Mar 27, 2007

Random Battles Equal Random Annoyance

I love video games. On all platforms, in most genres, through all generations. Sometimes, however, videogames can be annoying. As my gaming tastes have matured, I find my tolerance for certain aspects of certain games waning fast. One such example is the age-old RANDOM ENCOUNTER, dating back to the infancy of Role Playing Games.

The random encounter (or random battle) is an instance in a traditional RPG where the exploratory action on the "overworld" or "dungeon" map is disrupted without notice, sending the player into a fight, usually viewed from a vastly different perspective. The combat is resolved, after which experience points are awarded, money and items are collected, and the adventure resumes from where it left off.


The reasoning behind the inclusion of random battles is to simulate the experience of travel through hostile environments. There is always a chance of ambush, and characters within the story would likely feel at least slightly uneasy as they progress, compelling them to always be on guard. With the implementation of the random encounter, this feeling is transferred to the gamer himself, who then anticipates a fight at every turn. This leads him to keep the party well equipped and in good health at all times - to be prepared.

Unfortunately, traditional RPGs can be entirely too representational to keep players immersed in such a way. We don't necessarily picture the game's characters wandering through the woods or creeping through cavernous tunnels, so much as we see a sprite or 3D model glide over a background on the screen. It's not as easy a translation as, "Holy s***! F***! Another fight!"

Frustration.


Frustration is a nearly unavoidable part of gaming, and it rears its ugly head and strikes HARD after hours of random encounters. The only purpose random battles serve at that point is to break up the story, and the general flow of the game as a whole. They are no longer fun. Some games are so loaded with these time-filling segments that players find themselves taking only a few steps between fights. Couple that annoyance with a difficult set of enemies, and you have an algorithm for "turn off console." Even an otherwise excellent title, with a good plot and solid gameplay can fall victim to this untimely fate - especially after repeated "game over" screens or copious amounts of lost progress.

Notorious for random encounters are the traditional Japanese-style RPGs, such as the Dragon Warrior series. In fact, the original Dragon Warrior for the NES subjected players to a fight EVERY TWO STEPS at a certain point in the game. After dying, they were transported to the very first town, and had to set out once again.

Solutions are out there, however, and some modern RPGs have adopted them, to the applause of gamers and critics around the world. One simple fix, while still following the dual-perspective approach, is to display all enemies (or at least representative icons) on the overworld map. This way, gamers can choose to either confront or avoid their opponents as they see fit. Contact with an enemy in the overworld still leads to a separate battle screen, but at least the player isn't caught completely off guard or bogged down by incessant fighting.


The Earthbound (pictured above) and Paper Mario series' are good examples of this type of encounter system. Then there are Japanese RPGs like Chrono Trigger and western RPGs such as Star Wars: KOTOR and Elder Scrolls IV: Oblivion that take the idea a few steps further. As before, enemies are present at all times on the overworld screen, but in these games, the overworld and battle perspectives are one and the same. Oblivion even goes so far as to make battles real-time - with no disruption whatsoever.

This is just as it should be - the games we play should flow like water, delivering a seamless, wholly enjoyable experience. Design flaws should never be the source of a gamer's frustration - only the content of the game should be able to affect our emotional state while immersed in the virtual world.

17 comments:

  1. Anonymous6:50 PM

    you whine like a little girl. random encounters are great in more linear based rpgs.

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  2. Anonymous7:03 PM

    @bluebonics
    are RPGs linear these days?? fucking idiot dumbshit donkeydick sucker flame flame flame @ you you fucking idiotic piece of low scum shit, go work as a fucking shitcleaner in the sewer or something YOU FUCKING DUMBSHIT EATING MOTHER-FUCKING INCEST WHORE-BAG!~!~!~!

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  3. Anonymous7:16 PM

    Now *thats* a flame!

    FFVIII had a great way of dealign with these encounters...simply equip the GF with the no-encounter ability...mroe games need something along these lines, as random encounters can become tedious. But I must also say that grinding could be severely limited in an environment with no encounters, and I like to be overpowered when I come to boss battles =p

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  4. Anonymous7:16 PM

    because every time you walk through the woods do you see every snake that could potentially bite you? or every potential danger that may arise..? No, random only hightens the sense of realism.. maybe a mix would be nice..

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  5. Anonymous7:49 PM

    Kind of hard to say it should always be done are should never be done... some games need it, others are bogged down by it...
    ps. you're cute!

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  6. Anonymous8:17 PM

    @anonymous flamer
    tsk, so much rage... it's gonna raise your blood pressure! Besides, no one is "low scum shit"... that doesn't even make sense.

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  7. Anonymous9:31 PM

    Enchanted Arms is the RPG I've enjoyed the most in recent times. It had random battles, but 1. the battles were the core mechanic of the game and *fun* and 2. you could automate the ones that weren't challenging. That way grinding didn't even feel boring. Plus you could have a sip of your coffee while the battles were on.

    I spit in real-time battles' face.

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  8. Anonymous11:21 PM

    I have felt the annoyance you are talking about (Fallout Tactics*), but I completely disagree with your position that removing random encounters is a good idea.

    Even in an expansive non-linear setting, everything shouldn't be about a known destination/quest/dungeon/etc.

    Games are getting shorter by the minute, and you are asking to have something taken out which makes a positive contribution to long-term playability? Sorry, but that's not appreciated!

    Do you work for EA or something? (EA Suit: "What a great idea! Let's make them buy the expansion to get random encounters! And mouse support! And anything!")

    Sounds like FFVIII had a great idea there, as long as you don't have to sacrifice a real skill in order to get it. (i.e. - one that exists for a purpose other than nullifying what could be considered an annoying design flaw) (I've never played FF or most other console trash, so I wouldn't know.) It should be an intrinsic you get at an appropriately high level.

    Another poster touched on the danger of excessive grinding. I have felt the lameness of that as well, but given an exclusive choice I would prefer to be able to grind to the sky!!!

    ~~~

    *Just for the record, Fallout Tactics is an awesome game and I hate to have to use it as a "bad example" of anything. It's true, though: the RE's can get annoying. Even when you have good enough scouting abilities to avoid them, you still have to click "No" in a dialog to avoid. Gets old sometimes.

    ~~~

    Also for the record, I came here from digg but I am posting here because they require login and I don't feel like wasting the time creating/using one. This isn't so much relevant to this topic as it is a clue to digg that they should allow anon posting. I know that approach has its problems, but the advantages outweigh the disadvantages. Let me get involved, then maybe I will create a login, not the other way around.

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  9. Anonymous9:13 AM

    To heck with you dude. Random encounters rock.

    Unfortunately, you'll get your wish - all the best RPGs seem to be dropping random encounters - but there are many of us not happy about it!

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  10. Anonymous10:53 AM

    I don't like it therefore it is infantile. Thank you for establishing your credibility early.

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  11. Guys,

    I'm a HUGE Final Fantasy fan since way back. I remember spending hours playing those games. Wait a minute, I'm spending hours on FF12 right now!

    But one thing I don't miss is the random battles. Play FFXII or Oblivion. Once you've seen a world with a great story but no random battle screens, you will NEVER want to go back. I guarantee you.

    Great post, and I agree. I realized that what draws me in to RPGs is the story and the customization I can do with my characters. NOT the "whoosh, you're in another battle"!

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  12. Anonymous1:45 PM

    "go work as a fucking shitcleaner in the sewer or something"

    Then your Mom would be out of work, AGAIN.

    ReplyDelete
  13. Anonymous1:45 PM

    for Anonymous response to @bluebonics
    "go work as a fucking shitcleaner in the sewer or something"

    Then your Mom would be out of work, AGAIN.

    ReplyDelete
  14. Anonymous2:35 PM

    The problem with random encounters these days is that each battle takes too long, with all that animation and loading time. The old games never had this problem, but I've grown weary of RE since FF7 because each battle takes so long. that's what really disrupts the flow of the game.

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  15. Anonymous11:49 PM

    Nevermind the Jackassery everyone else seems to be responding with.
    I thought you had a damned good point.
    People can still be partial to their favorite style of gameplay, but it's no reason to attack somebody for having an opposing viewpoint. Why, that's what religion is for!

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  16. Anonymous12:03 PM

    The commenter that mentioned Wild Arms having good random battles makes a good point. In the game Grandia 2 for the Dreamcast I really liked the random battles, even though I normally hate them. This was because the battles themselves were not just time-wasters, they were a core gameplay mechanic and sufficiently deep and rewarding enough on their own to be something I looked forward to.

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  17. Random battles are horrible. Always. Any game with random battles could be improved by getting rid of those random battles. There are a grand total of zero advantages to having random battles in an RPG.

    As a side note, I think it's safe to completely disregard the opinions of anyone who says they prefer random battles because they didn't like Final Fantasy XII's combat system. Combat systems have little to do with random battles.

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