I'll allow for the theoretical existence of a game that does this--probably one indie game or abandoned RPG Maker project or two? Anything's possible, I suppose. This hypothetical game may very well be out there, but I have yet to play, see, or even hear about it.
So given that a very small number of games do this, (and I have to conclude that none of them are mainstream) how are dodging or avoiding encounters "absolutely part of a random encounter system?"
I'm all for hearing the good points of both. But try to understand: for those of us who don't like random encounters, their "cons" speak (rather loudly) for themselves and the "pros" seem to be cleverly hidden behind the argument that "it could be worse, ya know."
Why is that a problem? If someone wants to suggest improvements to random encounters, then by all means do so. But why are you surprised that people who prefer visible encounters aren't jumping out of their way to pre-empt them?
No matter how good a battle system, or anything else in this world is, too much repetition will always suck the fun out of it. Even sex becomes tedious if it crosses the line from diversion to obligation.
Historically (based on games that have actually been made) random encounters are more prone to this than touch encounters because of a) encounter rate and

the potentially infinite number of encounters (i.e. even if you don't want to fight, you're not done until you get to a safe place.)
But people
have been discussing "a bit (more) than just meh rnd sucks!" I understand if you haven't taken the time to read the rather salient points made in this thread. That's okay. There's more to life than forums, after all. But I get the impression that you feel this thread has failed to live up to some standard of forum-integrity when it's actually done its job rather admirably so far.
It totally is a discussion. But it keeps getting de-railed by people trying to include every facet of game design as some bizarre form of apologetics. Yes, that's important for weighing the overall game experience, but that's not the point of this thread, nor should it be.
So, let's try this: How could a good game with a good touch-encounter system be
improved with random encounters? How is it better
for the player to not be able to see a monster before being attacked? In the year 2013, when we don't have to struggle with the hardware limitations of older PC's and consoles, how does it benefit
the player to not see a battle coming?
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Completely avoiding rnd encounters is part of a lot of games with such an encounter type, there is pretty much always some kind of less/no encounter kind of ability or item but i guess you rather mean dodging.
I absolutely agree that that is not common, I'm pretty sure I played games with some kind of minigame (if you want to put it like that) that allowed dodging a fight but I couldn't really name it (or them) now either.
Doesn't really change the fact there are quite some options to decrease the ammount of actual fights.
And what I meant with such a system beeing absolutely part of a rnd encounter system (releated to the post i quoted), is simply that a rnd is till rnd, because all it takes are non predictable (to a point) encounterrates, or just no visible encounters.
Sailerius said that with such a system a rnd encounter would not be rnd anymore, which, in my opinion, is simply not the case.
However that doesn't mean it has to be included, you're right, it doesn't.
I did read the thread, heck I even posted in it when it was first opened, but like I said, i browse a lot of RPG maker forums, everyone has threads like this one so I got confused.
The consensus is still mostly something that hasn't much to du with a disscussion, rather bah i hate rnd!
Sure there are a lot of decent arguments in all of those threads, but really, they drag out because of bickering, like I said.
I'm all for disscussing that kind of thing though, just from an overall perspective.
The last part is actually pretty interesting and I actually don't think that there are much, if any, advantages of rnd compared to visible encounters.
But to really give you an idea what my perspective is:
- this is a RPG maker forum, not a general game forum and not a, for the bigger part, forum for serious (don't get me wrong, I know a lot of people are serious, commercial and all) game makers/developers, more for unexperienced people
- that means that there is more (considering the fact that might actually try to go commercial for example) to design decisions than what the player might want, or what the "best" (that's highly subjective after all) for the player is
So having that said, for me personally, rnd encounters are way easier to realize than on touch encounters (which actually have more than some kind of default sprite, something with actual animations), because you simply skip quite a big part of effort like that.
Like I said before, I think on touch enounters add tremendously to the over detail of a map, making it more alive.
However, if you can make your map busy enough without those monsters, than imo its no problem to use a decent rnd encounter system.
But maybe we are just vastly different types of players, I like numbercrunching, I like to level, to power up/improve.
That simply means I like to fight (if that is fun, and rnd encounters do not remove the fun for me), so how I trigger the fight is not that important for me.
Its not like on touch encounters can't be annoying either, most on touch encounters can actually be triggered in multiple ways.
The player attacking first, starting a normal fight or one with an advantage for the player (depending on the direction the enemy was facing), or starting a fight with a disadvantage for the player.
When you try to dodge an encounter because you do not want to fight, but actually fail to do so and get some kind of disadvantage while fighting, things get annoying, for me atleast.
Ni No Kuni would be the most recent example for that, I absolutely adore that game, yet getting suprised by the enemy can be hugely annoying there.
Ofc you can always say that you could change the behaviour of the monster, but that either makes it too easy, almost like it would just be standing still, or - and thats important - the same thing is true for rnd encounters, both can/could be improved.
Also you mentioned we live in 2013, we don't have to struggle with hardware limitations, so there is actually no reason to not have visible encounters.
Well neither was that the issue, or the reason for rnd encounters back in the day.
There were both games with rnd ecnounters and visible ones, even in the snes era.
Ofc I do not know the exact reason for why rnd encounters were actually invented, or implemented in games, however here is what i think.
I think the goal behind rnd encounters was simply to generate some kind of threat, some kind of tension that danger is lurking all around, that you can be ambushed (which actually is the case most of the time) at any given time.
After all, when a battle starts, you suddenly face badass monsters and there is some pumping battle music going on, while the actual music playing while exploring is pretty relaxed, most of the time (ofc there are also dungeons with creepy music and such).
Rnd encounters definitely create some kind of tension, whereas on visible encounters encourage a more ...brave i guess...way of approaching enemies, it's simply more upfront.
Both types actually try to generate two vastly different things.
But yea, that's just my opinion of what the reasons behind different encounter types is and I'm 100% sure that I'm neither alone with that, nor in any way "absolutely" right about it.
Oh and something about the whole thmeatic in general.
Sailerius said in the very first post that most people dislike rnd encounters and that an, albeit very vocal, minority likes them.
Is there any data about that, any kind of surveys or something?
Because, and that is a fact and was said in pretty much all the mmo forums (also not just about games), people are way more vocal about things they do not like, than about things they do like.
Take note that I use mmo's as an example because they actually invole a massive ammount of people, even if people that are vocal are pretty much always the minority, for bot good and bad stuff, compared to the overall playerbase of any given game.
For example, I don't know how many here played Diablo 3, but there was, pretty much at any given time, a massive ****storm going on about all kind of things in the game.
Like, it wasn't just some parts of the forum, it was liteally everywhere.
Still, the game had tremendous success, and the developers said that the overall feedback was a lot more positive than negative, albeit when looking at the offical forum and fansites, the game would be like 5% good, 94% bad and 1% of pure evil and insane threats lol
And D3 was an extreme example, tremendous outrages, nothing compared to some people not liking rnd encounters.
Looking at all the different rpg maker forums, the vocal part is against - atleast thats the image I get from them, maybe someone thinks the opposite - rnd encounters.
That however doesn't have to mean that the majority of players is against rnd encounters at all.
Looking at how things actually are for other games, it would actually be the exact opposite, the ammount of players that either like them, or simply do not care (or well, i guess aren't bothered might be a better way to put it) is actually way bigger than the ammount of players that dislike them, because the vocal part is always the minority of the overall playerbase.
Just really curious about that, maybe there are some huge surveys about that and I just don't know of them.
Well yea...sry for the long text but in the end, although you definitely have a different opinion about this, and about what the thread should be about, I still think the whole disscussion needs to be about more than simply rnd vs visible, because there just IS more to it than that.