I generally have no issues with random encounters what so ever -
if anything, in terms of JRPGs with a stat-based character progression system,
I prefer random encounters to other systems as long as the encounter-rate isn't absurdly high.
My own main project at the moment features a combination - random encounters that can be turned on
and off at will on the menu, and some visible enemy encounters for specific quest/story purposes.
Anyway, clearly somebody's forgot their "game design 101" and instead been drinking their own coolaid...
NO. Do not under any circumstances use random encounters.
You can see my arguments why here:
Somebody forgot to send that memo to some of the best selling JRPGs ever made lol.
Since pretty much all your arguments are based on a failed understanding of game design,
and ignorantly projecting your own preferences unto everyone else, I really can't be bothered to reply
to everything you wrote, but hey, let's have a look at your snippets -
"If your battle system is fun people aren't going to mind a few more battles"
We're not talking about a few more, we're talking infinite. (To look at it another way,
reducing the encounter rate by half does not necessarily translate into half as many encounters.)
Also, the issue is not just the amount of battles but also the way they are delivered:
disruptively and assaultively.
If you think random encounters are a good idea why not random cutscenes as well.
After all, most cutscenes can't be dodged anyway.
We're not talking infinite, as that would require the player to play the game for an infinite amount of time.
We're talking the potential for an infinite amount of encounters, distributed (by what degree
depends on the code) through a limited amount of play-time.
This is a good thing in games that revolve largely around strategy and state-based character-progression,
rather than reaction and twitch-mechanics, because not all people are as "smart"
(for the lack of a better term), and as such, as capable of dealing with strategy - and will therefore be
relying on over-leveling as means of progression throughout the game.
With a limited amount of encounters, you're either forced to ensure that all players will be over-leveled
for future encounters, which lampoons difficulty, or that nobody are, which makes the game difficult
and inaccessible to "dumber" players.
This is usually avoided with respawns, but respawns are no less "immersion breaking" than random encounters
for the most part, and they're also often more time-consuming because they usually require the player
to either wait around for the spawn, or move in and out of maps.
Your last question is loaded and patently absurd. Cut-scenes are there to progress narrative -
battles are there as a game-play abstractions meant to provide distraction and emotional gratification
outside of the unfolding of the narrative.
Since the two exists for two completely different reasons, they're not analogous.
If the purpose was to control the # of encounters that occur during a map,
then the # of encounters logically should be fixed. If you have a completely linear area and
the player will fight about 12 or 13 encounters on average, you might as well lock it down at that amount,
even as far as deciding whether it will be 12 or 13.
Random battles don't achieve a minimal level since the player could run from battles,
and if a minimal level was really the point then you would simply have the encounters
required to reach this level as being absolutely mandatory, and disappear permanently once defeated.
That's not why random encounters exist though. They exist for many reasons. They came into
being, most likely due to technical limitations. But, like with most creative endeavors, they've evolved
into their own thing, and now exists because :
1.) Believe it or not - a lot of people like them
2.) Random encounters are flexible - allowing players to choose whether or not grind,
do the minimum amount of battles, or go under-leveled, allowing for a wide-range of play-styles
in a very simple and straight-forward manner - without having to wait for respawns, change maps, etc.
3.) Streamlines development process because the developers now don't have to spend lots of time and
resources on customizing their enviroments to fit the encounter system, which you would have to
do if you were to use a visible encounter system that isn't entirely ****.
Every map you make, now has to be made with the consideration of possible enemies on the map,
perhaps at the expense of artistic vision, or what actually looks and feels good from a world-building
perspective.
No such thing as "too many" random emcounters.
If you have them at all you're empirically wrong, and simply adjusting a dial to make
it less annoying or more annoying, doesn't change the fact that the game is still terrible.
If you can't use terms correctly, don't use them. "Empirically wrong" suggests that there is either
A.) no people who enjoy random encounters or B.) that game design is based, not on creating functional
mechanism in a game reflecting the intent of developers for a game to be enjoyable
to a specific target demographic in a specific way, but for the purpose some other arbitrary standard
you have yet to specify.
In either case, you're the one who is demonstrably wrong - because
A.) by sales numbers and feed-back (even in this very thread)
it's obvious that many people not only have no problem with random encounters, but actually enjoy them,
and
B.) if you happen to enjoy random encounters and know that many others do too,
adding them in no way compromises the ground principle of game-design.
Your argument essentially boils down to "I hate random encounters, therefore games with them are terrible".
Well, I hate resource collection games like Monster Hunter, Harvest Moon and Minecraft - I think
collecting/grinding for resources is tedious BS.
By your logic, these games are, factually, terrible.
Also, visible enemies doesn't ruin immersion any more than random encounters do.
If you wanted to uphold a particular environment's atmosphere
then you could choose to have no battles at all or to have battle occurrences be completely scripted.
There are plenty of ways of forcing the player to fight,
you could even make them willingly fight in order to build an enemies-defeated counter,
to collect keys to open new areas, or to level up in order to be able to defeat a boss.
Replying to thread:
"Also, yes.
Disable them in areas like puzzles, where battles will literally distract you from the main goal
(completing that puzzle)."
Good call. But better yet, have visible enemies and don't put them in puzzle rooms
and at least that way the player knows there are no enemies in that room without having
to walk around a lot in order to realize this.
Although by using visible enemies you could put enemies in the puzzle rooms anyway,
since the player will be able to permanently diminish their numbers,
something that does not normally occur with random encounters.
Fortunately, random encounters are not about forcing players to fight (if it were, then escape
wouldn't be an option in most games with random encounters now would it?).
It's a convenient battle transition system that :
A.) allows the developer to free up time and
resources to dedicate on arguably more important development aspects, and
B.) a simple system that allows for diverse play-styles with minimum effort to both developer and player.
As for the OP,
he could just give the player a menu switch to turn random encounters on/off. This way the OP
doesn't have to tediously design every map where encounters will happen to be tailor
made for enemy chase/escape dynamics, and the player won't have to run around
on egg-shells tediously avoiding enemies on the map when they don't want to fight
(even more annoying when back-tracking).
At least with visible enemies you have visual warning.
Another way of accomplishing this is with a random encounter gauge.
But a reason why this still sucks is because it breaks immersion.
The monsters are still coming out of thin air.
"Breaks immersion"... Tsk, do you even know what this means?
Firstly, there are many different kinds of immersion (chess is a completely abstract game, yet it's
highly immersive in its own way to people who're a fan of it).
Secondly, video-games very rarely (perhaps really only in the simulation genre) actual aspire to
be immersive in the sense that you seem to be implying here.
Take fighting games - huge glowing life-bars, wierd announcer voice going "Triumph or Die!", people
beating each-other repeatedly in the most unrealistically brutal ways possible, and still standing
after what should have killed them 5 minutes ago.
Yet fighting games are undoubtedly immersive.
Random encounters don't break immersion except if you're expecting a kind of immersion from JRPG's
(let's face it, that's really what we're talking about here)which they were never intended
to have to begin with.
The entire game-play system if these games are abstractions - just like chess - which is why
most of the time, you'll have stats (HP, MP etc.), gauges, non-action based combat systems and so
forth.
These games are not designed with the idea of game-play mimicking real-life in order to draw the
player into the narrative - these mechanics, like the mechanics of chess, exist because it's
assumed that people enjoy these mechanics for their own sake.
Random encounters exist because they function well with the rest of the design elements of the
average JRPG, and because it's convenient for both players and developers.
In an RPG you have an overhead view of the area, including behind the player.
How is the player supposed to be really surprised at this point? That's asking a bit too much.
Are you seriously asking this question? Somebody didn't play the original Metal Gear games then.
We should also mind the fact that, as I pointed out earlier, something is not surprising if
it happens too often.
That's not a fact though.
Also, the entire point of the word "random" is to indicate repition without structure or pattern,
and so by definition it's never really the same thing happening over and over again, because
it's always happening in a different manner by a factor of time.
Point in case - despite having poured somewhere around 200 hours into FF7, the random encounters in
that game still make my heart feel like it's about to explode at times.
Of course, you're right that, nominally speaking, people get accustomed to things through repetion.
I also agree that suprise is not the reason why random encounters exist.
I am simply pointing out that they can be suprising, and often is.
Personally I think the no-no is grabbing the controls away from the player.
That's why I try to resist the temptation to have trip-wire encounters and events.
Such a method creates a span of time before the event starts and the actual encounter,
which is a good thing. It also means it's a depletable encounter (you have to fight it only once)
which is another good thing.
And here the crux of the issue is.
At least now, you have the good decency to acknowledge that it is a matter of personal perspective -
not of fact.
In either case - people play games for different reasons. I play JRPGs, mostly for the narratives
and the art-direction/music (the game-play aspects I enjoy about them though,
is usually the combat and character progression systems).
I don't mind long, drawn-out dialogue sequences between game-play - which is also
why I can comfortably say that one of my favorite game series is the Metal Gear Solid series.
"Having the controller taken away from me" is inconsequential because I don't expect to be in control
at all times, nor do I desire to be, especially in the context of RPGs. RPGs don't set out to provide
the same kind of experience as a competitive fighting game, or something to that effect.
RPGs, are largely more passive affairs.
But the loss of control over your character happens instantaneously, which is a bad thing.
But if anything this just goes to show how bad random encounters really are,
because it's a laundry list of things a game shouldn't do conveniently wrapped into one.
You're not really losing control of your character though in
any substantial meaning of that statement - anymore than you lose control of your character
in any game with an unavoidable boss-encounter at the end of a level.
The only thing you've "lost control" of, is whether or not to transition into battle.
This is a minute and inconsequential point to make though, since unless you think games should
be entirely open ended and 100% at the whims of the player at all times,
these kind of "losses of control" happen all the time, in all games.
Can't avoid the bosses at the end of a Megaman level? Loss of control.
Can't go past a certain point in the game-evironment yet? Loss of control.
Some guy talks to you? Loss of control.
Given a quest you need to complete in order to advance the main story-line? Loss of control.
And the list goes on.
No mate. You should revise your position, and learn to be a bit more humble about your opinion.
I am not saying random encounters are fantastic, or that they should be in any and all RPGs -
I am simply saying that to make it out as some sort of game-design sin, is patently absurd.
It just goes to show that you're incapable of separating personal feelings from fact,
and your own preferences from that of other people.
And finally, that you don't know the primary principle of game design - which would be asking yourself
"what do I want to make, and whom am I making it for?" and creating a design-philosophy
that is congruent with those answers.
With the sales numbers of series like Final Fantasy and Dragon Quest, and now, Bravely Default/Bravely Second,
your argument is an exercise in futility.