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Don't get it, the game has randomly triggered encounters I think, and the first game (First Departure) is piss poor If you're implying random battles single-handedly make a game not worth playing, then that's. Well that's something. So an incessant game breaking glitch that cannot be avoided means a game is worth playing?
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That's not what random encounters are. How do you know? Glitches are unintended design that the developers do not account for. Random encounters are designed into the game, accounted for, and don't cause the game to crash or anything.
It's not like you're running into NPCs that trigger monster attacks, but somebody forgot to make them visible; the games are specifically designed this way, usually with behind-the-scenes dice rolls determining if you encounter anything. Don't get it, the game has randomly triggered encounters I think, and the first game (First Departure) is piss poor If you're implying random battles single-handedly make a game not worth playing, then that's.
Well that's something. So an incessant game breaking glitch that cannot be avoided means a game is worth playing? That's not what random encounters are. How do you know? Glitches are unintended design that the developers do not account for. Random encounters are designed into the game, accounted for, and don't cause the game to crash or anything. It's not like you're running into NPCs that trigger monster attacks, but somebody forgot to make them visible; the games are specifically designed this way, usually with behind-the-scenes dice rolls determining if you encounter anything.
Ok, but how have you established that random encounters are intentional, other than 'well they just are'? 'dont cause the game to crash or anything' omg it doesn't crash, its a gud game u guis. 'behind-the-scenes dice rolls' i.e. 'there is a reason it happened, like in the code and stuff' so. Like a glitch 'It's not like you're running into NPCs that trigger monster attacks, but somebody forgot to make them visible' Which I might point out, would be in effect indistinguishable from random encounters.
So how do you know, VGK?? How do you know that among your beloved random encounter trash, there isn't one that was supposed to have visible enemies, but due to a glitch they don't actually appear and the devs, a little embarrassed, just sort of decided to keep hush on it? So how do you know, VGK?? How do you know that among your beloved random encounter trash, there isn't one that was supposed to have visible enemies, but due to a glitch they don't actually appear and the devs, a little embarrassed, just sort of decided to keep hush on it? Let me turn this on you, then: you were the one who originally made the claim that random encounters are glitches in game design.
That they are unintended. Where is your proof? Because your idea needs some serious explaining.
It's difficult to believe that this would be a glitch in the vast majority of JRPGs (over how many consoles and how many years) and that rather than using the time and money available to them under the best case scenario to go with the idea they actually want (assuming, of course, that this wasn't the idea they wanted), that they'd leave a significant glitch in their design in the final product and reinterpret it as an actual gameplay feature. So how do you know, VGK?? How do you know that among your beloved random encounter trash, there isn't one that was supposed to have visible enemies, but due to a glitch they don't actually appear and the devs, a little embarrassed, just sort of decided to keep hush on it? Let me turn this on you, then: you were the one who originally made the claim that random encounters are glitches in game design. That they are unintended.
Where is your proof? Because your idea needs some serious explaining. It's difficult to believe that this would be a glitch in the vast majority of JRPGs (over how many consoles and how many years) and that rather than using the time and money available to them under the best case scenario to go with the idea they actually want (assuming, of course, that this wasn't the idea they wanted), that they'd leave a significant glitch in their design in the final product and reinterpret it as an actual gameplay feature.
'vast majority of JRPGs (over how many consoles and how many years)' That is your argument. You're appealing to the fact that multiple games do it. To you, it couldn't be a glitch, merely because the idea of multiple games having the same glitch would be too absurd.
(even though it is for all intents and purposes what is happening, as your 'accidentally invisible' visible enemies example illustrates) Also, not vast majority. Many recently released JRPG's no longer have them such as Persona 3 and Persona 4. It's actually pretty pathetic you would try to overstate how common random encounters are. They are basically rare now if you discount ports and remakes. Why they haven't been stamped out completely is beyond me. That's what grates my nerves, it's pretty much objective at this point yet japanese devs want to drag a clearly dead horse out of the grave time and time again.
The devs need to get with it and let go of random encounters. The rest of the world is gradually ignoring them more and more but you know what, they deserve it. The worst thing western devs give us is sports games. 'reinterpret it as an actual gameplay feature.'
Reinterpreted by who? Games don't interpret themselves, we interpret them. How old were you when you first played a JRPG with randomly triggered encounters?
I played FF6 on SNES (they called it FF3 damnit) back in like 1995 I think. Beat it, loved it.
Cried whenever my brother accidentally deleted my save. But I was young and didn't know any better. The game is trash. Also, not vast majority. Many recently released JRPG's no longer have them such as Persona 3 and Persona 4. It's actually pretty pathetic you would try to overstate how common random encounters are. Pokemon games.
Final Fantasy games. Dragon Quest games. Treasure of the Rudras. Faria. Lunar games. Parasite Eve. Resonance of Fate.
Shin Megami Tensei games. Phantasy Star games. Earthbound Zero.
Breath of Fire games. Lufia games. Lost Odyssey. The first 2/3 Persona games (damn that Innocent Sin/Eternal Punishment divide). Panzer Dragoon Saga.
Legend of Legaia. Legend of Dragoon.
etc. Other than that, a completely niche feature.
Also, not vast majority. Many recently released JRPG's no longer have them such as Persona 3 and Persona 4. It's actually pretty pathetic you would try to overstate how common random encounters are. Pokemon games. Final Fantasy games. Dragon Quest games.
Treasure of the Rudras. Faria. Lunar games. Parasite Eve.
Resonance of Fate. Shin Megami Tensei games. Phantasy Star games. Earthbound Zero. Breath of Fire games.
Lufia games. Lost Odyssey.
The first 2/3 Persona games (damn that Innocent Sin/Eternal Punishment divide). Panzer Dragoon Saga.
Legend of Legaia. Legend of Dragoon. etc. Other than that, a completely niche feature. 'reinterpret it as an actual gameplay feature.' Reinterpreted by who? Games don't interpret themselves, we interpret them.
What about the developers? That's who I meant when I was talking about designing the game a certain way. 'Do you think Square, at the height of their popularity'. : Your insistence that Random Encounters are the worst thing since AIDS is stunning. Keep up the good work. It's not simply a matter of exactly how bad random encounters are; whether they are the worst thing ever or just a minor annoyance.
It's just the fact that they are OBJECTIVELY BAD. They have no redeeming quality and no excuse, we all merely tolerate them to some extent depending on the individual. Despite this fact, despite being OBJECTIVELY BAD we. It is profound!
: You have yet to say why random encounters are bad, let alone why they're objectively bad. All you've done so far is repeatedly yell that they are bad (going so far as to use 'glitch' as a pejorative) and that anybody who doesn't agree with you is insane and delusional. Imagine having to explain why a disease is bad. Talk about profound! Random encounters are bad because they are schizophrenic, they interrupt exploration, they destroy pacing, they butcher atmosphere, they pull you out of the experience, they cause your to lose your sense of direction (often you end up going back the way you came simply because you forgot, especially after an intense battle or simply a drawn-out one), they are often visually assaultive (they are basically internet screamers but we pretend not to know it) and are generally disruptive.
Furthermore by nature they can not be avoided or eliminated, which is not only mechanically broken (why be forced to fight enemies that don't pose a threat and no longer provide substantial exp by any means) but also unimmersive (every cave, one million goblins) and unrewarding. (each encounter essentially makes zero progress) A lot of this is common sense though. We would not watch a movie that suddenly burst into noisy static every 10-30 seconds, then froze, then jumped you to a random part of the tape. Although on second thought evidently we would, provided it was a cultural convention for movies to be presented in such a manner.
'With another activity to keep exploration from getting stale.' Punch me in the face while I eat so I dont get bored 'Even though the exploration parts are designed with this in mind?'
This makes no sense. You are perhaps insinuating that exploration parts are dumbed down in order to take random encounters into account.
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But first of all, this means that by not having random encounters we could have richer worlds to explore. (not like that matters in an RPG right??) But it also means that if you design environments with the existence of random encounters in mind (which logically means dumbing said environments down) then it stands to reason that by taking that logic to its ultimate conclusion you would decide to have no environments at all. Which is basically what SRPG's do. I'm saying, stop trying to have your cake and eat it too. You can only either be fighting enemies or navigating the environment at a given time. No matter what in a game with both, you have to take turns, and out of all the ways one might have tried to make a game that alternate between these two subgames, why choose the stupidest method possible? If you had two movies and wanted to watch them, 1) why would you alternate between the two in intervals of seconds at a time, and 2) why would you make the intervals RANDOM.
Also, only now I just realized, you didn't actually refute my point. You didn't argue that encounters were somehow good for exploration or somehow didn't make the environments suffer. You just said that they are 'designed with this in mind' arguably in the same manner a urinal cake was designed to be urinated on in mind. 'Pokemon, Dragon Quest, Final Fantasy; all games that benefit from these random encounters.' What does this have to do with atmosphere? Furthermore, random encounters disrupt atmosphere by definition of the word atmosphere, so it would be a desperate point to argue against. If you disagree, why not have random encounters during cutscenes then?
What fucking difference does it make, at this point? Random encounter in 3. 'Sometimes yes, sometimes no.' Uhh, anyway.: I ended up wanting to re-play this game for nostalgia's sake and looked harder into it, I guess is the best lead right now? It's probably on a couple internal lists somewhere.
There's a few other Square Enix PS1/PSP games I wish to be up on the NA/EU/AU store too. They might think these games are not worth whatever weird international re-licensing effort they would require. So yeah, I don't know what's the situation for you but I can't even find a copy of this game (and my PSP is broken anyway). This is one part of my childhood I won't revisit, I guess. Edit: Links here get a trailing '/' automatically? Anyway here's the link http://www.gamefaqs.com/boards/620272-playstation-vita/66688576.
Tanthias rates this game: 4/5 Take control of either Claude, a young man recently comissioned as an Ensign in the Earth Federation, or Rena, a young girl living on the planet Expel. In Claude's story, you are on your first mission, investigating a planet, when you come across some ruins.
Ignoring your superiors, you approach a strange device in the middle of the ruins, and are teleported to another planet as a girl (Rena) is being attacked by a monster. You quickly join in and save the girl. But where are you? Can you make it back to your planet? In Rena's story, you are resting in a forest when you are suddenly attacked by a monster. A strange young man (Claude) comes to your rescue, and you mistake him for a hero spoken of in legend. Are you correct? Or is Claude not quite what he appears to be?