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How do you make random encounters feel welcome?

author=Isrieri
author=LockeZ
I'm thinking of solving this by making the normal battles only give money, not XP, and having XP granted only by bosses. Or maybe just making only the unavoidable battles give XP (about half of the battles simply block the path and can't be skipped).
I tried doing this in a game I was working on a while back, and my solution was no XP at all, rather basing all of the player's stat on equipment and items. To make treasure hunting and exploration more rewarding, and to have them play on the defensive a lot: Problem with that is that running away from enemies was usually the most optimal solution. That's kind of what I was going for though.


I reduced the stat bonuses on levelling up so strength is predominantly based on equipment and skills learned. You learn skills from equipment so exploration, drops and crafting are more relevant. You gain the experience to permanently learn an ability via battles so fighting enemies is more about acquiring skills rather than levels. Skills are relatively inexpensive to learn to encourage trying new equipment options and building up a set of skills. Materials are found littered throughout areas though some enemies do drop them at a very high likelihood.

It's not a perfect solution but it rewards exploration, encourages getting into a handful of battles and grinding is kept to a minimum.

How do you make random encounters feel welcome?

author=Sviel
I feel like on-touch encounters don't really solve the issue...a good battle is a good battle either way. A bad battle is no less bad because the player had the chance to avoid it. Also, when there are touch encounters that I can't possibly avoid, they feel exactly like random encounters.

That's an issue with poorly implemented touch encounters rather than the system itself.

An overlooked feature of touch encounters is that it limits the number of encounters on a map. If I want to safely explore every inch of it I can dispose of everything on the map and see the sights. If there's an infinite number of random battles I'm far less inclined to wander. It doesn't matter how good those battles are if I have to fight 20 of them on a map just to discover a dead-end or a treasure chest with 2 potions (I used 6 on the way.). If I want to fight more enemies I can reset the zone or visit a nearby area. If the game requires me to grind on the same spot that's a balance issue and if the game and battles are fun I'll want to progress not repeatedly experience the same fight.

Touch encounters help avoid unfun or redundant fights but they've also useful for picking what and when you want to fight rather than avoiding everything together. No one likes having their exploration and control slapped out of their hands because a random number generator has decided my experience could be improved by 2 slimes and a wolf. That could be the best encounter ever devised by man but I'm still going to be annoyed it didn't let me loot the chest 2 tiles away first.

RPG Design Checklist?

Start a side project to help you test ideas/coding/battles. This'll help you familiarise yourself with the engine and iron out major problems in a separate environment. Flexibility is key, don't get too stuck on an idea or plot point if it's not working. Throwing away an idea or concept is sometimes the best thing you can do. Don't jump into the deep end straight away, practice with simple ideas and get a feel for it. Complexity is developed from simplicity; you wouldn't build the second floor to a house without being confident the foundations of the building are safe and will support anything on top of it.

Keep an external document or series of notes planning out the basics of your game, your story, some of the main characters, key events and plot points and work from there. You could use flow charts to plan out major plot or character arcs and see how they fit together and see what effect switching the order might have.

Graphically I tend to use place-holders for characters/monsters when testing battles or dungeon/map design. When designing a map drawing the overall layout first is a better idea than focusing on each small part of it at a time otherwise you'll find yourself getting boxed in. I had this problem for a while and I had to keep changing the size of the map and if you discover the map isn't as interesting as you'd hoped or is no longer necessary you haven't lost as much.

I always clear the database completely other than the default animations so I can start fresh and add things as they are needed. I tend to leave space for future items to be clustered together. For skillsets I label who they're for especially if there's multiple versions for enemy/player skills.

The key thing is keep testing how each aspect of your game works on their own and in relation with each other before you start inventing complex systems and plots and replacing all your placeholders in case you have to scrap something.

How do you make random encounters feel welcome?

Nothing kills my desire to explore an area faster than the constant invisible threat of fighting the same group of monsters for the fifteenth time. Or being ambushed by dangerous monsters at low health with no say in the matter other than to hope I can escape or win without dying. I'm fantastic at getting that difficult fight on the exit tile to a map. This is especially compounded by no save anywhere function or infrequent save points.

I prefer using the common "see enemies" on the map with an aggro radius. I tend to give tougher monsters a shorter aggro radius so people have more choice what they want to fight. That way I can have large explorable areas filled with hidden items/character interaction with minimal player annoyance.
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