hydragonwarrior
Member
I was hoping Chrono Trigger was going to mark the end of random encounters... then Chrono Cross brought it back again and I was like wth
Why would you purposely ruin your experience with a perfectly fine game?
I didn't put the sliders and dlc in, the designers did.
Hey, I just found an advantage of the random encounters: the balance of the game.
With random encounters, the developer can guess hw many steps (and thus fights) the player should approx. do between two bosses, and therefore guess his level. This way, the difficulty of said boss can be calibrated to offer an interesting and manageable challenge.
Lost odyssey did that right for example, DQ VIII wrong (imo).
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.
Oh wait, I think I remember having this discussion with someone on this board. That must have been you, nevermind then.
I was hoping Chrono Trigger was going to mark the end of random encounters... then Chrono Cross brought it back again and I was like wth
Then random encounters have failed too, as you can and most likely will flee from them.
I personally don't like them, although they're managable. It's really annoying if you want to go from Point A to Point B and it simply punishes exploration since trying to find everything in a dungeon means that you'll obviously have more encounters. Not to forget trying to find a special kind of enemies, like Metal Slimes. The worst thing, however, are situations where you had to flee while a timer was ticking while you still have random encounters.I had to do FFVI's floating continent twice as they threw too many of these at me.
Random Encounters are acceptable, but I always prefer other mehtods.
Problem is that about every jRPG with Random Encounters I played allowed you to flee the battle - and this is an option you'll likely use.
I like it as long as the encounter rate isn't ridiculously high.
See, Trails does something right by having the enemy surround you if you get ambushed. It's not just that the enemy goes first but that you are at a positioning disadvantage.I really prefer how Valkyrie Profile and Trails in the Sky does it. In trails you CAN get ambushed, but the chance for it to happen is soooo small.
It's annoying as fuck especially as I get older I started to really lose my patience when a game has random encounters. Even more annoying when you're trying to solve a puzzle or figuring out where to go and a Ruby Dragon decides to wipe out your whole party. Yeah, that's not cool.
I feel like random encounters were there because of the limitations of the system.
I don't like it, makes me not want to explore the environment.
That's a poor ass excuse though. If you're attacking an enemy territory, you wouldn't just waltz in anyway, lol. You'd plan your attack, taking into account where they position people, which is least defended and go through there. Thus, if anything, enemys positioned on a map which you can avoid would be more realistic, with maybe an occasional random encounter if they were waiting for you.I don't mind them. Being able to see and avoid monsters on the map takes a great deal away from the experience. You aren't supposed to be able to just waltz through enemy territory, or wilderness without shit popping up out of nowhere.
Random encounter for threatening worlds kind of remind me of the whole discussion on not being able to aim while moving in Resident Evil to create tense situations. Both are highly annoying to me, not tense or whatever.
Games can already track your level at all times. For example, Final Fantasy VIII would level the enemies based on the PC levels.Hey, I just found an advantage of the random encounters: the balance of the game.
With random encounters, the developer can guess hw many steps (and thus fights) the player should approx. do between two bosses, and therefore guess his level. This way, the difficulty of said boss can be calibrated to offer an interesting and manageable challenge.
Lost odyssey did that right for example, DQ VIII wrong (imo).
Games with no random encounters can still do all of that. Just because there's no randomness doesn't mean that all your encounters are unpredictable. It just means that all the challenges are tailored to what a game designer feels appropriate at that time. Add in things like fog of war or enemies that move around, and there's just as much suspense as in the old days.I don't mind them. Being able to see and avoid monsters on the map takes a great deal away from the experience. You aren't supposed to be able to just waltz through enemy territory, or wilderness without shit popping up out of nowhere.
It's not that stupid. While the early computer RPGs were based directly off of Dungeons and Dragons, CRPGs have largely strayed away from random encounters. The technology has improved, so you can fight enemies in the same game screen that you do your adventuring in. This isn't a modern invention either - it's been pretty common since before the Infinity Engine games.This is such a stupid ass myth.
Random encounters exist in digitized RPGs because every VG-RPG is directly based on the core mechanics of dungeons and dragons or its other table top derivatives.
Shin Megami Tensei IV doesn't even have random encounters, even they moved away from it because they realised it doesn't add anything.Then you need to stop playing bad RPGs like FF. Play something like SMT (no, not fucking persona) to see how and why randomized encounters work in a proper RPG. They're there to add more variables to play while placing a check on powerleveling through supplies. In games that do random encounters right, like SMT or wizardry, you have to plan out your paths and base your movement decisions based on calculating risk to determine whether or not it's worth it to travel down that path to get the extra gold and treasure when you only have 5 health potions left instead of moving on. The element of risk vs reward adds variance of play between each game so that no one game plays out exactly the same way.
In games like FF which are balanced around 5 year olds being able to beat them it doesn't really matter because you get enough gold to max your supplies and make the entire purpose a pointless exercise in tedium because the proper context for the battles are gone.
Games can already track your level at all times. For example, Final Fantasy VIII would level the enemies based on the PC levels.
Shin Megami Tensei IV doesn't even have random encounters, even they moved away from it because they realised it doesn't add anything.
Assuming you mean Etrian Odyssey as their latest game, I was on about Shin Megami Tensei only since the poster mentioned that series specifically benefitted from it. Etrian Odyssey hasn't had a history of change, unlike SMT, so it's no surprise that is happens to have the same system as it's predecessors.Knowing beforehands makes the planning of the bosses attack set (not just stats) far easier.
It also allows the eveloper to more or less define the pacing of their game, which in a lot of jRPG is a weak point.
But I see your point yeah.
And yet Atlus put random encounters back in their latest game.
Random encounter vs visible ennemies is a design decision, where the latter have a bit more advantages; that doesn't mean there aren't games (typically dungeon crawlers) where the former isn't more appropriate.
SMT4 got visible ennemies because it is a story focused game (well, sort of). Persona Q/EO got random encounters because it is a dungon crawler.
It depends? I like it in not real-time games.
Depends on the game, found it fitting for Final Fantasy 7-9 but I hated random encounters in the older Tales games.
I always found Pokémon does it best by clearly establishing what areas contain random encounters and offering encounter blocking items so you can choose to avoid them if you want. Bravely Default is pretty good about this, too!