Random encounter

Source: Wikipedia, the free encyclopedia.

A random encounter is a feature commonly used in various

Japanese role-playing games like Dragon Quest,[1] Pokémon, and the Final Fantasy
series.

Role-playing games

Random encounters—sometimes called wandering monsters—were a feature of Dungeons & Dragons from its beginnings in the 1970s, and persist in that game and its offshoots to this day. Random encounters are usually determined by the gamemaster by rolling dice against a random encounter table. The tables are usually based on terrain (and/or time/weather), and have a chance for differing encounters with different numbers or types of creatures. The results may be modified by other tables, such as whether the encounter is friendly, neutral or hostile. GMs are often encouraged to make their own tables. Specific adventures often have specific tables for locations, like a temple's hallways.

Wandering monsters are often used to wear down

magic spells and healing potions
, as a way of punishing them for spending too much time in a dangerous area.

Video games

Random encounters were incorporated into early

Pseudo-random number generators create the sequence of numbers used to determine if an encounter will happen. The form and frequency can vary depending on a number of factors, such as where the player is located in the game world and the statistics of the player character
. In some games, items can be found to increase or decrease the frequency of random encounters, even to eliminate them outright, or increase the odds of having a particular encounter.

Random encounters often occur more frequently in dungeons, caves, forests, deserts, and swamps than in open plains. The simplest sort of random encounter algorithm would be as follows:

  1. Each step, set X to a random integer between 0 and 99.
  2. If in plains, and X < 8, a random encounter occurs.
  3. If in swamp, desert, or forest, and X < 16, a random encounter occurs.

The problem with this algorithm is that random encounters occur "too" randomly for the tastes of most players, as there will be "droughts" and "floods" in their distribution. Random encounters in rapid succession are considered undesirable[7][3][8] as they lead to the player's perception of getting "bogged down", but with the simple algorithm, it is possible to have an encounter from taking only one step after an encounter. The early games in the Dragon Quest series, for example, allow random encounters to occur one step after the other. A more elaborate random encounter algorithm (and similar to those used in many games) would be the following:

  1. Set X to a random integer between 64 and 255.
  2. For each step in plains, decrement X by 4. For each step in forest, swamp, or desert, decrement X by 8.
  3. When X < 0, a fight ensues. Go to step 1.

This ensures that, in any terrain, the player will not experience more than one random encounter every eight steps. A game with this type of system can sometimes be taken advantage of by initiating some action that will reset the counter (pausing, opening a menu, saving), especially when using an

speedruns
to skip time-consuming or dangerous battles or it can be used to ensure that each battle results in a rare or valuable encounter.

Random encounters have become less popular in video games with the passage of time, as gamers often complain that they are annoying, repetitive or discouraging to exploration. The

Kingdom Hearts
have never used them.

A more commonly used tactic in later RPGs (used in

spawning, where visible monsters always (re)appear at the same location, as seen in Chrono Trigger[9] and most of Dragon Quest IX.[10][11]
Both approaches give players the opportunity to anticipate, evade, or select encounters.

References

  1. ^ a b "Features - The History of Dragon Quest". Gamasutra. Archived from the original on 2011-02-13. Retrieved 2010-11-09.
  2. ^ John, Tracey (2010-05-16). "Scott Pilgrim Video Game References". UGO.com. Archived from the original on 2010-05-21. Retrieved 2010-11-09.
  3. ^ a b Michael, Christopher (2010-10-03). "Shadow Madness - Overview". allgame. Archived from the original on 2014-11-14. Retrieved 2010-11-09.
  4. ^ Stuart, Keith (2009-12-10). "Serious games case study: the RPG that could save lives | Technology | guardian.co.uk". Guardian. Archived from the original on 2014-08-27. Retrieved 2010-11-09.
  5. ^ "Features - Game Design Essentials: 20 RPGs". Gamasutra. Archived from the original on 2021-05-01. Retrieved 2010-11-09.
  6. ^ "The History of Computer Role-Playing Games Part 2: The Golden Age(1985-1993)". Gamasutra.com. 2007-02-23. Archived from the original on 2007-02-25. Retrieved 2010-11-09.
  7. ^ "> Retroview > Lunar 2: Eternal Blue". RPGamer. Archived from the original on 2011-06-29. Retrieved 2010-11-09.
  8. ^ "PlanetDreamcast: Features - Editorials - Random Battles Must Die!". Planetdc.segaretro.org. Archived from the original on 2011-08-24. Retrieved 2010-11-09.
  9. ^ "Random Battles - Painful Pleasure or Punishment?". 1up.com. 2010-01-04. Archived from the original on 2012-07-16. Retrieved 2010-11-09.
  10. ^ "Dragon Quest IX: Sentinels of the Starry Skies Review: Do Good, Inc". Kotaku.com. 2010-07-23. Archived from the original on 2012-10-15. Retrieved 2010-11-09.
  11. ^ "1UP's RPG Blog: My Dragon Quest, Day 14". 1up.com. 2009-07-24. Archived from the original on 2012-10-17. Retrieved 2010-11-09.