Why I Love Random Battles

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Sammi Costello

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Mar 20, 2010
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Velocity Eleven said:
The thing that's really been grinding my gears recently is all the hatred for random battles

Now here's the thing, I'm not saying that random battles is the only way RPG battles should be done, nor am I saying it is inherently the best way. Overall it is my favourite way though I am willing to accept that games without them can have battles implemented in an interesting way that works.

I have been noticing that random battles in games arnt as prevelent as they used to be, and I hear so so many complaints about them that are completely unjustified.

So first of all I will address my own reasons for liking random battles. Then I will address the common complaints I hear and finally to be fair I will explain a something that I dislike about random battles (I'm trying to be subjective as I can).

What I Like About Random Battles
1. I like random battles because it is an effective method to make absoloutly sure that the skill required in order to defeat enemies is completely focused on the actual events during the fights. If I know that I can't "avoid" fights then it feels more of a challenge to me to be able to actually kill the enemies.
This is completely dependant on the game in question.

2. I find they enhance the exploration element as you do not have to worry about physically avoiding specific enemies on the field
Whereas other people may find that they decrease the exploration element. Say you've run out of potions, and your characters are all on very low health: the next battle may very well kill you. And, since the battles are random, you have no control over when one pops up.

3. It allows for more of a strategic approach, this is because finding enemies on the field and running toward or away from them involves twitch-based skill. I'm not saying twitch-based skill is bad, but I tend to find that it's not as interesting when it comes to running to/from enemies in RPGs. The game can still have twich-based mechanics inside the battles themselves (I like how Shadow Hearts did that)
No it doesn't. There is no strategic approach to entering a random battle. The strategic element of most RPGs comes when you're actually in the battle, whether you ended up there randomly, or by "choice".

Addressing Complaints About Random Battles
1. I can't choose who I fight

Well in most games you cant choose who to fight, in most cases you always know who the badguys are and you fight them.
Strawman. If a game doesn't have random battles, and I don't want to fight McChewy over there, I don't have to. I can actively go out of my way to avoid that encounter. If the game has random battles, I have no choice.

2. They're too random

The law of large numbers, considering the amount of time spent playing these games the amount of randomisation will average towards the mean. But even so, the battles aren't so random that its like playing "heads or tails" (as some people make it out to be)
This is an issue that will vary from game to game. Some games get the balance right, others overdo it. You can't apply the complaint to all games, nor casn you apply your "not heads or tails" rebuttal to all games. In some instances, you are right, in other instances "they" are right.

3. It takes no skill

True, but why is this a problem? Adding more events that require skill doesnt make a game better, as I said before it means that the skill is focused entirely during the battles. If for example Sonic The Hegdehog "added skill" to it (such as finding power-ups in order to level-up your jumps) then the other features would have to be lessened in importance in order to balance out the difficulty. Also games with random battles have skill in different areas
Your "Sonic the Hedgehog" strawman aside, you're correct, mostly.

3. I get into one every 3 steps

That's really over-exagerating, even saying 10 steps is over exagerating
Depends on the game.

4. I was just one step before entering a town and I got into a damn battle

And what is it about that "one step away" feature that adds any sort of dissatisfaction to the entering of a battle? would the battle have been any different from a battle that heppened two or three steps away? If it takes (on average) 10 battles to get from point A to point B then what difference does it make "when" on that journey you entered the battle? (Provided that enemies are the same throughout the path, but a couple steps outside a town is barely going to make a difference)
The issue here is mainly that just before you enter a town is the point at which your party will be weakest, in terms of HP and MP levels, and inventory (potions, ethers etc.). Getting into the town would allow you to heal your party and stock up on items again, but the fact that you've just got into another battle means that you could very well be killed in some cases.

5. (In response to above) If I had just gone one more step then I wouldn't have had to enter this battle, I was so close to avoiding that battle

True, but how is that relevant? If getting into a battle just before entering a town is a negative, then is it not feasible to say that reaching a town in just enough steps that the next step was going to trigger a battle is just as positive as that is negative? You could also use that logic to say that "one step before town" is a positive as it guarentees a 0% chance of any battles for the rest of that journey
Maybe he didn't have the resources to survive that battle.

6. We now have the technology so that we don't need random battles anymore

So? Just because technology can handle more doesnt mean that it directly translates into a fun experience. People still play Chess and they enjoy it, regardless of how much data the current consoles can handle
Correct.

7. They slow the game down

This doesn't make any sense, a game feature can't slow a game down as it is a part of the gameplay.
So, according to you, if I make a game where every time you take a step, you have to hit a button 14 times before you can take another step, that doesn't slow the game down, because it's a part of the gameplay? Hyperbole, I know, but it demonstrates my point.

If you removed the random battles, you wouldnt be "speeding up" the game, you'd be changng it.
It's true that you would be changing the game to a certain extent, but not so much that it becomes an entirely different game.

8. The animations takes soooooo long

Seriously? Most of these complaints I hear talk as if an attack takes half a minute to complete, these complaints are really over-exagerated. Even so I think people are just being far too impatient for their own good. (This isn't directly linked to random battles but it kinda is)
Add to your rebuttal that most RPGs have an option to skip out the animations on attacks.

9. It's not realistic

And why does that matter? I am well aware that people dont enter "random battles" in real life, games are supposed to be about overcoming challenges, whether they be presented in a way that reflects the real world or not
Indeed. I thought we sort of left realism behind when we started throwing huge balls of fire and fighting dragons, but hey.

10. It's not immersive

I disagree, I find random battles to be very immersive. This is because of reasons stated in my "What I like about random battles" section
This really is entirely subjective on both sides.

11. It's just about selecting "Attack" until the enemy dies over and over

That is usually an over-exageration, but even if it wasn't the point is still invalid. Even if that was the case, it doesn't link with the actual random battles themselves, there are many action games have this exact "problem". It may be true that a game with random-battles does this but its not the "random battle" feature that causes it
Correct. If a game will just have select "Attack" over and over during it's battles, then it doesn't really matter whether or not the battle was random or not.

13. I just want to get to the end of this frickin' dungeon but enemies keep popping out

Hey, it's a game, you're not always going to get what you want. You will have to overcome challenges on the way. All games do that. Things will always get in your way when you play games.
Once again, you've forgotten about depleted resources. What if the player is trying to leave the dungeon because he needs to heal, or buy more potions? Or because enemies in the dungeon are too powerful for him to defeat? In that instance, random battles are the most annoying gameplay feature to ever be concieved by man.
 

Urgh76

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TL:DR lol im just kidding i read it and have to agree with you on all except for "i was one step away from entering a town" That does make a difference, especially if you have low HP
 

Ganthrinor

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I miss random encounters. I really do. Done well, they'll keep you on your toes and provide Grinding Fodder for the Power Gamers.

Done poorly they'll turn a game into a mindless procession of target dummies and battle music while eating your magic and restorative items.
 

ProfessorLayton

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What I hate about random battles is when I'm trying to get from point A to point B and point B is very far away. So I just want to get further in the story instead of having 12 zubats attack me in the cave when I take 3 steps. Then, when I am hunting for Pokemon, I have to run around in circles before anything shows up. Why couldn't they show up when I wanted them to?
 

Rafe

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I agree with you, random encounters do add immersion. Especially when you're running into a town with the suspense of knowing you could get attacked at any moment.
 

Velocity Eleven

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I think Sammi has brought up some good points... mostly I will address the point about being low on resources.

It is true that you'll be lower on resources when you are entering the last few battles on your journey, however this is specifically the "last battle" that this mostly applies to. There is always going to be a "last battle" regardless of where it is.

It does get fustrating when you're on you're last legs, but you have to also consider that being low on resources is caused by previous actions in the game... like if you use up all your potions when you dont need to, and such... it also shows you how much you can benefit from doing a bit of grinding, and I think that's great. I think grinding should have observable posiive results, not like where the game's too easy and so you do none or the game is too hard that everyone is forced to grind rats for ages

I miss random encounters. I really do. Done well, they'll keep you on your toes and provide Grinding Fodder for the Power Gamers.

Done poorly they'll turn a game into a mindless procession of target dummies and battle music while eating your magic and restorative items.
agreed

Then, when I am hunting for Pokemon, I have to run around in circles before anything shows up
this is why I think there should be a button that instantly ativates a battle
 

azncutthroat

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You wouldn't like random battles very much if you have put up with drunken brawls all the time.
That's all I'm saying.
 

chronobreak

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Velocity Eleven said:
I think you are overanalyzing a bit. If someone just wants to get to a town, and they get into a random encounter right before they step into the town, I guarantee you *most* gamers are going to sigh, and be a little frustrated. I understand you are trying to rationalize why maybe people shouldn't get so frustrated, because it is something that you enjoy, but I think for most people it is very tedious.
 

Dark Angel Warlord

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Mar 20, 2010
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random battle is nice but gets annoying when ur trying to get to the next area and slowed down by constantly random battles
example final fantasy v11
monsters even at level 9999 u couldnt beat
that damn t rex
 

Shoggoth2588

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Aug 31, 2009
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I like random battles. With a random battle system, as opposed to the; I-see-the-enemies-around-me-and-choose-which-to-go-after-first, it makes leveling easier. I am not sure if this was a problem in Blue Dragon or, Lost Odyssey but with FFXIII, after clearing an area, I have to save and quit to refill that area and continue CP gathering. With RE games like the Pokemon series and, early FF entries, one could meander about the plains with a bunch of heal items, gathering enough EXP to sell at market.

I also prefer the whole random element. It's not very surprising to find Zubat and Golbat in a cave but it would be less exciting if you could plan out your most direct route from the entrance to the nearest Clefairy. For the sake of rare enemies who, in turn, hold rare items I think it's best to use the random encounter method. Say in FFXIII, there are Tonberries who sometimes drop knives that level weapons like crazy. You're just going to find the most direct path to it, beat on it, save, reload and, repeat. You'll get what you want but without the random element it's all grinding without the happy feeling you get with random events. That feeling that says, 'I found this rare thing carried by that rare thing and am proud to have achieved this.' which is a small voice compared to others but it still feels good dammit! The Tonberry example isn't that good because of an area in FFVIII where you trip over them but, Feebas on the other hand: finding that little bastard in any given pokemon game is a pain in the ass.

On a final note, I think random encounters help with immersion. When you are dungeon crawling in an actual dungeon or cave or, some other area with low/no light, you can't see much of what is around you. In a real cave you will encounter things at random. It won't normally be a trio of antlions or, a duo of stone golems. It may not even be a village of moogles but, whatever you encounter in an actual cave will be random.
 

Velocity Eleven

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chronobreak said:
Velocity Eleven said:
I think you are overanalyzing a bit.
I've just finished a 40000 word document on game analysis, nothing at this point feels like an over-analysis to me

Shoggoth2588 said:
That feeling that says, 'I found this rare thing carried by that rare thing and am proud to have achieved this.' which is a small voice compared to others but it still feels good dammit!
it feels good to me aswell
 

irishstormtrooper

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You missed one. In other open-ish games, if you see enemies, you can avoid them, thereby getting to a place you want to go faster. With random battles, you can't avoid them, so it feels like you are being forced to grind.
 

Velocity Eleven

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irishstormtrooper said:
so it feels like you are being forced to grind.
I wouldnt say so, I would say "forced grinding" only applies if you've reached a point whereby grinding is the ONLY solution in order to progress and there's nothing else you can do that would naturally give you battles as you do it
 

Dexiro

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It's better for grinding but when you don't want to do that it's just plain annoying.
I would of agreed that random encounters work best for rpgs but FF13 changed my mind somewhat (sorry to bring it up again).

Because it isn't random and your leveling is limited it makes the battles much more strategic. EVERY battle is made difficult because it's all scripted beforehand, sometimes fighting trash enemies can feel like fighting a load of mini bosses.

It probably wouldn't work with every game but when it does work, it works well.
 

NeutralMunchHotel

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Velocity Eleven said:
as I suspected people are blowing this up into huge proportions, aking a mountain out of a molehill...

I seriously dont "get" any of the points you've made. But then again I've never "got" this concept of "immersion" people go on about... for me the element of immersion is about how the world presents its challenges and goals, its all about the logic and the maths. Oblivion which is supposed to be "immersive" is the epitome of everything I hate about RPGs... character creation, level-when-use systems, multiple story outcomes, missables, and such
Buh... might I ask what you do like about RPGs? Because Oblivion was far less RPGy than many other games, and I'd say it was pretty damn immersive.
 

Velocity Eleven

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Gilbert Munch said:
Velocity Eleven said:
as I suspected people are blowing this up into huge proportions, aking a mountain out of a molehill...

I seriously dont "get" any of the points you've made. But then again I've never "got" this concept of "immersion" people go on about... for me the element of immersion is about how the world presents its challenges and goals, its all about the logic and the maths. Oblivion which is supposed to be "immersive" is the epitome of everything I hate about RPGs... character creation, level-when-use systems, multiple story outcomes, missables, and such
Buh... might I ask what you do like about RPGs?
- strategy (both short-term individual events and long term skill-building)
- exploration (of both the game's physical world and the inner mathematical outcomes)
- leveling (or more specifically, the constant resourse of an accumulative reward that measures on an analogue scale)
 

MasterMongoose0

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I like random battles IF they let me have a system like Pokemon. I can use repels, avoid bushes, etc. I'm never truly forced to put up with them, but it is an inconvenience to avoid them, making you pick your poison (buy lots of repels, walk the long way through routes vs. random battles).

I don't see how a Metapod can suddenly surprise me and leap out to attack.
 

Velocity Eleven

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MasterMongoose0 said:
I like random battles IF they let me have a system like Pokemon. I can use repels, avoid bushes, etc. I'm never truly forced to put up with them, but it is an inconvenience to avoid them, making you pick your poison (buy lots of repels, walk the long way through routes vs. random battles).

I don't see how a Metapod can suddenly surprise me and leap out to attack.
I suppose, but only if the battles are super easy