Dungeon Encounters: Infinite vs. Finite number

BladeRED

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I personally think that the best example of encounters i have seen is in the Pokemon license, especially the latest one.
Some encounters are visible and avoidable. They are infinite, but there may be a certain amount of time that elapses before a specific pokemon repop.
Others are invisible (e.g. in high grass) and infinitely avoidable, but high grass can be avoided.
Some encounters are invisible and inevitable (caves).
And finally, some encounters are visible, avoidable or inevitable, but once made, they cannot be repeated, except in special cases (fight against trainers, champions, etc.).

So for me, the fact that encounters are finite or infinite is not important, it's how you use it in your game, and the better thing to do is to have a diversity of encounters, it's better for the player since it add some fun to the encountering mechanics, and for the developers it's a way to improve the level design of the game.
 

Tiamat-86

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can always use all of the above. can be a difficulty option at the start or an event like talk to goddess statue and pick encounter type
Story visual encounters only exist while switch is on and get encounter none trait.
Easy random encounters = switch off and get encounter half trait.
Normal standard encounters = switch on, encounter half traits
Hard encounter all = switch on, no traits
 

Milennin

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I've used both systems, and can't say I have a strong preference towards either. Infinite is easier to piss off people with if encounters are too frequent, but easier to accommodate for bad players playing badly by allowing them to grind (or for an excuse to not bother balancing difficulty).
Finite encounters means the game is forced to be well balanced, so it's beatable without stacking up numbers through grinding, but it can get players stuck more easily if they don't grasp the basics of your combat system.
 

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