A random encounter is a feature commonly used in various
role-playing game
A role-playing game (sometimes spelled roleplaying game, RPG) is a game in which players assume the roles of player character, characters in a fictional Setting (narrative), setting. Players take responsibility for acting out these roles within ...
s whereby combat encounters with
non-player character
A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster o ...
(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
A monster is a type of fictional creature found in horror, fantasy, science fiction, folklore, mythology and religion. Monsters are very often depicted as dangerous and aggressive with a strange, grotesque appearance that causes terror and fe ...
-infested
wilderness
Wilderness or wildlands (usually in the plural), are natural environments on Earth that have not been significantly modified by human activity or any nonurbanized land not under extensive agricultural cultivation. The term has traditionally re ...
or
dungeon—with uncertain frequency of occurrence and makeup (as opposed to a "placed" encounter). Frequent random encounters are common in
Japanese role-playing games like ''
Dragon Quest
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 publi ...
'',
''
Pokémon
(an abbreviation for in Japan) is a Japanese media franchise managed by The Pokémon Company, founded by Nintendo, Game Freak, and Creatures (company), Creatures, the owners of the trademark and copyright of the franchise.
In terms of ...
'', 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
player character
A player character (also known as a playable character or PC) is a fictional character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters that are not control ...
s and force them to use up consumable resources, such as
hit points,
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
role-playing video game
A role-playing video game (commonly referred to as simply a role-playing game or RPG, as well as a computer role-playing game or CRPG) is a video game genre where the player controls the actions of a character (or several party members) immers ...
s and have been common throughout the genre.
Placed and random encounters were both used in 1981s ''
Wizardry'' and by the mid-1980s, random encounters made up the bulk of battles in genre-defining games such as ''
Dragon Warrior'',
''
Final Fantasy'', and ''
The Bard's Tale''. Random encounters happen when the player is traversing the game world (often through the use of a "world map" or
overworld). 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 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
Probability is the branch of mathematics concerning numerical descriptions of how likely an event is to occur, or how likely it is that a proposition is true. The probability of an event is a number between 0 and 1, where, roughly speaking, ...
;
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
A player character (also known as a playable character or PC) is a fictional character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters that are not control ...
. 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,
desert
A desert is a barren area of landscape where little precipitation occurs and, consequently, living conditions are hostile for plant and animal life. The lack of vegetation exposes the unprotected surface of the ground to denudation. About on ...
s, and
swamp
A swamp is a forested wetland.Keddy, P.A. 2010. Wetland Ecology: Principles and Conservation (2nd edition). Cambridge University Press, Cambridge, UK. 497 p. Swamps are considered to be transition zones because both land and water play a role in ...
s than in open
plains. The simplest sort of random encounter algorithm would be as follows:
# Each step, set X to a random
integer 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
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 publi ...
'' 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 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. This is a popular trick in
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 ''
Final Fantasy'' and ''
Tales
Tales may refer to:
Arts and entertainment
* ''Tales'' (album), a 1995 album by Marcus Miller
* ''Tales'' (film), a 2014 Iranian film
* ''Tales'' (TV series), an American television series
* ''Tales'' (video game), a 2016 point-and-click adventure ...
'' series have abandoned random encounter systems with successive games, while relatively newer franchises such as the ''
Chrono
Chrono may refer to:
Prefix
''chrono-'' a Greek combining form relating to time
*chronometry
Chronometry (from Ancient Greek, Greek χρόνος ''chronos'', "time" and μέτρον ''metron'', "measure") is the science of the measurement of t ...
'' series and ''
Kingdom Hearts
is a series of action role-playing games developed and published by Square Enix (originally by Square (video game company), Square). It is a collaboration between Square Enix and The Walt Disney Company and is under the leadership of Tetsuya ...
'' have never used them.
A more commonly used tactic in later RPGs (used in ''
Final Fantasy XII'', ''
Radiata Stories'', ''
Fallout 1'' and ''
2'' (but Fallout 1 and 2 also have unlimited random encounters on the world map), ''
Legend of Legaia'' and all ''
Kingdom Hearts
is a series of action role-playing games developed and published by Square Enix (originally by Square (video game company), Square). It is a collaboration between Square Enix and The Walt Disney Company and is under the leadership of Tetsuya ...
'' games is to set a finite number of enemies in a given area. This cuts down on
grinding and does not discourage exploration to the same extent. A similar approach is
spawning, where visible monsters always (re)appear at the same location, as seen in ''
Chrono Trigger'' and most of ''
Dragon Quest IX''.
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