- Joined
- Feb 5, 2020
- Messages
- 48
- Reaction score
- 82
- First Language
- Dutch
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- RMMV
For me, this bleeds into tedium. I just want to cross the map from A to B. But, I've got 5 monsters in the way, a chokepoijnt that guarantees I have to fight at least one of them, and nonsense all over the map for "kiting" the enemies so I can actually cross. It turns a room 15 tiles across into a 38 tile journey. A 5 second crossing into a 22 second one.
Then, we multiply that by 100 rooms. Suddenly I've spent 2200 seconds (36 some odd minutes) just DODGING enemies. Suddenly, I've walked 3800 tiles.
For me, "Doing the same thing over and over and over and over again" isn't "engagement". It is "tedium".
Games like "Earthbound" know of this tedium, which is why if you're too powerful, enemies run away from you to "clear a path". It's also why you can hit them in the back and "win combat instantly" in that game. To avoid tedium and burn out of a game with over like 300 rooms in the whole game.
It's why I like random encounters better. Equip the item that makes encounter rate 0, and now I don't have to deal with kiting, I don't have to worry about choke points, I don't have to waste time on tedious crap.
Unless I'm actually in the room to "fight the monsters", then any "engagement" with how I encounter them is meaningless. Because, if I want to fight the monsters, I'm not going to waste time kiting them or anything else. I'm going to run straight into them. Every time. All the time. But, if I'm trying to avoid the monsters, than simply turning them off is better than "kiting" them. Because, the entire reason I want to turn them off is to save time to get to what I'm trying to get to.
As in, "dodging" monsters really doesn't "add" anything to a game unless there's a reward for actually doding the monsters. If the reward is "you don't have to fight them", but it takes you twice as long to dodge them as it would have to just fight the ones in your way (mash attack to win or spam most damaging skill, which is like 5 seconds of combat)... then what was the point of having the "on screen encounters" in the first place?
I mean, when the options are "you can get randomly attacked every step" or "you have to spend 4x longer to cross this room than you normally would have", I don't really see it as "control" or "freedom" or even "fun". Especially when the "randomly attacked every step" game typically comes with an item or an option to just "turn the encounters off".
The entire premise of "visual encounters" rests on the argument of "you don't waste time in battles you don't want to engage in", but it always conveniently ignores, "turn off encounters in the random encounter system", as well as the refutation of "you waste time in the overworld instead of in combat instead. You're still wasting time doing something unfun, but it's a choice of WHICH UNFUN thing you want to waste that time on instead".
Hence, my argument of people just saying, "I prefer vomit to excrement" in terms of reasoning for using Visual Encounters most of the time. Like... really? Neither one is something anyone wants to deal with... but... somehow one is "better than the other".
Edit: Nvm.
I respect your opinion. Was not making an argument for either. Merely sharing a preference, really.
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