How do you guys feel about Random Encounter in old jrpgs.

I don't mind them if they are like in a game such as Lunar: Dragon Song, Guardian's Crusade, or Grandia, where the random encounters are visible on the overworld map. Suppose they aren't random then, huh?

Okay seriously, it depends on the game. Some games overdid it, with one or two steps WAM! a battle, and I always hated that. It was more like they had, I believe to this day, about two hours' worth of actual gameplay, and they padded the game out to over eight hours with a thousand random encounters between each town.

So no dislike the Stupidly over done RE system
 
What if we played them for anxiety? They don't contribute directly to your stat growth in any way, so getting from safe point A to point B, whether it's another safe point or a boss fight, is an uphill struggle seasoned with a growing panicked awareness that a slightly less common, party-wiping monster could ambush you at any time.
I suppose this same kind of vibe can be created with overworld enemies too. If youre low on resources and the exit has a bunch of enemies surrounding it, trying to dodge around them can be tough.

I just cant think of a single game with overworld encounters that actually gave me that kind of moment as often as random encounters do lol
 
If you play videogames because you have anxiety I suggest you don't play games with random encounters, of course. Better play something like slice of life games. There is always a solution for a problem :)
I meant play random encounters for anxiety as a designer/developer. Like put them in one's own works in a manner that's intended to cause the players anxiety.
 
I meant play random encounters for anxiety as a designer/developer. Like put them in one's own works in a manner that's intended to cause the players anxiety.
Ohh I see. Random encounters for increasing anxiety works alright when you don't know where to go, at least for me lol. So, your theory is totally right.
 
Putting a random encounter in a traditionally safe spot - an item shop, a church, etc. would be delightfully devilish.
 
Putting a random encounter in a traditionally safe spot - an item shop, a church, etc. would be delightfully devilish.
On a tangent, do you find boss encounters in safe places any more threatening than boss encounters in dungeons?
 
More games would benefit of an Earthbound styled "Automatically beat weak enemies" mechanic
 
I absolutely hate em ! The reason why i gave up playing the majority of 16 Bit JRPG
 
Most of them are tedious, esethbound at least improved a bit in that area
 
Possible counterargument to "they suck". Is there a better way to serve the player rare enemies than a random encounter?
 
All in the title, how do you feel about those random encouters ?

I personnaly don't like them very much, i can stand a game that allows you to at least walk a little before entering combat but not the kind where a fight appears every 5 steps.
I don't mind them, never had, probably never will, but i understand your frustration, in survival horror i get anoyed when am not allowed ti kill every enemy, even though that is the whole point.

why do you do not like random encounters?
 
Proposal. Random encounters in a pure ARPG. No matter which combat area you're in, as long as you're not in the boss room or maybe fighting a roaming miniboss, traveling an indeterminate distance will cause anything from mildly annoying fodder to the game's most traumatic experiences to come out of the woodwork and surround you.
 
Well I really don't care I play Jrpg has two steps encounter in early days like FF2 and Beyond the Beyond notorious of this

Without or without I can adapt it both.
 
Are fixed encounters at undisclosed points in the overworld or dungeon, that you don't know are fixed because they have the same intro and music as the random encounters, better or worse than the random encounters themselves?
 
I generally have no problem with it, but I've been playing FF9 recently and the transitions between the field and battle take so long that its started to really irritate me.
 
Fixed enemy encounter rate and RNG based enemy encounter rate doesn't match my problem while I was playing in fast paced. High encounter rate would be repetitive, mark my words. I love random encounter in town that you can buy some and grind
 
You know i like the style of the chrono games where enemies are visible but respawn there isn't much need to grind in these games.

I look at random encounters from the world prespective basically if i go into the temple of chaos in FF1 what i see is the boys walking through a corridor with columns on each side and a bunch of hostile skeletons far off to both right and left those who attack us result in a fight!

Thinking about random encounters as beating guards/the army of the villain makes it more fun or maybe I'm just too imaginative for my own good ::eggmanlaugh
 
All in the title, how do you feel about those random encouters ?

I personnaly don't like them very much, i can stand a game that allows you to at least walk a little before entering combat but not the kind where a fight appears every 5 steps.
This is the single aspect that often makes me avoid japanese rpgs in general. There a couple of games that handle the random encounters well (pokémon having especific areas like caves or dungeons that the random encounters happens, there is this game called Ar Tonelico on Ps2 that has a bar that turns from green to red showing the probability a enemy appear), but other than these two examples the vast majority of the rpg games i played have the enemies on the screen.
 
Any SMT game you take a single step.
Demons: Allow us to introduce ourselves!
Tell me about it. It got so tedious in Persona 2 (I can't remember which one) that I used the one of a kind item duplication item... to make another repel just so I could walk through more of a dungeon without constantly being dragged into a battle.
 
I can tolerate random encounters if they let me flee battles easily or they let me activate an item that temporarily lowers encounter rate, like in Pokémon.

Pokémon is really the only franchise that actually execute the idea of random encounters perfectly. An encounter doesn't only mean you're gonna get XP out of it, you can find a pokemon you really like and bam, new party members, or at least grinding actively makes your existing party members better through EVs. It only becomes a pain when you already have your finalized team with everyone at high levels, but that's like at the end of the game pretty much.

Sadly other games just make the encounters unbearable from how frequent they are, I dropped Breath of Fire IV because of that.
 
Say. Stuff that I hate way more than random encounters:
Normal and Strong encounters, on the map.
But make the strong encounters notice you easier, run faster than you on the map, and scale the encounter from your current level rather than based on the area you are in.
Then add in mechanic where escaping has harsher rates against the player the higher the enemy level is from player's. Literally "Yeah, when you NEED to escape, fuck you" -mechanic.
This shit made Tokyo Cringe Session Häshtäg Fuck mE and Sus Häkkers 2 absolute meh tier experiences to me. I take fifty hours of FF3 on Famicom and Phantasy Star on Mega Drive random encounters all day instead of "innovative" bullshit from some of these new games.
 
Ofc it depends on the % of the encounter and how grindy the game is/ what other choices you've to level up, or the needed item or equipment necessary to progress. But as a general rule i prefer the games where certain zones have higher % than the rest, so you know where to go if you need to level up or where not to go if you want to press on.
 
I don't mind them. The grind makes games last a bit longer so I get to enjoy the combat system more. Yeah sometimes it gets old, but I usually don't feel that way until I'm late into the game and ready to finish it. Final Fantasy does it best with the Chocobos and air ships so you can skip most of the random encounters in the over-world by mid to late game. Plus it opens up the world to special areas where combat is more interesting and less grindy.
 
I can tolerate random encounters if they let me flee battles easily or they let me activate an item that temporarily lowers encounter rate, like in Pokémon.

Pokémon is really the only franchise that actually execute the idea of random encounters perfectly. An encounter doesn't only mean you're gonna get XP out of it, you can find a pokemon you really like and bam, new party members, or at least grinding actively makes your existing party members better through EVs. It only becomes a pain when you already have your finalized team with everyone at high levels, but that's like at the end of the game pretty much.

Sadly other games just make the encounters unbearable from how frequent they are, I dropped Breath of Fire IV because of that.
One thing about Pokemon that I don't really see people talk about is how it is also smart enough to have both random encounters AND on-field encounters. I can't think of another franchise that has the mix of the two. The overworld trainer battles have smarter battle AI, give more XP and many of can be maneuvered around. Random encounters don't feel like such a boon because on top of generally lower encounter rates compared to a lot of RPGs that people consider problematic, there is the ability to turn them off as well as the ability to potentially capture a new party member, like you said. It obviously also helps that outside of caves and water, random encounters only occur in tall grass so if you don't have any repels and don't want to get into encounters you can just avoid tall grass as much as you can. Thanks to most XP coming from overworld trainer battles that feel like more of an engaging spectacle you rarely ever feel punished for rushing past a lot of the random ones. Once they gave you the option to rebattle powered up versions of trainers you already beat in gen 3 you never even needed to grind random encounters if the tedium didn't interest you. It's really quite something how elegant the way those games are setup!

I wonder how other games could try to implement hybrid systems that would allow for some of the positives of random encounters without them feeling as obnoxious to people with less tolerance for the mechanic. Maybe its a game where you are being pursued by a hostile enemy force, with those enemies (let's say knights from an enemy army) are visible on the overworld/town map when present, while monsters are still random encounters. The trick would be trying to find a way where both systems feel relevant in some way.

Maybe its a game like SaGa where monsters are allowed to be party members and you can have your party monster eat or absorb monster essence to change their capabilities on battle, or you could just have a more straightforward capture system like Pokemon. Then - since in this hypothetical game we're a party of primarily humans in a fantasy setting - the enemy knights or whatever the overworld enemies end up being could drop higher gold counts on account of being actual people who would naturally have more on hand as well as chances to directly drop gear.

The game could even just separate the two encounter types by how they impact your economy. Monsters would drop materials for crafting and maybe give more XP on average whilst overworld encounters would again drop more money and have the chance for direct gear drops. Maybe weapons can be augmented with crafting materials so you'd ideally be defeating overworld enemies to get gear and then monsters to augment the gear with different attributes (think Final Fantasy X's gear system).

Basically, I'm just tryna lay out that there is a lot of room for exploration there, as difficult as balancing that economy would probably be for any designer daring enough to try. I really appreciate this comment because until now I never really appreciated why Pokemon was able to feel less tedious despite hypothetically introducing far more tedium into its encounter system. Despite having up to 6 separate party members that can only level up 1 at a time or have to level up slower via shared XP even the older pre-XP Share games are rarely thrown onto lists of the most tedious RPGs.
 
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