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WHAT IS THE PERFECT ENCOUNTER RATE?

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Brady
Was Built From Pixels Up
3134
The sheer amount of wrong things you just said has actually left me kinda speechless....
CAVE_DOG_IS_BACK
On sunny days, I go out walking
1142
i'm glad to have done my good deed for the day, then.
author=Brady
The sheer amount of wrong things you just said has actually left me kinda speechless....
author=CAVE_DOG_IS_BACK
i'm glad to have done my good deed for the day, then.


Ah. Things are starting to make sense.

But your entire argument seems to be based on the idea that I'd be using Mash-A-To-Win battles, which I intend to avoid for obvious reasons. I also think that touch encounters will never fully obsolete random encounters because they're an equally flawed system. When players can skip most of your encounters, then that undermines the effort of creating the battles in the first place, and if players want to skip your battles, then there's something wrong with the battles that isn't the encounter system.

And for the record, not only can one bake a cake without knowing how to cook an egg, but there is also more than one "correct" way to cook an egg.
(Hmmm, I could swear I wrote something yesterday, but either I dreamed it, or it was removed by community)

Lufia had random encounters throughout, and yes it was a pain in the bum (I couldn't get through). Lufia II had rather low random encounters on the worldmap, and then had the whole enemies that move when you move thing. Why? Well for one because the encounters in the first game were so high, but also having monsters pause until you move allowed for puzzle games to work.

I think this is the point. Not necessarily that one is "wrong" and the other is "right" (overly simplistic), but that it is important to manage these correctly. Now the definition of "correctly" might be up for grabs.
I don't think I've seen the argument made that dealing with enemies should be optional in any other genres. The fact that you cannot assume the someone who chooses to play a certain RPG will actually enjoy it's battles speaks volumes of the quality of the average RPG battle.

...and the player has a much easier time making the boss fights as hard/easy as they want.

If you go that route, give the player some sort of indication of how many enemies they are supposed to fight, like all that are on the way or something like that.
slash
APATHY IS FOR COWARDS
4158
author=bulmabriefs144
Not necessarily that one is "wrong" and the other is "right" (overly simplistic), but that it is important to manage these correctly.

this.


Thinking about it now, making encounters random and invisible did a lot for the original Pokemon game. By avoiding grass, you had a limited amount of control over how many encounters you fought. There was the tension of stepping into a patch of grass to get an item a few steps in - will I fight a wild pokemon? Will I survive it?

In addition, I believe one of the main attractions of the original Pokemon games was their sense of mystery. After wandering through Viridian Forest for forever fighting Weedles and Kakunas, imagine the shock when you hear the battle sound, the screen goes black, and a Pikachu appears. As a kid, that kind of stuff blew my freaking mind. A simplistic conversion to conventional touch encounters would've obliterated that feeling of suspense, especially if you can see that there's an obvious Pikachu sprite among all the Caterpies.

Maybe there's a way to make touch encounters in Pokemon while maintaining suspense, but I'm having a hard time thinking of one that wouldn't have involved massive redesign of the mechanics and maps, as well as changing away from tile-based movement. And what would it have accomplished? Random battles work extremely well in Pokemon.

CAVE_DOG_IS_BACK
On sunny days, I go out walking
1142
author=AlexanderXCIII
[
Ah. Things are starting to make sense.

But your entire argument seems to be based on the idea that I'd be using Mash-A-To-Win battles, which I intend to avoid for obvious reasons. I also think that touch encounters will never fully obsolete random encounters because they're an equally flawed system. When players can skip most of your encounters, then that undermines the effort of creating the battles in the first place, and if players want to skip your battles, then there's something wrong with the battles that isn't the encounter system.

And for the record, not only can one bake a cake without knowing how to cook an egg, but there is also more than one "correct" way to cook an egg.


Well, I'm telling you that it doesn't matter even if your battles require more action than "mash a to win," because I have literally never, in my entire career of video game playing, encountered a random battle where I had to use my brain, despite playing a multitude of supposedly "hard" rpgs. So I'm doubtful that this is "the one."
If players want to skip your battles, then they should be able to. There's literally no downside to this. Have people who love fighting random enemy monster be able to, and people who don't want to fight random monster not have to. Why not.
I don't like Brady's system for a different reason: It leaves too much up to random chance. Two players might have entirely different experiences because *random* encounters. Just make the one boss take up all of a player's resources and thinking abilities.

The downside to the pokemon random battles would be that. you had to fight them using the pokemon game engine. Just make all of the pokemon big old clouds with question marks on them so that a ten year old mind isn't broken in moon cave.

I don't think I've seen the argument made that dealing with enemies should be optional in any other genres. The fact that you cannot assume the someone who chooses to play a certain RPG will actually enjoy it's battles speaks volumes of the quality of the average RPG battle.


Well, also, RPGs generally have their difficulty reduced when you have random battles. 99 percent of these games have a penalty for running (the possibility of dying due to dice rolls) so you are generally being forced to fight them unless you have the benefit of playing on an emulator or with game genie or whatever. But when you actually win these battles you gain levels and end up trivializing whatever boss battle awaits. This is not the case in any other genre because "exp" doesn't exist.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I don't buy the "give players the option to skip anything they want" method of game design. It reeks of bad game design to me. Your job is to make the player not want to skip it. Ideally they would enjoy playing every part of the game enough to do it even if no other part of the game were gated behind it. But I realize that's not gonna actually happen. Sometimes you have to just add stuff for the player to do that isn't as fun as it could be, but is better than not doing anything. I don't think adding a menu option to FF7 to turn off all battles would have made it a better game. It would have made it a worse game.

Also, if you've never played a game where random battles made you think, and you want to, you should play a Craze game.

The idea of battles making the player too powerful is a problem that is independent to RPGs, it's true. But this has nothing to do with whether you can see the enemies before the battle starts or not. It only has to do with whether the player has the ability to get exp by repeating battles he's already fought, which is independent of whether you use random encounters or avoidable touch encounters. If you don't allow grinding, then the problem is fixed. This can be done by either removing the repetition itself or by removing the reward for it. For example, you can make enemies you've already defeated stop appearing, or you can make them give no exp/gold.
slash
APATHY IS FOR COWARDS
4158
@Cave:

It sounds like you're saying battles should be skippable because they're too often boring - and I agree that there's a dearth of intelligent challenge in many RPGs - but that's addressing the wrong problem.

First, as with Pokemon, Cthulu Saves the World, and FF6, you can design random encounters to be skippable.

Second, making them touch encounters doesn't make them avoidable, as in Earthbound or Chrono Trigger.

Third, making the challenging part of a game skippable absolutely ruins the sense of accomplishment you get from overcoming it. I hate to say it, but even presenting that option to the player can corrupt their sense of achievement - now they're presented with the temptation to skip to the end whenever they fail, instead of deciding to regroup and try again.

Again, I agree that all too often, RPGs lack difficulty and rely on grinding EXP instead of imposing true challenge. This is a big issue, but one that lies completely separate from how your encounters are presented - being invisible or visible doesn't make them any more avoidable and doesn't make them any more interesting. If players are desperate to avoid your encounters, you've done something wrong, and it has nothing to do with how visible they are.


EDIT: dammit LockeZ is faster than me
Craze
why would i heal when i could equip a morningstar
15170
yes the "skip a thing you don't enjoy" idea is dumb*, either the player is playing a genre they don't like (solution: don't play things you don't like) or the game itself is bad... THAT SAID! The option to occasionally skip things you don't like is a very welcome mechanic. For example, 100% escape chance items in RPGs, or how many puzzle games let you skip up to three or so puzzles (but if you solve them later, you can skip other puzzles).

One type of game design that I love is when it's easy enough to beat all of the levels in a game, but 100%ing them is more difficult. I don't mean that the game should be piss-easy, but, say, recent Kirby games have just gone "nope, you can't die... simple as that." However! To AAA each level, you have to get X amount of the collectibles. If you enter the "death" state, you simply lose some/all of your collectibles. You can keep playing the level or boss, but it becomes more difficult to have X collectibles at the finish line.

How can you apply such a mechanic to an RPG? It seems like it might be difficult, but here's a few ways (note that I'm assuming "score" would be like "grade" in a Tales game -- no immediate benefit, but at the end of the game (or of a world, or whatever) you can trade it in for bonuses. I DO NOT RECOMMEND TYING SCORE TO ULTIMATE ITEMS. Then you fall into the trap of "I have the infinity+1 sword, but nothing to use it on..."):

  • You CAN die, but revival/healing items are plentiful and reasonably powerful. Allies have no healing spells. The fewer items you use against a dungeon and/or boss, the higher your score.
  • You CANNOT die. If your Health hits 0, you simply deal low damage for a few turns and cannot be healed until the effect wears off. Every battle has a turn counter; if you hit par or below par, you get some score.
  • You CAN die, but this resets you at the last checkpoint with your items returned to what they were and all XP kept. Dungeons may have branching paths, but the goal is simply to reach the end of them; you'd keep whatever equipment or whatever you found as long as you can survive to that point. You get more score for every reward point you hit without dying. FFVI did something similar to this, but it was a very rudimentary attempt. YOU CAN DO BETTER

You don't even have to incorporate score, you can simply utilize checkpoints, or just reset the player a few steps before the battle (a la FFXIII, or in some regards TWEWY). I did this in Wine & Roses and it won first and second place in the contest before last, so... SOMEBODY liked it.

tl;dr: no matter how you do your encounters, try to make them engaging??? or something this got really off-topic but idk

Extra reading/watching:

http://www.escapistmagazine.com/videos/view/jimquisition/3769-A-Different-Kind-of-Difficulty
...uh the reading part is down because gamefront apparently shit itself. I'll link to it when the site's back up

*one example that breaks this imo is Mass Effect 3's various game modes. I also FUCKING LOVE how FE: Awakening lets you turn off permadeath. Like holy shit best thing ever
JayjeAthravein
Old-School GAM-MAKster DOUBLE DONATOR SUPREME!
1945
author=slashphoenix
The Perfect Encounter Rate depends on many factors, some of which you've pointed out, including:

1) Dungeon size (one hallway vs. several floors)
2) Length of Battle in time (Frequent, long battles are unbearable)
3) Avg. drain on resources (HP/MP/Items)
4) EXP per battle (How much EXP is necessary to proceed)
5) Game's overall focus on combat

It really comes down to "Is this fun?" If your game's combat is fun and players are just running around fighting stuff for kicks, you don't have to worry as much about encounter rate, but if they're heading straight to the exit and keep getting interrupted, you should consider revising. The answer is going to be vastly different for every game.

The best solution in this situation is always going to be "Have someone playtest it." In fact, have a friend playtest and watch them as they play - you'll get to see how other people play your game, and you can see if they get frustrated or if they're having fun with your battles.


Very well said! I would also consider the difficulty of the boss to be encountered in said dungeon/level. If you know you've put a boss with like 15000 HP and 3000 MP with high DMG attacks/spells, then you definitely want to make it easier for the player to level up and fight them. It'll make all that grinding worthwhile.
Craze
why would i heal when i could equip a morningstar
15170
or you could not have grinding in your game and properly balance things with mechanics you control as the developer ;_;
author=CAVE_DOG_IS_BACK
I don't think I've seen the argument made that dealing with enemies should be optional in any other genres. The fact that you cannot assume the someone who chooses to play a certain RPG will actually enjoy it's battles speaks volumes of the quality of the average RPG battle.


Well, also, RPGs generally have their difficulty reduced when you have random battles. 99 percent of these games have a penalty for running (the possibility of dying due to dice rolls) so you are generally being forced to fight them unless you have the benefit of playing on an emulator or with game genie or whatever. But when you actually win these battles you gain levels and end up trivializing whatever boss battle awaits. This is not the case in any other genre because "exp" doesn't exist.


In all honesty I find traditional level up to be an inherently flawed system because it affects the difficulty in a way that the designer can't directly control (and another topic in itself). But if you're so overleveled that battles are too easy, that's your problem as a player, not mine as a developer, and it still has nothing to do with random encounters.
CAVE_DOG_IS_BACK
On sunny days, I go out walking
1142
author=LockeZ
I don't buy the "give players the option to skip anything they want" method of game design. It reeks of bad game design to me. Your job is to make the player not want to skip it. Ideally they would enjoy playing every part of the game enough to do it even if no other part of the game were gated behind it. But I realize that's not gonna actually happen. Sometimes you have to just add stuff for the player to do that isn't as fun as it could be, but is better than not doing anything. I don't think adding a menu option to FF7 to turn off all battles would have made it a better game. It would have made it a worse game.

Also, if you've never played a game where random battles made you think, and you want to, you should play a Craze game.

The idea of battles making the player too powerful is a problem that is independent to RPGs, it's true. But this has nothing to do with whether you can see the enemies before the battle starts or not. It only has to do with whether the player has the ability to get exp by repeating battles he's already fought, which is independent of whether you use random encounters or avoidable touch encounters. If you don't allow grinding, then the problem is fixed. This can be done by either removing the repetition itself or by removing the reward for it. For example, you can make enemies you've already defeated stop appearing, or you can make them give no exp/gold.


ff7 is one of the easiest rpgs in existence, almost the epitome of "press x to win." the random battles in that game did not serve to make the game better because the outcome was always decided before the battle even initiated. What is gained by having these in the game. The answer is: More of my time wasted. This is not adding stuff for the player to do that isn't as fun as it could be. This is adding stuff for the player to do that isn't fun at all.
If you are removing enemies that have already been fought from the game, then they are by definition not random battles.
Also I have played two Craze games and the only thing they made me think was "Why."


author=slashphoenix
@Cave:
First, as with Pokemon, Cthulu Saves the World, and FF6, you can design random encounters to be skippable.

You know what would have also worked. Just letting me skip them by not touching enemy sprites on the screen instead of having to use items.

Second, making them touch encounters doesn't make them avoidable, as in Earthbound or Chrono Trigger.

Those are problems with those games, not with touch encounters. You can easily have touch encounters that don't chase you around the screen. As I recall, everything in CT was avoidable except for the battles that were scripted to always occur.

Third, making the challenging part of a game skippable absolutely ruins the sense of accomplishment you get from overcoming it. I hate to say it, but even presenting that option to the player can corrupt their sense of achievement - now they're presented with the temptation to skip to the end whenever they fail, instead of deciding to regroup and try again.
random battles are not and have never been challenging except in roguelikes and there is no sense of achievement to be gained from defeating slimes.

author=AlexanderXCIII
In all honesty I find traditional level up to be an inherently flawed system because it affects the difficulty in a way that the designer can't directly control (and another topic in itself). But if you're so overleveled that battles are too easy, that's your problem as a player, not mine as a developer, and it still has nothing to do with random encounters.

It frequently is the developers' fault because you tend to become overleveled just from playing the game normally (any final fantasy)
author=LockeZ
I don't buy the "give players the option to skip anything they want" method of game design. It reeks of bad game design to me.

Well, it doesn't have to be "skipping" as it could be "putting on hold" and instead of "anything they want" think of "something they're not in the mood/have time for right now" ...Technically speaking, fighting ordinary battles (or any other game element) would still be necessary to complete in order to progress. But if a player just wants to finish a fetch-quest in its spare time, or feels confident enough to defeat a boss after a few encounters instead of twice as many, we should give them the opportunity to avoid those battles. (In fact, I did this in the last Craze Game I played. Except escaping from battles isn't as fun as avoiding them from the start.)
slash
APATHY IS FOR COWARDS
4158
Anyone else feel like we're talking in circles here?


Agreed: Basic EXP systems have gotten pretty tiresome and are weak design. One would hope a player never feels like he has to repeat through a boring slog of battles to overcome a "challenge".
author=slashphoenix
How are we all repeating the same facts and coming to different conclusions

I'm guessing because everyone here has a different idea of what an RPG is and/or should be, and since My* opinion is always right...

*"Me" being any given user in this forum

Edit: Ninja'd
Ratty524
The 524 is for 524 Stone Crabs
12986
author=slashphoenix
Anyone else feel like we're talking in circles here?


Agreed: Basic EXP systems have gotten pretty tiresome and are weak design. One would hope a player never feels like he has to repeat through a boring slog of battles to overcome a "challenge".

I think the key word here is "boring." To me, the encounter rate should never be picked for the blame if your core battle mechanics are flawed. If the player is finding your battles "boring", then the fact that you are forced to fight them over and over again through the random encounter system will obviously piss them off. This is my opinion, but if you actually tried to make your battles FUN and STRATEGIC no one would be so afraid of encountering them to begin with.
It'd be interesting to know everyone's age here. It would give some deeper meaning to the opinions presented here, because different games and gameplay mechanics evolved as time went on, with their audiences also shifting.

Although I'm older and mostly tired of playing games, I'm 32, and I'm currently playing through Final Fantasy Legend III. It has random encounters. I don't mind them, because, like the other games in the SaGa series, the unqiue SaGa approach to upgrading the characters keeps my party on constant rotation.

Since the player will be spending most of his or her time fighting battles, it's important to make sure that they're fun. This can entail quite a lot of extra work...

...It's as a few others in this topic have said: Random encounters or not, make sure that the battles are fun. What with how far games have come since the heyday of random encounters, this might involve some drastic measures... like abolishing genre staples such as HP and MP in exchange for new battling mechanisms.
Brady
Was Built From Pixels Up
3134
Dog, you keep making the argument about random battles wasting your time, achieving nothing etc; but you keep blatantly ignoring the point that absolutley everything you're saying has absolutely nothing to do with the encounter type in a game.
Each and every one of your points can just as easily be applied to touch encounters or even just hack'n'slash games that have you fighting on screen; if the combat sucks, then you'll get bored of the fighting and want to avoid it.
In fact, one might argue that random encounters with easy escape options (smoke bombs) are less time wasting than hack'n'slash games with "exciting" combat features that get tiring because you can never ever avoid the fighting or escape them, and inevitably leave a train behind you every time you try to flee.

Also, you commented on my system and the reason you don't like it is because you think that players will have a different experience?
That's the point...
Have a butchers at Extra Punc article, where Yahtzee goes on more eloquently than I about the whole idea behind a gaming medium being the water cooler factor: each player having different experiences.
The intention is that each player will get different battles at different times based on where they go, so they have different resources remaining by the time they reach the boss, so the fights are different. Why would I want to design a game where absolutely every player has the exact same experience? The last game I designed with that intention was a Visual Novel, not an interactive game.