I’m torn about them. On the one hand they free up the combat design to be as wildly different from the exploration as it wants. Which can result in really creative stuff. Favorite examples are Undertale, MegaMan Battle Network series, and Tales series.

But on the other they interrupt the flow of exploration, the music, you forget where you were by the end of combat and they can be very annoying if they happen to be common or just as you’re about to leave an area. The consolation prize of growing stronger with every battle only helps so much.

  • Harvey656@lemmy.world
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    1 month ago

    There’s nothing more annoying than chilling in ff 8 doing your own thing, then the loudest fucking music ever interrupts your fun time, ff 10 was awful about it too.

    But other games it’s no problamo, I think the best way to do it is how the mother series went about it, with them being semi random and dodgable if you were good and didn’t want to do them.

    • SolarMonkey@slrpnk.net
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      1 month ago

      8 was so bad with randoms. You can go like 2 inches at a time between over world encounters. And they were so time consuming even when it only took 2 hits to kill everything - intro transition, battle animations, victory splash… so long!

      I have no idea how I managed to sit through those back in the day. Sooooo tedious.

      I like the tales series for how they did, mostly dodgeable, but combat could also be fully automated if you were bored. And there’s a lot of combat, so it gets boring. Needless to say I used auto combat a lot (not for bosses or unique enemies tho). I’d prefer if it didn’t do the battle transition, but I understand the function of it.

  • xhrit@lemmy.world
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    1 month ago

    This is actually two different design paradigms you are talking about.

    The first is the exploration map transitioning into a battle map during encounters. The second is randomly forcing players to fight encounters. Games like Zelda 2 had a exploration map and a battlemap, but the encounters are visible on the exploration map and could be avoided if you want so they were never forced. And games like Shining in the Darkness had exploration and battle on the same map; there was no transitions and the view perspective did not change, the game just randomly forced you to fight encounters while you walked around. Then you have something like Vermintide 2 which is a realtime first person action rpg/shooter where random mobs are spawned in at random times on random places on the map to attack you, but the mobs spawn out of sight and it’s happening seamlessly in real time.

    IMO battle transitions are an outdated mechanic designed around the technical limitations of 8 bit era systems, while random encounters are a great way to improve exploration and overall replay value of a game.

    • droning_in_my_ears@lemmy.worldOP
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      1 month ago

      Good point. I guess it is 2 things I’m talking about.

      I think battle transitions are a tradeoff. They free combat but at the cost of interrupting flow. If you don’t do anything with the freedom they give you and you just make the same tired pokemon style choose from a menu combat it’s not worth it.

      • xhrit@lemmy.world
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        1 month ago

        Aye. Like all design paradigms, there are places where they can be useful or can be used to achieve a certain feel.

        I actually hate “choose from a menu combat” but have thought of a few cases where it would make sense - for example a Legend of Galactic Heroes style space warfare game based on hyper-realistic combat between massive fleets of 20,000+ ships each, which according to lore, line up in nice neat firing lines and shoot at each other for 12+ hours until one side has won via attrition. There is no way to simulate that in real time and be fun, and the ranges at which combat happens in deep space means that there is basically literally no room for maneuvering once the battle has began…

  • RightHandOfIkaros@lemmy.world
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    1 month ago

    Random combat is the number one thing that makes me drop a game.

    Its annoying, it happens too often, it always interrupts me when I want to do something else, and it is too repetitive.

    This is why I stopped playing a lot of JRPGs. The other thing I drop them for is when combat only has a single song and always starts with the exact same intro, like what happened with Dragon Quest 11 or whatever it was that I played.

    I hate grinding. Its repetitive and boring. Its not fun. If a games story missions are not paced properly with level such that I can do only the story missions and never be underleveled, then I will drop that game immediately.

    • droning_in_my_ears@lemmy.worldOP
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      1 month ago

      I also hate grinding but sometimes I get addicted to it. Like my lizard brain likes watching the numbers go up. I recently loaded an old save in final fantasy and saw my level at 99, health at 999/999 and gold at 999999 and was like “I don’t remember grinding any of this”. It happens in a trance.

  • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 ℹ️@yiffit.net
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    1 month ago

    FF style? Hate 'em. I’m not a fan of the turn-based combat in those types of games either. Outside of boss fights/special enemies, you’re usually just spamming A to select the first option (attack) until you win. It gets hella old, hella fast and the random encounters happen every so many steps you take.

    Fallout style, on the other hand, is awesome. More like Fallout 3 and beyond than 1 or 2 which are still a bit like FF in that you can’t see shit, you just walk the map and then FF battle music fade to black and pop into the encounter.

    The Yakuza series does them well. They’re visible when wandering around, but they’ll also just appear at random all over the city walking down streets or chilling in alleys. You can’t always tell exactly what you’ll fight but you’ll know how to get around them if you don’t want to fight.

    Of course I also like roguelikes. The entire game is a random encounter.

    • droning_in_my_ears@lemmy.worldOP
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      1 month ago

      I agree FF style turn based combat is boring. I mean games that have an auto button that plays it for you are admitting it.

      That’s why I like games that have more creative combat that blends different genres. Undertale has some turn based, some realtime bullet hell. Battle network has a real time grid based with card game elements.

      There’s so much you can do but so often devs fall back on choose from menu watch cutscene.

  • Lost_My_Mind@lemmy.world
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    1 month ago

    Man…this question would have SO much more gravity if it weren’t about gaming.

    Like if you’re thinking back on your life. You met your wife at a coffee shop, but what would your life be today if they got a bagel instead? Where would your life be, 20 years later?

    Or what if you’re single? Did you make the wrong arbitrary choice? Did you walk left instead of right? Did you miss out on meeting your special someone because of a choice you didn’t realize had ramifications?

    And how should we feel about that today, knowing nothing in the past can be changed?

    • droning_in_my_ears@lemmy.worldOP
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      1 month ago

      Haha I have thought about that too actually. Mainly because my career path and favorite hobby were both decided by small random moments. It’s definitely made me more open to new experiences.

  • Aielman15@lemmy.world
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    1 month ago

    They’re not the worst thing ever, but I’m happy when a game finds another way to challenge the player that isn’t “throw an enemy encounter at the player every ten steps”.

    Nowadays I particularly enjoy games where the encounter is fought on the map itself instead of having a transition screen and a separate map. Games like Sea of Stars, or Yakuza Kiwami for example. I find that removing the transition screen also removes much of the tedium I feel with enemy encounters in video games.

  • Ephera@lemmy.ml
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    1 month ago

    I think, it works kind of well in games where you’re able to enslave/recruit the random encouters (Pokémon, Shin Megami Tensei and such), as it’s then a surprise what you’ll find, somewhat like a slot machine.
    But the way the more recent entries work in these series, that you find out what creatures roam the world by exploring, that kind of works, too.

    More generally, I don’t particularly like the problem that random encounters solve. Which is that you’ve got sections of gameplay where nothing happens, so you throw enemy encounters into there. That also goes for non-random encounters.

    RPGs do this and I used to enjoy RPGs as a form of escapism. But now that I’m doing more stuff in real-life, I want it condensed down in roguelike form, or I’ll just play other genres…

  • De_Narm@lemmy.world
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    1 month ago

    I’ve come around to really liking them. In short, they vastly improve dungeons in my opinion.

    Most RPGs don’t manage to create interesting battles outside of boss fights. Heck, an increasing amount of RPGs fails to create any kind of challange. However, random encounter can add another layer to dungeons: resource management. You have to plan out how to tackle fights in order to get through the dungeons with your limited items/MP - do you sacrifice more HP or do you go for your strongest attacks? How much exploration can you get in? Do you need to be extra careful and plan for stronger rare encounters? Maybe even plan around lvl up healing.

    Sadly, this layer is easily removed. Overworld encounters? Just dodge everything. Adjustable encounters? Grind just enough, go heal and disable encounters. Non-challanging fights? Just use basic attacks. Healing stations? No need to plan anymore. Ideally, the dungeons provides no healing at all - especially not before encountering the boss.

    If you’re interested in a game with great dungeons, I’d recommend every single Etrian Odyssey.

  • thermal_shock@lemmy.world
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    1 month ago

    my favorites were in the fallout series, if you were good, bad guys came, if you were bad, good guys came. nice random fights in new places.

    even in BOTW the ninjas showed up periodically

    • P00ptart@lemmy.world
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      1 month ago

      The good thing about the fallout series is that unless you’re in survivor, you can generally carry enough to deal with the encounter. It’s not like far cry where you’re just like “FUCK! WORST possible timing!” And it was always like a stupid fucking badger or something. I don’t even mind coming across death claws. I’m carrying 15 mini nukes, 120 stimpacks, leveled up power armor and enough ammunition to make lead poisoning a bigger environmental threat than the rads.

      • thermal_shock@lemmy.world
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        1 month ago

        yeah, I did like the mods that added weight to ammo, pretty solid challenge with that since you can have 2000 rounds for each weapon.

  • Hideakikarate@sh.itjust.works
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    1 month ago

    Old Mother/Earthbound games would just let you insta-win battles if you were way stronger than the area you happened to be in. Made backtracking much smoother.

  • Dizzy Devil Ducky@lemm.ee
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    1 month ago

    I personally don’t mind them, but I personally think the best kinds of random encounters are ones like pokemon randomizers where you step in the grass in a modded gen 3 game with every single pokemon in existence in it and it randomly pulls from the list of 1000+ mons in order to give you a feeling of true randomness in team building. Especially since you aren’t able to predict which creatures you will get.

    Having a random table containing only a few different encounters isn’t anywhere near as fun and exciting as randomly having gods spawn as your enemy as a beginner in a randomized game followed by the weakest creatures in the game a moment later.

  • missingno@fedia.io
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    1 month ago

    If what’s supposed to be the core gameplay feels like an unwanted interruption, I don’t think the random enounters themselves are the problem. I think the reason random encounters get a bad rap is because some games don’t make basic fights feel engaging enough. But when done right, they should be the fun part!

  • HipsterTenZero@dormi.zone
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    1 month ago

    I actually only like random encounters when I’ve changed up either builds or party members and want to play around with it for a little bit. In that sense, I guess you could say I don’t like random encounters, but rather easily accessible encounters.