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- Jul 22, 2014
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Whether you do it with swords, fire, or laser beams, cutting your way through hundreds of slimes, demons, and nameless enemy soliders in isolated encounters is pretty much a staple element of the JRPG genre. Combined with exploration, party management, and sometimes puzzle-solving, these Random (or Visual or Evented) Encounters make up the bulk of the gameplay hours for the player.
In the past (when Encounters could be a bigger part of the experience than the other gameplay elements or even the story), these encounters often represented a bigger threat to the player (either as immediate kill threat or as part long-term attrition), but the modern JRPG usually makes the average non-boss encounter breezy and easy. The player usually won't expect to take heavy losses of any sort in the battle, and if they do, there's usually a good way to heal up and keep on moving.
So without a lot of need for "popcorn battles" in a strict game sense, and several other ways available to engage the player that were less present in JRPGs' early years, it's little surprise that reviewers and gamers alike have never been found complaining about "The encounters aren't frequent enough". And yet, these Encounters still practically define the JRPG genre, they're still half of the RPG Maker package, and we still spend tons of time as designers in this very subforum trying to figure out how to make these hundreds of battles "not suck" for the player.
Why?
In the past (when Encounters could be a bigger part of the experience than the other gameplay elements or even the story), these encounters often represented a bigger threat to the player (either as immediate kill threat or as part long-term attrition), but the modern JRPG usually makes the average non-boss encounter breezy and easy. The player usually won't expect to take heavy losses of any sort in the battle, and if they do, there's usually a good way to heal up and keep on moving.
So without a lot of need for "popcorn battles" in a strict game sense, and several other ways available to engage the player that were less present in JRPGs' early years, it's little surprise that reviewers and gamers alike have never been found complaining about "The encounters aren't frequent enough". And yet, these Encounters still practically define the JRPG genre, they're still half of the RPG Maker package, and we still spend tons of time as designers in this very subforum trying to figure out how to make these hundreds of battles "not suck" for the player.
Why?
- Do you design them to be fun in and of themselves (more fun than the rest of the experience)?
- Do you design them as a "reward" of some sort to the player, or possibly as a way to offer a "power trip" to the player?
- Do you put them there simply to slow down the player's pace through your game?
- Do they contribute to the larger plot or exploration of your game in some way?
- Do you intend them to provide practice and learning for the player so they can take on more strategic, exciting, difficult boss battles?
- Do they combine with the boss battles to offer difficulty and strategy?
- Do you have them in there for a different reason entirely?



