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Forums - Nintendo Discussion - RPG games with insane random encounters?

 

Final Fantasy 7 remake should be

Turn based RPG 39 67.24%
 
Action RPG 19 32.76%
 
Total:58

I don't mind random encounters if the rate isn't too high. If they get excessive in frequency I can see how they'd be annoying. Honestly, I don't really have a preference between random encounters and simply engaging enemies that are visible on the field prior to combat.

But in general, I honestly prefer old-school turn-based JRPGs. I liked the strategy and the ability to control every party member present in the battle systems from 90s classics like Final Fantasy IV, VI, & VII, Lunar, Chrono Trigger, and Super Mario RPG. Action RPGs always felt "button-mashy" compared to the more deliberate pace that comes from choosing commands from a menu, plus I never liked how in ARPGs you typically only directly control one character, with his/her fellow party members usually being controlled by AI (with maybe some very limited ability to give them very general instructions). IMO, the ATB system was the best battle system in RPG history.



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I like pokemon but cave + zubats + dark is just not fun. It's just annoying.

Random encounters are fine for me in a game once a year, but i wouldn't play ten rpgs in a year like this any more. Currently there's no reason to make games with random encounters any more, i find this mechanic outdated.



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I think Final Fantasy 7's battle system is rather alright, and much better than the battle systems of any RPG ever made in the west. It is not without its issues: notably, the load times are a bitch. But in terms of the number of random encounters, it's far from overwhelming: it probably had fewer encounters in the whole game than 3-hours of the Octopath Traveler demo.

Although, I am all for having a more Chrono Trigger style encounter system - that would be a big improvement and bring something new and special to the game. But keep the battle system relatively as is. One brilliant thing added to deal with random battles came in FF8 with the ability to simply turn off all random encounters, that would be a nice addition for FF7; FF8 was more opened up than FF7, and it's not always fun wandering through areas with weak enemies, having the ability to turn off those battles when I wasn't moving forward in the story or collecting crafting material is part of what makes FF8 my favourite of the franchise.

I also don't think it comes anywhere near too much reading, I haven't come across any Final Fantasy game that has. The only game I think I ever came across where I felt "too much reading" was a complaint is in Breath of Fire 3, just before the final boss, where there's this huge expository text dump that might have been as long as a chapter from Lord of the Rings right before the final battle =D

I also didn't think FF7 was too linear, like most RPGs of its era it was a fairly balanced game with a linear story, but tons of freedom to go around and do other things along the way. The more strictly linear RPGs came about on PS2 and PS3 (FFX, Xenosaga, and FF13 all felt kind of on-the-rails). Skies of Arcadia, glad you mentioned it, it's a balanced-style RPG that I really enjoyed... and perhaps the first fully 3D RPG that did that formula correctly. It's one of the reasons why Dreamcast was my most played home console of its generation. Xenoblade Chronicles was the first game to really take that balanced-style 3D RPG to the next level - FF12 had the right idea, but half-baked implementation: it's almost like you had a brilliant designer who had a genius vision, halfway implemented it, before Square kicked him off the project and have some unimaginative bum come in to wrap up the project without fully realizing its potential... Luckily we have Tetsuya Takahashi to come along and successfully put the whole thing together.


Anyway, I'm rambling (as I tend to do)

For Final Fantasy 7, I want tweaks and additions to the existing game. Not fundamentally changing the whole f***ing genre of the game! I think making it an action game will make it into a much more shallow experience than the original game and I, as a fan, don't appreciate such nonsense.

Last edited by Jumpin - on 19 November 2018

I describe myself as a little dose of toxic masculinity.

Jumpin said:

One brilliant thing added to deal with random battles came in FF86 with the ability to simply turn off all random encounters, that would be a nice addition for FF7

Fixed. For FF7 all the have to do is to buff the Enemy Away materia so it completely blocks random encounters intead of decreasing the rate by 87.5%.

OT: Wizardry IV.

Rogue Galaxy deserves a special mention because it has random encounters inside towns.



Player2 said:
Jumpin said:

One brilliant thing added to deal with random battles came in FF86 with the ability to simply turn off all random encounters, that would be a nice addition for FF7

Fixed. For FF7 all the have to do is to buff the Enemy Away materia so it completely blocks random encounters intead of decreasing the rate by 87.5%.

OT: Wizardry IV.

Rogue Galaxy deserves a special mention because it has random encounters inside towns.

While it is true what you said, you're not fixing my post. There are a few major differences that make those implementations which make them nothing like how I want to see it done.

FF6, you can only have the battles turned off by equipping the Moogle Charm; that's a hidden item found near the end of the game, and it can only be equipped by Mog -- so even in the few remaining late-game locations, such as Kefka's Tower and Phoenix Cave, you won't be able to use it.

FF7, The Enemy Away Materia takes a tremendous amount of work to get (Very few players ever get it). Even if you do happen to get it, you have to stack multiple master-level materias to get up to 87.5%. It's a case of the medicine being worse than the disease.

Whilst the No Encounter option in FF8 is available near the beginning of the game with no special effort needing to be made, and is free to use regardless of who's in your party - or if you are using multiple teams. This is the sort of implementation I'd prefer to see done in FF7 if they stick with random encounters instead of a Chrono Trigger-style encounter system. Especially if they open the game up a little more and put in a lot of side stuff.

Last edited by Jumpin - on 19 November 2018

I describe myself as a little dose of toxic masculinity.

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Honestly, I really enjoy classic RPG's with very high random encounter rates as long as level grinding my characters enables them to beat bosses later with relative ease. What I can't stand is spending hours level grinding through a dungeon only to get to a boss where there is some kind of special trick or tactic that needs to be discovered that requires your party to die a few times before you can actually beat the boss regardless of your level. The reward for level grinding should be the ability to easily beat bosses, otherwise there is really no point.

 

I think westerners generally don't enjoy old-school RPG's with high encounter rates because we can't understand the concept of utilizing game time (as opposed to  playing skill) as our resource in games.  There is a lot of reward (and in my experience, a lot less frustration) in investing time (ie. by levelling up) as the means to defeat a game's enemies as opposed to your own skills as a gamer.  There is something very satisfying about watching your over-powered party lay waste to a difficult boss especially when it was your time spent strengthening them.

Last edited by Illusion - on 19 November 2018

I use to like Turn Based RPGs when i was playing Pokemon Blue, Golden Sun and FF7. I feel as i got older that genre seems less appealing to me now. Its just not as fun as i use to remember



Random battles ironically are not that random as the are hidden step counters that determine when they happen if you're in a spot where a fight can happen and in some games what type of fight you load into and enemy you fight, FFVII is a prime example as if you do the exact same movement in 10 different playthoughs you'll get the same number of fights and fight the exact same enemies.

In older games developers programmed the games to be tighter on the counter but sometimes underestimated the encounter rate so it resulted in some games having erractic encounter rates.



Every system has flaws, which can be mitigated by good design or exaggerated by bad design. There is no perfect method that everyone will enjoy.

Personally, everything being an "action RPG" now has pretty much killed what used to be my favorite genre.



pokoko said:
Every system has flaws, which can be mitigated by good design or exaggerated by bad design. There is no perfect method that everyone will enjoy.

Personally, everything being an "action RPG" now has pretty much killed what used to be my favorite genre.

IMO, action elements tend to cheapen the experience. As much as I enjoy the Xenoblade games, I’d prefer them if I didn’t have to constantly worry about positioning in every battle. If I select backstab, I’d prefer my character to auto-move in for a backstab so long as I don’t fall off a cliff =P

But, the action elements always feel like imperfections or pollution in the battle system. And it is not a Japan vs. rest of the world thing. The majority of European and some American games (like Civ) I play also use menu-based commands and/or turn based progression.



I describe myself as a little dose of toxic masculinity.