Why Random Encounters In RPGs Aren't That Bad
Thanks to GameSpot for their guest editorial discussing why randomized enemy encounters in videogame RPGs aren't as bad as they're made out to be. The author argues: "The most common charge is that random battles are 'unrealistic.' To this I counter that the RPG experience is inherently unrealistic." He goes on to comment: "A more valid argument is that random battles 'pad' gameplay. I'm not going to argue with this, but I am going to say that RPGs need that padding... With battles cut out, there isn't really anything to fill the gameplay void." He ends by floating compromise solutions for when "it's simply annoying to be assaulted by all manner of enemies when you simply want to make it to the next town", suggesting: "Adjustable [encounter] rates or ways to abbreviate battles, especially with radically weaker adversaries, would be one way to speed things up."
Random encounters are not bad because they are Unrealistic. They are bad because they are just that: Random time fillers. They are there so the game will last longer, but most of the times you as a player just want to get on with the story. I'd much rather have a more intelligent game design where I can see the monsters moving around the "map" or the "town", and if you touch one, the battle starts (like some RPGs).
That way, its not only an added fun gameplay element, but the battles can be better integrated to the story, which is really what counts in a console RPG...
Plus, Earthbound was completely awesome. It had the funkiest music of any RPG, ever.
WHERE'S MY EARTHBOUND 64?
"it's simply annoying to be assaulted by all manner of enemies when you simply want to make it to the next town"
As much as I loved FF3, that statement right there is what held me back from going through it again. The encounters themselves wasn't so bad, it was the rigid structure of the game you had to go through. First, let's zip zip zip down to the battle. Second, let's have the screen fade in and the characters leap onto the screen, cue music. Third, let's go through the "a button a button a button, yes yes, fire magic at him. Okay, let's way for them to go through their series of hit hit jab jab magic magic. Okay, turn 2..", Fourth there's the victory. Yay you won! Deeeee dedededeee! Okay, let's all dance as the game announces quite patiently what all experience you've one. Fifth, let's do a nice little fade out, and fade in back to the screen. And start up again. Sixth, let's move two spaces, rinse, and repeat!
Though technically not an RPG, I was quite relieved that Zelda/Wind Waker didn't force you through as much of that. Not only could you dodge monsters, but the game was made so that scouring the map was MUCH much easier to do. It's an adventure game, it's an entirely different animal from an RPG, but that's not to say something couldn't have been learned from it.
I hope Final Fantasy 3 is ported to the GameBoy Advance. They can call it Final Fantasy 3 AD. (Attention Deficit.) I'm bored writing this now so you can figure out what I meant by that.
"Derp de derp."
... know a few things about why random encounters with RPG's are a bad thing ...
; -- the corruption of government starts with its secrets. a truly free people keep no secrets. --
Maybe it's the nature of an editorial, but some of these things are just poorly written. I know that editorials are opinionated by definition, but seeing "Chrono Trigger Sucks" in the title made me wary of the content. Unfortunately, he never qualifies it at any point in the article (just repeats it again at the end). So, for the mindless attention-grab that it obviously is, I'm labelling him a putz. If it was a post here, I'd mod him "Flamebait" without a second thought.
Other things: as far as random encounters are concerned in specific games, I think a game worth mentioning (since everyone else here is) is Wild ARMs 3. it has random encounters, however:
- An exclamation point appears over your head, and you can choose to avoid the battle by hitting a button.
- Avoiding a battle drains your Encounter gauge depending on the monster's relative strength in comparison to your party (sort of).
- You can't avoid battles if your gauge runs out.
- Resting at an "inn" will replenish the gauge, and fighting monsters will slowly raise it in the field.
- You can avoid battles with trivial monsters for free. It makes zipping through earlier portions of the game a snap.
- Exploring and finding hidden rooms with a particular kind of item makes the cost of avoiding battles cheaper. Brilliant.
Also, in regards to saving, you can save anywhere that's not a battle on a cutscene. You just need to spend a Gimel coin, which you can find dungeon crawling or from monster drops (the point being that you use it for emergencies, since saving in town is free). I think random combat is one of the things that WA3 did right.
As far as random combat in general, it doesn't bother me in the least, if it's fun. I like bumping into new types of monsters and working on ways to defeat them in different or creative ways. I never found the combat in FFX tedious, for example, because I always tried new ways to wipe the floor with mobbies, and lots of them did interesting things that I had to adapt for.
My gut reaction: if you are so impatient to get monster battles over with, you're probably playing the wrong (type of) game. I have a simliar issue with things like racing games ("is this thing over yet?"), so I don't even bother unless there's an interesting twist to it.
Auto-reply to ACs: "Truly, you have a dizzying intellect."
If the only justification for random enemy encounters the reviewer can come up with is that they are necessary to make a game longer, then the reviewer needs to re-examine why they have persisted for so long. What has kept them around for years?
I would argue that RPG fighting, when done well, is a strategy encounter. Final Fantasy is full of examples of this type of gameplay. Wall in your characters to reflect healing spells onto the undead. Falcon units off of the screen, then cast earthquake to damage everyone left. Lunar featured movement squares which played a strategic role in every battle. Grandia had a real-time fighting system that forced the player to decide between waiting for combined attacks or doing faster individual ones. Aside from the initial encounters, there are also long-term effects from fighting that must be balanced. All fighting has an associated cost in life, mana, and items, but pays off in gold and experience. Do you dart the glass sword now to top off the boss or do you rely upon your Phoenix Downs and save it for the next one? Do you level up your mighty axe which has +12 to goblins or the spear of light which gives a +3 to the undead? Use your fragile armor of perfect protection now or use up your spare cash on the mighty armor of swiss cheese? Done right, RPG's are resource management sims.
It's ironic the reviewer would mention Xenogears. Xenogears was a revolutionary game (and still is), whose dungeons alternated between having A: no enemies, B: very few random enemies, and C: frequent once-only battles at fixed locations. The jumping aspect made exploration actually fun, and the detail everywhere was just dripping.
That, and having the two different modes of fighting made Xenogears one of the most enjoyable games ever (right up to the point where they ran out of money).
Any game can take a fun genre and turn it into boring drivel if the developers don't focus on the right things. The winning strategy in Star Ocean 2, for example, consisted of buying forgery papers, spending hours clicking on "make fake money," and finally spending hours clicking on "photograph fake money." Eventually, you would have all of the resources you would need, but the mechanic to get there was no fun.
One of the ways to change the system would be to expand the concept of "attack." When swordfighting in the real world, you have head shots, body shots, leg attacks, limb attacks, etc. If you hammer away at one portion of the body, the enemy will expect that and block accordingly. Likewise, the player should set their guard after an attack, in any of the 8 control pad directions. Swordfighting should be as intricate as spellcasting.
Likewise, enemy encounters should be fewer and stronger. I'm not advocating the return of the infinite boss syndrome (2+ hours for Final Fantasy 8... What were they thinking?), But a battle with faceless drones should take longer than the loading screen... that way they wouldn't be faceless drones. Think of them as mini-mini bosses, with one or two per explorable area.
RPG's in recent years have plummeted in difficulty, which makes encounters more of an annoyance than a challenge. Sure, this opens things up to more players, but that also makes the game busywork. What was wrong with selectable difficulty levels? To balance this out, the designers should reduce the significance of death. Return the player to the last checkpoint with all of their items intact, and expect this to happen several times.
Another of the ways to change the system would be to have a target level associated with every area. If a player were to go to the second level with too few exp, for example, they would be given more to help them catch up. However, if they were dominating in an area, they receive fewer. That way players are discouraged from camping, and can explore what they are interested in without unbalancing the game.
Finally, players should be encouraged to consume resources, not horde them. Items should b
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