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A random encounter is a feature commonly used in various role-playing games whereby combat encounters with non-player character (NPC) enemies or other dangers occur sporadically and at random, usually without the enemy being physically detected beforehand. In general, random encounters are used to simulate the challenges associated with being in a hazardous environment—such as a monster-infested wilderness or
dungeon A dungeon is a room or cell in which prisoners are held, especially underground. Dungeons are generally associated with medieval castles, though their association with torture probably belongs more to the Renaissance period. An oubliette (from ...
—with uncertain frequency of occurrence and makeup (as opposed to a "placed" encounter). Frequent random encounters are common in
Japanese role-playing games While the early history and distinctive traits of role-playing video games (RPGs) in East Asia come Video games in Japan, from Japan, many have also been Video games in South Korea, developed in South Korea and Video games in China, in China. ...
like '' Dragon Quest'', '' Pokémon'', and the ''
Final Fantasy is a Japanese video game, Japanese science fantasy anthology media franchise created by Hironobu Sakaguchi and developed and owned by Square Enix (formerly Square (video game company), Square). The franchise centers on a series of fantasy and ...
'' series.


Role-playing games

Random encounters—sometimes called ''wandering monsters''—were a feature of ''
Dungeons & Dragons ''Dungeons & Dragons'' (commonly abbreviated as ''D&D'' or ''DnD'') is a fantasy tabletop role-playing game (RPG) originally designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by Tactical Studies Rules, Inc. (TS ...
'' 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 A gamemaster (GM; also known as game master, game manager, game moderator, referee, or storyteller) is a person who acts as an organizer, officiant for regarding rules, arbitrator, and moderator for a multiplayer role-playing game. They are m ...
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 player characters and force them to use up consumable resources, such as
hit point Health is an attribute in a video game or tabletop game that determines the maximum amount of damage or loss of stamina that a character or object can take before dying or losing consciousness. In role-playing games, this typically takes the f ...
s,
magic spell An incantation, a spell, a charm, an enchantment or a bewitchery, is a magical formula intended to trigger a magical effect on a person or objects. The formula can be spoken, sung or chanted. An incantation can also be performed during ceremo ...
s and healing
potion A potion () is a liquid "that contains medicine, poison, or something that is supposed to have magic powers.” It derives from the Latin word ''potus'' which referred to a drink or drinking. The term philtre is also used, often specifically ...
s, as a way of punishing them for spending too much time in a dangerous area.


Video games

Random encounters were incorporated into early role-playing video games and have been common throughout the genre. Placed and random encounters were both used in 1981s ''
Wizardry ''Wizardry'' is a series of role-playing video games, developed by Sir-Tech, that were highly influential in the evolution of modern role-playing video games. The original ''Wizardry'' was a significant influence on early console role-playing ...
'' and by the mid-1980s, random encounters made up the bulk of battles in genre-defining games such as ''
Dragon Warrior previously published as ''Dragon Warrior'' in North America until 2005, is a franchise of Japanese role-playing video games created by Armor Project (Yuji Horii), Bird Studio (Akira Toriyama) and Sugiyama Kobo (Koichi Sugiyama) to its publ ...
'', ''
Final Fantasy is a Japanese video game, Japanese science fantasy anthology media franchise created by Hironobu Sakaguchi and developed and owned by Square Enix (formerly Square (video game company), Square). The franchise centers on a series of fantasy and ...
'', and ''
The Bard's Tale ''The Bard's Tale'' is a fantasy role-playing video game franchise created by Michael Cranford and developed by Brian Fargo's Interplay Productions (1985–1992) and inXile Entertainment (2004–present). The initial title of the series was '' ...
''. Random encounters happen when the player is traversing the game world (often through the use of a "world map" or
overworld An overworld (sometimes referred to as a hub world) is, in a broad sense, commonly an area within a video game that interconnects all its levels or locations. They are mostly common in role-playing games, though this does not exclude other vide ...
). Most often, the player encounters enemies to battle, but occasionally friendly or neutral characters can appear, with whom the player might interact differently than with enemies. Random encounters are
random In common usage, randomness is the apparent or actual lack of pattern or predictability in events. A random sequence of events, symbols or steps often has no order and does not follow an intelligible pattern or combination. Individual ra ...
in the respect that players cannot anticipate the exact moment of encounter or what will be encountered, as the occurrence of the event is based on factors such as programmed probabilities;
Pseudo-random number generator A pseudorandom number generator (PRNG), also known as a deterministic random bit generator (DRBG), is an algorithm for generating a sequence of numbers whose properties approximate the properties of sequences of random numbers. The PRNG-generate ...
s 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
dungeon A dungeon is a room or cell in which prisoners are held, especially underground. Dungeons are generally associated with medieval castles, though their association with torture probably belongs more to the Renaissance period. An oubliette (from ...
s,
cave A cave or cavern is a natural void in the ground, specifically a space large enough for a human to enter. Caves often form by the weathering of rock and often extend deep underground. The word ''cave'' can refer to smaller openings such as sea ...
s,
forest A forest is an area of land dominated by trees. Hundreds of definitions of forest are used throughout the world, incorporating factors such as tree density, tree height, land use, legal standing, and ecological function. The United Nations' ...
s, deserts, and swamps than in open
plain In geography, a plain is a flat expanse of land that generally does not change much in elevation, and is primarily treeless. Plains occur as lowlands along valleys or at the base of mountains, as coastal plains, and as plateaus or uplands ...
s. The simplest sort of random encounter algorithm would be as follows: # Each step, set X to a random
integer An integer is the number zero (), a positive natural number (, , , etc.) or a negative integer with a minus sign ( −1, −2, −3, etc.). The negative numbers are the additive inverses of the corresponding positive numbers. In the languag ...
between 0 and 99. # If in plains, and X < 8, a random encounter occurs. # 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 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: # Set X to a random
integer An integer is the number zero (), a positive natural number (, , , etc.) or a negative integer with a minus sign ( −1, −2, −3, etc.). The negative numbers are the additive inverses of the corresponding positive numbers. In the languag ...
between 64 and 255. # For each step in plains, decrement X by 4. For each step in forest, swamp, or desert, decrement X by 8. # 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
emulator In computing, an emulator is hardware or software that enables one computer system (called the ''host'') to behave like another computer system (called the ''guest''). An emulator typically enables the host system to run software or use pe ...
. This is a popular trick in
speedrun Speedrunning is the act of playing a video game, or section of a video game, with the goal of completing it as fast as possible. Speedrunning often involves following planned routes, which may incorporate sequence breaking and can exploit glit ...
s 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 ''
Final Fantasy is a Japanese video game, Japanese science fantasy anthology media franchise created by Hironobu Sakaguchi and developed and owned by Square Enix (formerly Square (video game company), Square). The franchise centers on a series of fantasy and ...
'' and '' Tales'' series have abandoned random encounter systems with successive games, while relatively newer franchises such as the '' Chrono'' series and '' Kingdom Hearts'' have never used them. A more commonly used tactic in later RPGs (used in ''
Final Fantasy XII is a role-playing video game developed and published by Square Enix. The twelfth main installment of the '' Final Fantasy'' series, it was first released for the PlayStation 2 in 2006. It introduced several innovations to the series: an open ...
'', ''
Radiata Stories ''Radiata Stories'' is an action role-playing video game. It was developed by tri-Ace and published by Square Enix for the PlayStation 2. It was released on January 27, 2005, in Japan and September 6, 2005, in North America. The game received ...
'', '' Fallout 1'' and '' 2'' (but Fallout 1 and 2 also have unlimited random encounters on the world map), ''
Legend of Legaia is a turn-based role-playing video game. It is followed by ''Legaia 2: Duel Saga''. Gameplay The player selects a target during battle. Each character performs on the phase based on status. The player sees corresponding vertical strikes. Each di ...
'' and all '' Kingdom Hearts'' games is to set a finite number of enemies in a given area. This cuts down on
grinding Grind is the cross-sectional shape of a blade. Grind, grinds, or grinding may also refer to: Grinding action * Grinding (abrasive cutting), a method of crafting * Grinding (dance), suggestive club dancing * Grinding (video gaming), repetitive and ...
and does not discourage exploration to the same extent. A similar approach is
spawning Spawn is the eggs and sperm released or deposited into water by aquatic animals. As a verb, ''to spawn'' refers to the process of releasing the eggs and sperm, and the act of both sexes is called spawning. Most aquatic animals, except for aquat ...
, where visible monsters always (re)appear at the same location, as seen in ''
Chrono Trigger is a 1995 role-playing video game developed and published by Square. It was originally released for the Super Nintendo Entertainment System as the first game in the ''Chrono'' series. The game's development team included three designers th ...
'' and most of ''
Dragon Quest IX ''Dragon Quest IX: Sentinels of the Starry Skies'' is a role-playing video game co-developed by Level-5 and Square Enix for the Nintendo DS. Published by Square Enix in Japan in 2009, and by Nintendo overseas in 2010, it is the ninth mainline ent ...
''. Both approaches give players the opportunity to anticipate, evade, or select encounters.


References

{{DEFAULTSORT:Random Encounter Role-playing game terminology Video game gameplay Video game terminology