Page 1 of 2 12 LastLast
Results 1 to 15 of 21

Thread: Encounters, Encounters, What to do?

  1. #1
    Recognized Member VeloZer0's Avatar
    Join Date
    Nov 2006
    Posts
    3,984
    Contributions
    • Notable contributions to Final Fantasy forums

    Default Encounters, Encounters, What to do?

    Back in the olden days enemy encounters were simple, random encounters were just about the only thing practical by the technology of the time. But as we know progress marches staidly onwards and new methods were devised. Some people heralded random encounters as 'obsolete', with no place in modern gaming.

    In the other thread about if FF has declined I stated that I felt that it was also more indicative of a decline in JRPGs in general. I'm going to be starting a series of threads about how technological change has affected the FF series (and JRPGs in general), and this is the first one.

    In this thread we will be discussing the mechanics of encountering enemies, and the good and the bad that go with each design idea. And when we have it all figured out we can sell it to SE and turn their slump around

    I'll get the ball rolling with my thoughts about some pros and cons:

    Encounter Type:
    Random
    Pro: Area is different every time
    Pro: Simple
    Con: Fights unavoidable

    Scripted
    Pro: Exact control over difficulty/format of encounter
    Con: Extra resources planning encounter map
    Con: Every play-though is the same

    Battle Area:
    On Map
    Pro: Sense of 'realism'
    Pro: Seamless dungeon exploration
    Con: All Dungeons must be designed to accommodate encounters

    Separate Screen
    Pro: Allows complete freedom of dungeon design
    Con: Transition Screens required
    Con: Breaks up flow of dungeon

    (I can't really think of any Random on Map Battles atm)

    Lets get started!

  2. #2

    Default

    I know I'm going to be the odd man out, but if I can see an encounter, I usually want to avoid it. Because encounters in general are annoying. But if its forced on you like a random encounter than you get the experience you need to progress

    MY problem with encounters in general in RPGs is they're very tedious. Encounters should have a fun as hell battle mechanic, or give me more experience with less encounters. If I enjoy fighting, I won't run from an on-screen encounter. Combo-driven battle mechanics seem to go over the best. Xenogears and Legend of Legaia being my personal favorites. I know a lot of people enjoy Chrono Trigger's team-up attacks, or MarioRPG style interactive attacks. But all this stuff is rather the exception than the rule

    Resonance of Fate sure changed the formula, and I loved it. But every other JRPG I've played that was recently released has been a lesson in combat tedium. One of the Tales games (though action oriented is definitely a plus over the standard model), that musical game I can't think of the name of, and Infinite Undiscovery I've played within the last year or so. And their battle systems are all cookie cutter. Like nobody even wants to be the "fun" RPG. Everyone knows all those games were heralded for their battle systems for one reason or another over every other JRPG. And in the case of Legaia its usually considered its only saving grace. Whereas in Mario, Nintendo learned the lesson and from what I understand they STILL use interactive battles

    I've gotten tired of JRPGS in recent years and haven't tried a whole lot out. So I may be missing something. But its very telling that the few I try are still doing the same things

    So I think you'd probably be best looking at attack types, rather than what screen the battle takes place in. If you can come up with a fun and addictive battle system, it won't matter if its random or on-screen, or if it adjusts off-screen to accommodate. If it loads quick and is fun to participate in. People will enjoy the game as a whole a heck of a lot more, and probably even go looking for fights instead of avoiding them



  3. #3
    Feel the Bern Administrator Del Murder's Avatar
    Join Date
    Jun 2001
    Location
    Oakland, California
    Posts
    41,738
    Articles
    6
    Blog Entries
    2
    Contributions
    • Former Cid's Knight
    • Former Administrator
    • Hosted the Ciddies

    Default

    I really like the DQIX encounter system. It's a nice combination of random battles and avoidable on screen enemies.

    In general I prefer random encounters because I don't like when each area is the same each time I go through it. Like in FFXIII. Chrono Trigger is the exception because that game is so awesome and you don't really notice the battles are the same each time through.

    Proud to be the Unofficial Secret Illegal Enforcer of Eyes on Final Fantasy!
    When I grow up, I want to go to Bovine Trump University! - Ralph Wiggum

  4. #4
    Newbie Administrator Loony BoB's Avatar
    Join Date
    Aug 2000
    Posts
    52,472
    Articles
    53
    Blog Entries
    19

    FFXIV Character

    Loony Bob (Twintania)

    Default

    I prefer random with (at least at some point) options/abilities that allow you to have less or zero encounters (eg. Enemy Away materia, I think it was called that anyway). I've never been a fan of on-screen stuff. It has it's ups and downs, I'm sure, but I just can't think of anything besides "I like random battles better" at the moment. xD My mind draws a blank as to the why. Possibly dungeon styles, possibly how easy it is to grind or farm with random battles, dunno... but so long as the battle system is enjoyable then I can handle other types.
    Bow before the mighty Javoo!

  5. #5
    Recognized Member VeloZer0's Avatar
    Join Date
    Nov 2006
    Posts
    3,984
    Contributions
    • Notable contributions to Final Fantasy forums

    Default

    Quote Originally Posted by Vyk View Post
    So I think you'd probably be best looking at attack types, rather than what screen the battle takes place in.
    In time, I've got a whole bunch of thread topics to get through

    Chrono Trigger is the exception because that game is so awesome and you don't really notice the battles are the same each time through.
    When I think about everything I don't like in games in general I always realize CT broke the rule and it was still awesome. I think part of why this works is the areas weren't 100% legit for fighting in, but because it was all 2D you could just have your characters treat the battlefield like it was a flat plain no mater what it was actually supposed to be.

    I know I'm going to be the odd man out, but if I can see an encounter, I usually want to avoid it. Because encounters in general are annoying.
    Usually depends how fun the combat is. I know some people recoil from having no control or warning over when they fight an enemy, but I find plodding up to an enemy you can see from a mile away and know you can't get around is even worse.

  6. #6
    Depression Moon's Avatar
    Join Date
    Aug 2007
    Location
    Warrior Falls
    Posts
    6,050
    Articles
    45
    Blog Entries
    2
    Contributions
    • Former Editor

    Default

    Which games belong to your categories?

    Encounter Type:
    Random
    Pro: Area is different every time
    Pro: Simple
    Con: Fights unavoidable
    Is this FFs I-X-2?

    Scripted
    Pro: Exact control over difficulty/format of encounter
    Con: Extra resources planning encounter map
    Con: Every play-though is the same
    Is this Chrono Trigger?

    Battle Area:
    On Map
    Pro: Sense of 'realism'
    Pro: Seamless dungeon exploration
    Con: All Dungeons must be designed to accommodate encounters
    And this?

    Separate Screen
    Pro: Allows complete freedom of dungeon design
    Con: Transition Screens required
    Con: Breaks up flow of dungeon
    FFs again?

  7. #7
    Slothstronaut Recognized Member Slothy's Avatar
    Join Date
    Jun 2005
    Location
    I'm in space
    Posts
    13,565
    Blog Entries
    27
    Contributions
    • Former Cid's Knight

    Default

    Each has pros and cons, but they largely depend on how much fun the battle system is to be honest. That said, from a simple immersion stand point I am against random encounters. I always found the transition jarring, and felt that it pulls one out of the experience. When the transition can be fairly seamless like in CT (even though it's battles weren't really random) then it's not so bad, but it also adds that extra step of trying to run away if I really just feel like getting something done, or have to get to a save point (which is another issue entirely in some ways). Even worse is when the battle system isn't that amazing and you begin to dread that transition screen popping up.

    On the other hand, I can see where people may not like being able to see enemies, especially when combat isn't that fun and you have a sea of enemies between you and your goal. I disagree with the idea that random encounters provide more freedom in dungeon design though. RPG battle systems tend not to rely on features like terrain and cover as a combat element as much as something like an FPS would. And even then, developers always have the freedom to alter the frequency and type of encounters to serve whatever sort of exploration and level design goals they choose.

    Really though, any points regarding either system are fairly moot without considering the battle system. For example, I don't mind not being able to avoid random encounters as much if the battle system is awesome, and I go out of my way to attack visible enemies given an awesome battle system as well. Where either system really starts to break down is when it's paired with a battle system that makes combat feel like an endless grind to get to the end, and doesn't engage the player in a meaningful and interesting way.

  8. #8
    Recognized Member VeloZer0's Avatar
    Join Date
    Nov 2006
    Posts
    3,984
    Contributions
    • Notable contributions to Final Fantasy forums

    Default

    Which games belong to your categories?
    I hadn't really thought of this, it was more of a discussion piece.
    Random Scripted
    Transition FF1-FF10 FF13
    In Place ??? FF12,CT

    I disagree with the idea that random encounters provide more freedom in dungeon design though.
    Designing dungeons like the pre-rendered worlds of FF7-9 would be utterly impossible if you had to have fights actually take place on the world map. Once again the intricate dungeon designs of FF4-6 would have had to give way to more open spaces to accommodate the battles.

    The feeling I get from all games that have on map combat is that every room has to be the same wide open space to allow character movement in battle. This fact and the transition between fixed and third person camera has had a devastating effect on dungeon design, imo.

  9. #9

    Default

    Its been a while since I've played Chrono Trigger. But I don't recall there being a huge issue with space. I know they fought on the dungeon screen, so that lends to your argument that maybe the dungeons were designed for that. But I seem to recall the dungeon layout not mattering during an encounter. I remember characters jumping to all corners of the screen. Which was not a screen-wide hallway. Its just that the fight took place on your TV screen, basically laid over the dungeon in the background. The empty space in the corner where a wall cuts off the route wasn't an issue, unless I'm remembering wrong



  10. #10
    Recognized Member VeloZer0's Avatar
    Join Date
    Nov 2006
    Posts
    3,984
    Contributions
    • Notable contributions to Final Fantasy forums

    Default

    CT managed to get around a lot of it because in battle the area was basically treated like a big 2D carpet. Also since you could see absolutely everything from the camera angle they could make the area the exact size you would need.

    In a modern game with a free roam able camera you have to make the battle area a lot larger as the camera needs room to rotate around the party instead of just spy down from on top. (Modern day cameras are another big issue of mine)

  11. #11

    Default

    Quote Originally Posted by VeloZer0 View Post
    CT managed to get around a lot of it because in battle the area was basically treated like a big 2D carpet. Also since you could see absolutely everything from the camera angle they could make the area the exact size you would need.

    In a modern game with a free roam able camera you have to make the battle area a lot larger as the camera needs room to rotate around the party instead of just spy down from on top. (Modern day cameras are another big issue of mine)
    Oh, now I get it, you were talking about how it'd have to be adapted, not how it was



  12. #12
    Slothstronaut Recognized Member Slothy's Avatar
    Join Date
    Jun 2005
    Location
    I'm in space
    Posts
    13,565
    Blog Entries
    27
    Contributions
    • Former Cid's Knight

    Default

    Quote Originally Posted by VeloZer0 View Post
    Designing dungeons like the pre-rendered worlds of FF7-9 would be utterly impossible if you had to have fights actually take place on the world map. Once again the intricate dungeon designs of FF4-6 would have had to give way to more open spaces to accommodate the battles.
    I have to disagree with the idea that on map battles have to give way to open spaces. Taking FFXII as an example, it certainly had it's fair share of wide open spaces, especially in what could be considered the world map, but it really had just as many narrow passages and enclosed spaces. And with a game like that there's no reason they can't have both really since you really only need to give the player enough room to run from battle and be able to see most of what's happening. Spacing and distance weren't really that important in FFXII.

    And again, there's no reason that enemy encounters and the battle system can't be tailored to a certain dungeon design style. There's no reason to just assume that on map battles can only take place in wide open spaces other than that's something that's been done and stick's out in people's minds.

  13. #13
    Recognized Member VeloZer0's Avatar
    Join Date
    Nov 2006
    Posts
    3,984
    Contributions
    • Notable contributions to Final Fantasy forums

    Default

    When I was playing FF12 all I could think about how it sucked that all the paths were huge wide open areas. It was especially noticeable when doing anything inside. I don't think there was a single combat enabled area in the game with a 'width' of less than 20 feet. The whole time I was in the Draklore laboratory I was just thinking how weird it was that they apparently designed the whole thing to be so wide open as to accommodate huge battles going on in their halls.

    Previous entries had always featured very tight and intricate dungeon design, by contrast everything in FF12 was forced to be laid wide open. It almost felt like FF13 to me, just with a different constraining design paradigm.

  14. #14
    Recognized Member ShinGundam's Avatar
    Join Date
    Apr 2010
    Posts
    564
    Contributions
    • Former Site Staff

    Default

    I prefer quick and painless random encounters . By the way you forget to add one thing, battles that take place on the world map.


  15. #15
    Recognized Member Jessweeee♪'s Avatar
    Join Date
    Jul 2005
    Location
    i'm on a sandbar help
    Posts
    19,882
    Blog Entries
    12

    FFXIV Character

    Sarangerel Qha (Twintania)
    Contributions
    • Former Cid's Knight
    • Former Site Staff

    Default

    AARRRGH ridiculously high encounter rates is what makes it so maddening for me to play anything pre-FFVI. Maybe I was behind, but they tended to be rather difficult too. The others were nice, you ran into plenty of monsters, but not enough to make you pull your hair out trying to get from point A to point B. I liked how there was no transition to another map in FFXII. If you got swarmed by a lot of enemies it was like "o" because if you had to run away you could potentially take the whole map with you xD

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •