Revisiting Random Encounters

Revisiting Random Encounters

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Random encounters are a very contentious matter in JRPGs. Followers often mannequin it as a relic from the earlier, nevertheless some have a ardour for the best way it separates battle from exploration and creates a means of shock.

There hasn’t been an entire lot of effort dedicated to enhancing random encounters, nevertheless they’ve slowly modified over time. To analysis this evolution, I first started with a definition:

A battle transition that takes place at irregular intervals and randomizes the opponents.

Which suggests single monsters wandering the sphere in EarthBound and the radar-blips of overworld encounters in seventh Saga don’t rely.

Additional enemies can rush in as quickly as a battle begins in Chrono Set off, nevertheless those that provoke it are on a regular basis telegraphed.

Subsequent, after taking notes from dozens of video video games and canvassing the fanbase, I separated random encounters into 6 main lessons:

  • Triggers – Administration when a battle is initiated.
  • Selectors – Decide which enemies are chosen for the encounter.
  • Modifiers – Environmental variables which will have an effect on Triggers and Selectors.
  • Outcomes – Elements the participant has administration over which will have an effect on Triggers and Selectors.
  • Indicators – Participant-facing information on potential encounters.
  • Minigames – Entire sub-systems that revolve spherical managing encounters.

For each class, I moreover proposed a few quick ideas to help improve random encounters, or simply current a model new spin on the mechanic.

The one which started all of it.

  • Static – After every map transition — along with coming back from a battle — fairly just a few steps is randomly chosen upon which the next fight will occur, e.g., the distinctive Final Fantasy. Over time, a “grace” interval was added to this counter all through which battles can’t occur, guaranteeing there’s not lower than a bit little bit of separation between consecutive encounters.
  • Dynamic – At each step, a random roll is made to seek out out whether or not or not a battle occurs, e.g., Dragon Quest. The potential for an encounter often grows with the amount of steps taken. Some tile varieties equal to stairs or hurt flooring moreover cease battles from triggering to stay away from awkward transitions or seemingly unfair encounters.
  • Time-Based – A further unusual technique the place battle is initiated by the use of a timer that is reset with every map transition, e.g., Baten Kaitos. Which suggests battles can occur even when the participant is standing nonetheless.

Older titles moreover generally used “spike tiles.” These on a regular basis launched a battle when stepped on, often a boss fight, nevertheless had been fairly indistinguishable from actually random encounters.


  • Scale encounter price by level-discrepancy between the social gathering and the enemies. If underleveled or overleveled, encounters could be a lot much less frequent to supply additional respiratory room.
  • Hyperlink trigger-chance to narrative elements, e.g., sneaking out of a jail has a lower encounter at first nevertheless will enhance as an alarm is sounded, or a siege begins off with fastened stopping nevertheless the price of battle dwindles as a result of the enemy forces are pushed once more.
  • Use entire steps/time to alter encounter price and the enemies summoned, e.g., traipsing throughout the darkish forest for too prolonged would “depopulate” the enemies and summon a guardian miniboss.

The distinctive Final Fantasy would possibly present as a lot as 9 completely totally different foes per battle. Nonetheless, this amount shrank over subsequent entries making multi-target spells lose just a few of their utility.[/caption]

  • Document – The map incorporates an inventory of potential encounters, one in every of which is randomly chosen when battle is triggered. The chance of these encounters is often skewed, e.g., in Final Fantasy V, there are on a regular basis 4 potential encounters: 2 frequent ones, 1 uncommon one, and 1 unusual one. In dungeons, a prevailing apply is to tweak the guidelines from floor to floor, guaranteeing there’s an elevated sense of hazard the extra the participant explores.
  • Sector – Usually solely associated to the overworld, the map is reduce up into completely totally different sections with each one containing its private encounter guidelines. Sectors don’t on a regular basis exactly match the construction, leading to some dangerous areas with encounters meant for lots later throughout the sport. Whereas these could be pretty irritating, they’ve historically grow to be fabled hotspots for grinding such as a result of the Peninsula of Vitality.
  • Terrain – The sort of biome being traversed dictates which monsters can appear, e.g., the terrain-based overworld encounters in Final Fantasy VII. Furthermore, terrain could be mixed with sectors to create distinctive encounter zones, such as a result of the fabled Dinosaur Forest.

A few video video games moreover mix up the grind of stopping with non-combat encounters, e.g., the nice monsters and the Ragtime Mouse of Final Fantasy IX.


  • Use a linear guidelines of encounters to ensure a clear and engaging transfer. As quickly because the guidelines is exhausted, encounters can return to being completely randomized.
  • Dynamically alter the weights of potential encounters primarily based totally on which enemies have been fought to foster numerous encounters. These weights would possibly moreover change primarily based totally on participant HP/property to decrease the frequency of punitive encounters (notably when escaping battle is not on a regular basis a reliable alternative).
  • As quickly as as soon as extra, change up the encounter guidelines primarily based totally on narrative improvement — invading armies, migrating monsters, and so forth., might make earlier areas actually really feel modern as soon as extra.

Nighttime battles can current a barely elevated drawback in Dragon Quest VIII.

  • Map Type – Battle frequency relies on the sort of map being explored, e.g., in Final Fantasy, the encounter tracker decrements further quickly on the overworld than in dungeons.
  • Map Payment – Each map has a scaling price that alters the frequency of battles, e.g., in Lunar 2, the map on the excessive of the Lionhead dungeon barely has any encounters as compared with the lower flooring.
  • Map Prohibit – Each map has a most number of allowed encounters, after which battles can’t occur, e.g., in Ar Tonelico, a “cleared” map stays free of battle until it’s re-entered.
  • Tile Type – Largely associated to overworld maps, each terrain has a hazard price that impacts the encounter chance, e.g., in Dragon Quest, it’s further in all probability {{that a}} battle will occur on a desert tile than on a grass tile.
  • Day/Night – Encounters differ primarily based totally on time of day, e.g., in Dragon Quest III, tougher and further fairly just a few enemies appear at night.


  • If a map is completely explored, allow skipping of its encounters.
  • Alter enemy alternative primarily based totally on dynamic local weather outcomes equal to a specific enemy solely exhibiting all through a snowstorm.
  • If a problem setting is carried out, use it to scale down the encounter price/number of enemies whereas scaling up the battle rewards.

Rand’s ball sort in Breath of Fireside II efficiently serves as a car, disabling encounters whereas rolling spherical. Nonetheless, this may end barely abruptly as a result of the ball is constantly shifting forward and any collisions with bushes, shorelines, and so forth., instantly snap Rand once more to common.

  • Abilities – Spells or experience that alter the encounter price, e.g., in Etrian Odyssey, “Lure” and “Stalker” can enhance or decrease the prospect of battle. Yang’s “Whistle” potential in Dragon Quest VIII goes even further, instantly summoning a random battle. Quite a few Pokémon video video games moreover give battle abilities a passive efficiency out of battle, e.g., if the first-slot Pokémon has the “Magnet Pull” potential, the prospect of encountering a Metallic-type enemy is vastly elevated.
  • Consumables – Usable devices that often mirror Abilities, e.g., “Darkish” and “Holy” bottles in Tales of Phantasia which will enhance or decrease the encounter price. Sadly, consumables often solely have a slight impression, severely limiting their utility. One exception is the “Siren” or “Alarm” merchandise in Final Fantasy IV, which instantly initiates a fight in direction of the rarest enemy group on the map, which could be useful when grinding for unusual drops.
  • Gear – Passive outcomes toggled by carrying a weapon, accent, or piece of armour, e.g., the “Attract Bangle” in Final Fantasy VI that halves the encounter price.
  • Cars – Most steadily autos merely disable battle, e.g., flying aboard the Crimson Wings in Final Fantasy IV. Phantasy Star IV is of particular discover proper right here as random encounters nonetheless happen whereas in autos, nevertheless the enemies that appear are utterly distinctive and by no means fought wherever else.
  • Cheats – Non-diegetic selections identical to the encounter slider in Bravely Default and the encounter toggles frequent in remasters like that of Final Fantasy X.


  • Current intermittent shrines/fountains/springs that repel specific households of monsters, e.g., demons or flying enemies, giving a small reward for further exploration.
  • Implement Consumables that finish in a 100% draw chance of specific enemies, making a Monster Hunter like experience the place otherwise-rare encounters are actively sought out.
  • Create an upgradable Vehicle which will progressively in the reduction of the encounter price and provide (partial) battle rewards from combats that can’ve in some other case taken place.

Shin Megami Tensei: Nocturne’s compass serves double-duty as a radar that turns pink as an encounter turns into imminent.

  • Threat Fluctuate – Each map clearly reveals the potential ranges of its enemies, e.g., the message that appears at any time when the participant enters a model new area in Octopath Traveler.
  • Encounter Payment – Direct indicator of the map’s chance to enter battle, e.g., the little monster in Breath of Fireside II’s menu that could be sleeping (no encounters potential), or in 1 of three ranges of delight, each state hinting at an increasingly elevated encounter price. Quite a few participant Outcomes can further alter this price, making the monster animate in a further lethargic or energetic fashion.
  • Battle Countdown – Dynamic warning of imminent battle, e.g., the triangle indicator over the lead character’s head in Legend of Dragoon modifications its colour from inexperienced, to yellow, to pink because the prospect of an encounter will enhance. In such strategies, battle often can’t occur until the indicator reaches its most hazard stage.
  • Environmental – Pure components of the map that telegraph dangerous areas, e.g., in Pokémon’s overworld, random encounters can solely be triggered whereas strolling on grass tiles.


  • An alternate heatmap-view that highlights dangerous areas the place encounters are further in all probability, or simply more durable.
  • A stamina-like meter over the participant’s avatar. Its fill not solely options like a standard Battle Countdown, nevertheless a separate amount dynamically modifications to level encounter-chance, e.g., lower in darkish corners of a dungeon, nevertheless elevated in brightly lit gateways.
  • A minimap superimposed with enemy icons indicating primarily probably the most prevalent encounter varieties, e.g., Rusalki by the shoreline, bandits on the freeway, and so forth.

In Breath of Fireside III’s overworld, a “!” speech bubble appears at any time when a random battle can occur. The participant can press a button to determine into it, or simply maintain strolling to stay away from it.

  • Wild Arms 3 – In dungeons, a warning message appears at any time when battle is about to begin. The participant then has a few seconds to press a button and spend a helpful useful resource to stay away from the fight. This handy useful resource could be collected all through traversal, making exploration a lot much less punitive, and the worth itself can differ primarily based totally on the social gathering’s stage. Exit Future moreover presents a similar system, although in that sport the enemies are merely bribed away with money.
  • Blue Omen Operation – An encounter bar appears after a bit little bit of exploration, filling up as a result of the participant walks spherical. A battle is initiated when the bar is full, nevertheless this can be paused and quickly reversed by stopping all movement. This creates one factor of an intermittent dynamic, nevertheless presents no patrol paths or totally different cues to observe throughout occasions of inactivity.
  • Fantasian – Battles could be banked and fought at a later time. The quantity of enemies that enter these fights grow to be greater than common, allowing further foes to be dispatched immediately whereas boosting the price of buffs and multi-target spells.

Turning encounters into completely built-in strategies is an thought with a great deal of room for progress. Older CRPGs tied experience to previewing encounters, and newer ones often use property to stay away from ambushes whereas resting, nevertheless utterly new interfaces could also be carried out to make managing the mechanic further fascinating.


  • Additional elements appended to an opt-in system: availability relies on bestiary-completion, and some XP/gold stays to be gained whereas avoiding fights.
  • A toggle button identical to the auto-combat interface in Persona 3, apart from it turns all random encounters on or off. Whereas off, a character’s MP are continuously drained by sustaining a repel/invisibility spell, making a resource-drain identical to actually battling and recovering from battle.
  • All encounters are opt-in, nevertheless avoiding them alters a reputation metric. A “cowardly” reputation can result in being denied entry to certain settlements and minibosses being despatched out to punish the dishonourable behaviour. Conversely, a “bloodthirsty” reputation from grinding an extreme quantity of can depopulate enemy groups or alter unlockable companions and even full endings.

Aside from merely limiting encounter costs, there are numerous steps which will lower frequent frustrations with random battles:

  • Steer clear of extended battle transitions.
  • Current dungeon shortcuts to quickly exit or go by the use of explored areas.
  • Cut back encounter costs in maps with puzzles.
  • Add quick-travel selections that allow for combat-free backtracking.

Video video games that bear from just a few of the above components are fairly easy to degree out, nevertheless which video video games do you suppose did random encounters correct? Did they comprise any notable mechanics I missed, and what else would you do to boost on present encounter strategies?

The whole article was initially printed on the game design weblog Very important-Bits.