I’m torn about them. On the one hand they free up the combat design to be as wildly different from the exploration as it wants. Which can result in really creative stuff. Favorite examples are Undertale, MegaMan Battle Network series, and Tales series.

But on the other they interrupt the flow of exploration, the music, you forget where you were by the end of combat and they can be very annoying if they happen to be common or just as you’re about to leave an area. The consolation prize of growing stronger with every battle only helps so much.

6 points

Man…this question would have SO much more gravity if it weren’t about gaming.

Like if you’re thinking back on your life. You met your wife at a coffee shop, but what would your life be today if they got a bagel instead? Where would your life be, 20 years later?

Or what if you’re single? Did you make the wrong arbitrary choice? Did you walk left instead of right? Did you miss out on meeting your special someone because of a choice you didn’t realize had ramifications?

And how should we feel about that today, knowing nothing in the past can be changed?

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5 points

Haha I have thought about that too actually. Mainly because my career path and favorite hobby were both decided by small random moments. It’s definitely made me more open to new experiences.

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0 points

I liked the Earthbound way of random encounters.

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10 points
*

my favorites were in the fallout series, if you were good, bad guys came, if you were bad, good guys came. nice random fights in new places.

even in BOTW the ninjas showed up periodically

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1 point

After a while, you kinda start to recognize the sneaky ninjas, standing around in the middle of nowhere just looking back and forth. Then, if you do finally talk to them, their names are just a generic title.

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5 points

The good thing about the fallout series is that unless you’re in survivor, you can generally carry enough to deal with the encounter. It’s not like far cry where you’re just like “FUCK! WORST possible timing!” And it was always like a stupid fucking badger or something. I don’t even mind coming across death claws. I’m carrying 15 mini nukes, 120 stimpacks, leveled up power armor and enough ammunition to make lead poisoning a bigger environmental threat than the rads.

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2 points

yeah, I did like the mods that added weight to ammo, pretty solid challenge with that since you can have 2000 rounds for each weapon.

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15 points

I’m in the “if I can’t avoid them, I’m not playing the game long” camp.

I don’t hate them, and they can be fun. But most of the games that do them make them impossible to bypass. Like others have already said, when you’re questing, they just derail the gameplay experience. There’s times that’s okay, but if a game has them often enough, it ends up making me hate the game and quit.

It’s why I don’t go back an replay the final fantasy stuff.

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26 points
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This is actually a few different design paradigms you are talking about.

The first is the exploration map transitioning into a battle map during encounters. The second is randomly spawning encounters. The third is forcing players to fight those encounters. Games like Zelda 2 had a exploration map transition into a battlemap, but the encounters are visible on the exploration map and could be avoided if you want so they were never forced or random. On the other hand games like Shining in the Darkness had exploration and battle on the same map; there was no transitions and the view perspective did not change, the game just randomly forced you to fight encounters while you walked around. Then you have something like Vermintide 2 which is a realtime first person action rpg/shooter where random monsters are spawned in at random times on random places on the map to attack you, but the monsters only spawn out of sight in places you are not looking at, and you are not forced to fight them.

IMO battle transitions and forced encounters are outdated mechanics designed around the technical limitations of 8 bit era systems, while random encounters are a great way to improve exploration and overall replay value of a game.

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7 points

Good point. I guess it is 2 things I’m talking about.

I think battle transitions are a tradeoff. They free combat but at the cost of interrupting flow. If you don’t do anything with the freedom they give you and you just make the same tired pokemon style choose from a menu combat it’s not worth it.

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6 points
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Aye. Like all design paradigms, there are places where they can be useful or can be used to achieve a certain feel.

I actually hate “choose from a menu combat” but have thought of a few cases where it would make sense - for example a Legend of Galactic Heroes style space warfare game based on hyper-realistic combat between massive fleets of 20,000+ ships each, which according to lore, line up in nice neat firing lines and shoot at each other for 12+ hours until one side has won via attrition. There is no way to simulate that in real time and be fun, and the ranges at which combat happens in deep space means that there is basically literally no room for maneuvering once the battle has began…

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