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TopicWhat's the genuine appeal of turn-based JRPGs?
DevsBro
06/08/20 6:18:19 PM
#23:


Pancake posted...
random encounters are tricky. i think if they serve to just pad out the game then they're misused, but easy, frequent fights in spots can add character to an area. if that becomes the tone of the entire game, it might end up just being annoying.

one idea i had was tune the encounter rate per room so that if the player takes the shortest path, they're unlikely to fight anything. because this was something i found myself doing in games with random encounters -- hoping i could skip having to fight anything in short rooms. i also see this as a way to add puzzles to rooms: find ways to trick the player into taking extra steps. i almost look at this as a slight qol idea too, for players that have already explored and looted or players that are working their way back out.

i also think having fewer encounters lets you make them more threatening and interesting.
I like the pokemon method. Have danger areas where you can encounter enemies and safe areas where you can't. So while you're working your way toward the objective, you can adjust the encounter rate however you want. If you avoid the tall grass as much as possible, you'll probably just get in two or three battles but if you play around in it, you get more experience to make the boss easier without just running back and forth.

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