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 and by the mid-1980s, random encounters made up the bulk of battles in genre-defining games such as
Dragon Quest, 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;
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: • Each step, set X to a random
integer between 0 and 99. • If in plains, and 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 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,
Radiata Stories,
Fallout and
Fallout 2 (although the
Fallout games have unlimited random encounters on the world map)), like
Legend of Legaia and all
Kingdom Hearts games have 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==