Do you like more difficult random encounters?

bgillisp

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Over the last couple of days I went and played FFX (remastered), and found myself wanting to go slap the designers for making so that I had to fight an Ochu (a hard opponent for where I was in the game) 4 times in a row thanks to bad RNG. So I'm going to say do *not* try to make your random battles too tough, else the player is just going to do what I did and run away.

And, if you disable run away, they will just rage quit.

Maybe the best solution is to do what Bravely Default did, and let the player turn off random fights if they don't want to do them at that point in time? That way players like Valkrynet can enjoy the game their way too. I was able to implement that in my game with an little scripting + Yanfly's system script.

(and before anyone asks why not use visual encounters: Most of us would go broke in a hurry if we were to commission a sprite for every monster in our game).
 

Mihel

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@Sharm: thank you.
My dislike for random encounters has nothing to do with their difficulty. Even if the monsters are well balanced and offer a decent challenge, I dislike that I have no input on when to start a battle. The game decides for me when it's time to start a battle.
 

and before anyone asks why not use visual encounters: Most of us would go broke in a hurry if we were to commission a sprite for every monster in our game
Who says you have to have a different sprite for every monster? Sure that would be nice, but resorting to random encounters just for the lack of graphics seems like a weak reason.
 

Wavelength

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Over the last couple of days I went and played FFX (remastered), and found myself wanting to go slap the designers for making so that I had to fight an Ochu (a hard opponent for where I was in the game) 4 times in a row thanks to bad RNG. So I'm going to say do *not* try to make your random battles too tough, else the player is just going to do what I did and run away.
This is actually an extremely profound point that no one ever seens to think of (and I haven't thought of before): games with Random Encounters never seem to have checks to prevent you from having to face the same troop multiple times in a row.  Seeing the same troop repeatedly can decrease immersion and become boring (or frustrating, in bgillisp's case above).  A simple algorithm to subtly make sure you won't see the same exact troop within, say, 3 battles would improve the player's experience in a game with REs.

Maybe the best solution is to do what Bravely Default did, and let the player turn off random fights if they don't want to do them at that point in time? That way players like Valkrynet can enjoy the game their way too. I was able to implement that in my game with an little scripting + Yanfly's system script.
There might be games that this would work for, but I think that for most RPGs in general this approach would remove all elements of challenge from adventuring, and would also throw the question in the player's face: "What is the point of these random battles, anyhow?".  When the player can simply skip something without penalty, they're likely to do so unless it's something they really enjoy.  And if the answer to that is "then they won't be powerful enough for the next boss", that's bad design - the player will acutely notice that you are forcing them to "grind" these meaningless battles for EXP.  It will also probably make it extra-obvious that you can grind more to beat a boss you're having trouble with (since the thought will occur to the player that maybe they hadn't battled enough REs), making it less rewarding once you do beat that boss.

I do feel like there are probably ways you can frame this mechanic to make it still feel fun and rewarding; perhaps in a game in the vein of Baten Kaitos where you would theoretically get more powerful cards for your deck by grinding REs instead of just leveling up your stats, or in something like Pokemon where you're aware that you're training your Mons in cities (which feels like a natural way to choose to fight or skip fighting, in the context of this game world) rather than just choosing to fight or not fight enemies in the heart of a volcano/evil castle/wilderness area.

(and before anyone asks why not use visual encounters: Most of us would go broke in a hurry if we were to commission a sprite for every monster in our game).
This is no reason to not use Visual ("Roaming") Encounters.  Skyborn used a single on-map monster sprite for all roaming encounters in the game.  Tales of Symphonia used a total of two for the entire World Map, plus another two or three for each dungeon (even though there were lots of different monsters in most dungeons).  Someone making an RPG Maker game would have no problem using the base RTP sprites to make an acceptable Roaming Encounters system.

I feel the hardest parts of making a Roaming Encounter system are the following things - but it's worth it to take 10 or 20 hours if you have to and make sure that it's all done well, because it will massively improve the player's enjoyment over a Random Encounter system in most games:

  • Ensuring that it's just slightly challenging to avoid encounters, and not impossible at choke points in your map
  • Giving enemies behavior where they will attempt to hit you, but won't chase you from a million miles away, nor will they follow you across an entire 100-tile map
  • Setting up eventing for Escapes from the battle screen to allow the player to safely get away, preferably without removing the encounter from the map entirely
 

Kes

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A tiny mod to the BattleManager script to ensure that Escape always worked would probably satisfy a reasonable number of people and would have the benefit of simplicity for both the developer and the player.

EDIT

Perhaps I should make it explicit that I wouldn't see this as the only thing, but as part of a whole strategy for dealing with this issue.
 
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bgillisp

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@Wavelength: There is one problem you don't address here. If you make sure people can avoid your encounters, then what is to stop them from getting to the boss and being underleveled because they ran from every fight? But, if you put the fights in choke points, you might as well have gone random (in a way) as the fight is now unavoidable (for practical purposes).

I still say though it comes down to what kind of game you want to make (and play). If you want encounters to whittle down resources before the boss, you need to force fights somehow. Usually, people do random encounters as on screen ones you can't dodge (or avoid) seems to frustrate the player even more than the random fights do (as they now see the on screen encounters as pointless, as you cannot dodge them).

On the other hand, if you want every fight to be life and death strategic, maybe then you don't need random fights? Make all fights fixed? Just a thought for the OP to think about.

@ksjp17: I actually have made escape automatic in my game, though it is a very recent change. Now it is only disabled for boss battles.

On another note, this topic has given me an idea for my (next?) game. Make a game where you can, if you are clever, win the game without winning a single battle.
 
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Kes

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@bgillisp

As a small polish to that change to the escape thing, you might like to consider eliminating the vocab "X's party has started to escape..."  I've done away with it as it seems utterly pointless now that they will never be an "...unable to escape" message.
 

Wavelength

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@Wavelength: There is one problem you don't address here. If you make sure people can avoid your encounters, then what is to stop them from getting to the boss and being underleveled because they ran from every fight? But, if you put the fights in choke points, you might as well have gone random (in a way) as the fight is now unavoidable (for practical purposes).

I still say though it comes down to what kind of game you want to make (and play). If you want encounters to whittle down resources before the boss, you need to force fights somehow. Usually, people do random encounters as on screen ones you can't dodge (or avoid) seems to frustrate the player even more than the random fights do (as they now see the on screen encounters as pointless, as you cannot dodge them).

On the other hand, if you want every fight to be life and death strategic, maybe then you don't need random fights? Make all fights fixed? Just a thought for the OP to think about.
I'm sure there are many problems that I didn't address here!  XD  The question of "what role do Random Encounters have in your game" is something I've talked about a lot in a lot of different places and the scope and situationality of that question is huge enough that it could never be fully addressed in a single thread.

Assuming a standard kind of adventure made in the vein of mid-generation Final Fantasy games, I do think it's important to hit that balance where a player can theoretically avoid every Roaming Encounter they see, but doing so is diificult enough that most players will occasionally play the lay of the land wrong and hit a few encounters in most dungeons whether they want to or not.  A player who's really tired of fighting still won't like this, but then why are they playing a combat RPG?  The bigger reason this is better than Random Encounters is that a player is still opting into or out of most combats, and when they do have to fight they can blame themselves for getting caught (if it's well-designed).

So why am I generally against the "just let the player turn REs Off" system, when it allows the player to opt into or out of all battles?  It's because of the things I mentioned in the last post - instead of making the player feel good about dodging an onscreen enemy and feeling like they earned a pass from a mandatory battle, by turning REs Off it just feels automatic, and makes the player wonder "why would I ever want to fight?"  The main reason, of course, would be "to grind EXP and other things I need".  That realization isn't fun.  It's all about how it's framed.

I really like what you said: "I still say though it comes down to what kind of game you want to make (and play)."  And I agree.  There are games where the Bravely Default mechanic could shine.  I just don't think that traditional RPGs usually fit that mold.  I'm trying my best to picture myself playing a version of Final Fantasy 7 where you can just choose to turn off REs.  There are definitely points where I would use this feature.  But I think I would enjoy the entire game less for having it.  It would no longer seem like a dangerous world where I was adventuring and defending myself from enemies that are coming for me.

I'm occasionally a fan of the "fixed fights" approach (I use it in timeblazer because one of my prime design goals was to make every battle feel memorable), but, like you said, it's heavily situational on the type of experience you want to deliver.  For most RPGs I would never even consider this approach.

Hope I don't sound too argumentative, I'm really enjoying this conversation!

===

Also, as to the "Escape" discussion - the way I handled this in one of the games I was building was to add a favorable bias to the calculation every time you failed, so that with equal agility you might have a 35% chance to escape the first time you try (and failure only forfeits one party member's action), whereas after five failures that number would be around 60%.  It doesn't take away the feeling of "if things go bad, we could get wiped", but it does generally avoid punishing the player for a long series of bad RNG rolls that they can't control.

I think more "organic" solutions like the Tales series (where a meter fills up and you escape once it's full) or Quest 64 (if you can run outside the battle's boundaries, you escape, no questions asked) are even better, but they can be hard to implement well in a turn-based system.  I'm not so sure a one-turn delay before escaping would be so smart for a turn-based system, and maybe your "always escape" solution is better.
 
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bgillisp

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@wavelength: Exactly! I think so much of the problem is we don't think about what role we want the fights to have in our game, and just dump them in as everyone else has them. It all comes down to what you want to do with the game. For instance, if I enter the IGMC I'm thinking of doing a puzzler game, so random fights would have little to no place in that game (after all, Lemmings didn't have random fights).

As for the switch idea, right now I have a switch to turn off encounters in my game, but it is more for testing (aka I want to test the plot and map, but not hold now CTRL as I want to see if the map works too). It might stay, or might not. But that's a decision I'm going to make at the end of the game when I balance my fights. Going to finish the game first, then once the plot is done balance the battles.

I remember timeblazer, I think if you had random fights in those mini-games, it would be *annoying*.
 
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