or transitioning into the battle screen.
Brilliant, and yet nobody's picked up on using it.
What the hell?
No it's fucking shit, Final Fantasy games being the worst offender by far.