My most memorable moment from that game was winning a battle an having a monster instantly spawning ontop of me forcing another battle! Repeatedly!People who shit on random encounters, yes they can be bad, but you all need to check out DQVII 3DS. Shit was unbearable! You WILL end up fighting more than if the game uses random encounters since the dungeons are so small and monsters spawn within them, and they all chase after you from miles away.
My thoughts exactly. Never got the hate for random encounters whatsoever.There's nothing wrong with random encounters as long as the rate isn't too high.
The PS1 Final Fantasies did it perfectly imo.
The knee-jerk hatred for random encounters in this thread is completely unjustified.
Cause with invisible encounters ya know what to expect an by using 'em the devs aren't lying / manipulating your expectations. With visible encounters you think you can get away with rolling through areas unhindered an free of "trash battles" but they almost always forced all the same. It has never ever felt good to me in an rpg with visible encounters when I thought I'd avoided a fight only to either have the monsters instantly catch up to me, corner me, or have new ones spawn ontop of my head. With invisible encounters theres no expectation of avoiding fights so I end up faaar less frustrated. Mindgames!This is exactly the prime issue of random generated area . How can you enjoy an area with the mindset that random encounters will occur at any time ?
But that is exactly not how random encounters work. They are not REALLY random, in that once you had any kind of battle there is a grace period when encounters are impossible so you can actually go somewhere. That the games are designed so as to control how many fights you would expect to get into to reach your destination.This is exactly the prime issue of random generated area . How can you enjoy an area with the mindset that random encounters will occur at any time ?
This is a weird take. How can you enjoy a horror game if you're in the mindset you may get jumpscares at any moment?This is exactly the prime issue of random generated area . How can you enjoy an area with the mindset that random encounters will occur at any time ?
Play The World Ends With You.I don't agree with that, but I do agree that there has never been a satisfactory replacement for random battles. Visible enemies always either chase you or physically block your path, forcing the encounter.
The problem was never random battles: it was unsolicited battles, and hardly anyone has shown interest in solving that, after all these decades.
- I feel like doing alil grinding!
- *clears out all visible encounters on screen*
- *has to backtrack offscreen then back on to respawn monsters*
- "visible encounters =more fun & time saving"!
NO
But that is exactly not how monsters on map work. Plenty of games with this method have enemies that will not attack unless you attack them. Others will keep to their area and have minimal aggro range or if they can see you from afar it's usually easy to run away from them. The enemies that chase tend to have a territory and usually give up chase quickly. And some games make enemies stop bothering you when you get stronger than them. If it's a well designed game then no, you don't have to kill every single thing you see just to comfortably progress through and area.But that is exactly not how random encounters work. They are not REALLY random, in that once you had any kind of battle there is a grace period when encounters are impossible so you can actually go somewhere. That the games are designed so as to control how many fights you would expect to get into to reach your destination.
On the other hand, monsters on screen tend to force me to kill every single one of them because they all chase the player and you can't really run away from them.
Battles tend to be the main gameplay element of many RPGs. Is there something inherently wrong with forcing some battles? What if they're guarding a door or a chest or a special area? Or it's a gauntlet? Like if everything stays out of your way where's the incentive to fight anything? I think not many have shown interest in "solving" that because it's like saying to remove bottomless pits from a platformer so you aren't forced to take unsolicited jumps.I don't agree with that, but I do agree that there has never been a satisfactory replacement for random battles. Visible enemies always either chase you or physically block your path, forcing the encounter.
The problem was never random battles: it was unsolicited battles, and hardly anyone has shown interest in solving that, after all these decades.
The best systemBravely Default and Second are the only JRPGs where I enjoyed random encounters, and that was because you could alter how often they showed up, even putting it down to zero if you just wanted to reach a save point. I'm okay with that.
Otherwise nah, I like the way it is now.
Ar Tonelico had another great system. You can only get so many in a certain area. Fight enough and they're gone.I love Wild Arms 2's take on random encounter. When you're underleved, random encounter will be unavoidable. If the party's level more or less equal with their enemies, you can avoid random encounter by pressing a button at the right time (visualized by an exclamation mark). Overleveled, and you have to press a button when the exclamation mark appears to get into a random encounter.
Sorry OP,but I 99.99% disagree with this statement of yours.
Other than Pokémon, I fail to see how random encounters are better than non-random ones. If you put random encounters in your game, there better be a way to disable them (preferably naturally with items like Repel in Pokémon).
It's NOT due to technical limitation. That's like saying turn based combat is due to technical limitation.Fuck no. I am glad this ancient technique has been put to rest. It was due to technical limitations in the first place so no reason to keep them.
I was talking about JRPGs... Even then they're minorities, the majority of them (JRPGs with random encounters) either don't have them, a rare equip/skill or they're way too late to get. They need to be available very early in game (or even at the beginning).Items to disable random encounter in RPG has been around since 1980s.
It was absolutely due to the technical limitation for games like FFVII. The encounters were used to mask load times as well.It's NOT due to technical limitation. That's like saying turn based combat is due to technical limitation.
i think random encounters can work when they are designed around as a core aspect of the gameplay
the etrian odyssey series has an orb that changes color as the danger of a random encounter draws nearer, which i think is an interesting way to implement the mechanic