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![[ Letters ]](/gfx/letters1.gif) | Wednesday, June 23, 2004 |
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![[ Letters ]](/gfx/div-interact.gif)
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Random Monotony
Chris Gesualdi - 06-23-04
Disclaimer: The opinions expressed within this column are those of its moderator and contributors.
Here, incendiary remarks freely intertwine with liberal obscenity to weave tapestries of offensive material the Gameforms
Project can not be held responsible for. Yes. Consider yourself duly
warned.
School’s out! Woo! I finally have a whole summer to do absolutely nothing important. It’s the greatest feeling in the world. Right now I’m at an end-of-school celebratory Halo party writing this. If being at a Halo party wasn’t nerdy enough, I’m the kid who has to go sit in the corner and type away all alone.
Friends - “Hey Chris, why aren’t you playing?”
Me - “Well… I have to write this column for the site I work for.”
Friends - “Oh really? Do you get paid?”
Me - “…No.”
God I’m such a nerd.
So yeah, we’re playing Halo. Multiplayer on that game is still a blast. My friend Kyle just tears us all apart though so we have to lump him in with all the weaker players. I’d say I’m a little better than average. I will mention though that I am a freaking warthog ninja. You want me on your team when we play Capture the Flag, I’m in and out of the other team’s base like no one’s business.
Halo single players still sucks though.
Anyway, while my friends laugh ands have a wonderful time, we’re talking about random battles. We all hate them, but can anything be done to rectify our misery? Are they an acceptable burden of the RPG genre??
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Oily Beyonce
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Chris, I remember Skies for the Dreamcast: that sick little monkey's random encounter rate made old-school fogies like FF 4 blush like a nun in a porn-movie set. But Skies for the 'Cube made some welcome adjustments to the game--namely toning down the battle frequency--although, for my money, the best thing the 'Cube version does is pump up the volume to those nifty tunes: for a game made for a console with such loud-ass sound like the Dreamcast, Skies' music sounded like it was coming from the bottom of Grandma's pool, j0.
But, anyhoo.... I think the only way to make random battles suck less is to MAKE BATTLES FUN. I can think of at least three games where I would actually run around in situ, looking for monster ass to thrash, and not just to level up, but because BATTLES WERE AWESOME. Those three games would be:
1.) Xenogears - Because its ****ing cool "When Mazinger Met Jet Li" combat system was bliss. The extra 5 to 10 hours of fighting in the final dungeon just to buy the heinously overpriced mech upgrades was bogus, but still, in all fairness, 95% of that game's overall total ass-kicking was great.
2.) Tales of Destiny II - Because the Linear Motion battle system might just be the best battle system in any RPG. Period. Feel free to include its predecessor (ToD I) if you will, even though ToD II's refinements to the LM battle system make it better.
3.) Grandia II - Its own battle system is almost as good as ToD's. By now, most everybody's played it, so I don't need to explain this game's greatness to anyone.
So there. Less mindless button-krunching (confirm, confirm, confirm), less menu-driven combat, more hands-on grooviness with actual tactical depth.
Of course, there's always the option that my RPG-loving soul might never come to fully embrace... but which it has been known to cry out for... of getting rid of random battles altogether... making your enemies visible onscreen... but, hey, as long as I'm wishing here, I might as well ask Santa to bring me an oiled nude Beyoncé for Christmas.
-The Absu-
P.S. If the "u" is silent in Suikoden because there is no hiragana for "si", only "shi", why didn't Konami name it Shikoden? Near as I can tell, the vocals are silent when they're at the end of the word (again, because of some inheent written vocabulary malfunctions), which is clearly not the case here. Color me confused.
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The Gamecube version of Skies of Arcadia was superior in many aspects, including of course the reduction of 10,000 random battles a minute to around 5. I still miss Pinta’s Quest though… sigh.
Anyhow, I don’t know if Xenogears had a terribly exciting fighting system. The button combo thing was a cool idea but there were just too many random battles for me to get excited. Tales of Destiny is another story, combining solid 2D brawler action with RPG elements like spells and item use. As you mention the system was pioneered in the original Tales of Destiny, but it was insanely slow and boring compared to the perfection that is TODII. Grandia II had a great battle system too. A lot of people call it revolutionary but it’s really not that drastic a change from other RPGs. Still, it was something more than a boring old action menu, and I welcome that with open arms.
Now I like the idea of getting rid of random battles, but no RPGs have really done it all too well. Dark Cloud 2 had some great combat, but the randomly generated dungeons kind of ruined it for me. .hack sucked too. Maybe FFXII will get it right.
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Pokemon Did Something Good
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Blam! The screen fades, and monsters jump out from nowhere. I think a lot of people are going to say they prefer the Chrono Trigger/Cross system of seeing the enemy before the battle begins, but some RPGs are better off with random battles. I know FFX's random-battle-every-5-steps gets annoying, but if you're TRYING to level up, it's actually useful. Some games make you walk for like 30 seconds before the next battle. I think one of the best random battle systems is found in the Pokemon games: if you want to battle, walk in the tall grass. If you don't, walk in the short grass.
Then again, the CT/CC system could use some improvements. Sure, it allows you to evade monsters, but if I sneak up behind a monster, shouldn't I get a preemptive strike or something? Honorable mention goes to Xenosaga, which lets you blow up stuff on the screen to cause status changes to nearby enemies before you fight them.
-omnispace
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I liked the idea that running into an enemy prompted battle rather than the screen exploding with some fancy effect and you’re randomly thrust into combat. It introduces an aspect of strategy as you try to sneak past without being seen. The problem is that avoiding these battles only means you level up slower, so you’re pretty much encouraged to fight everyone anyways, defeating the purpose of the sneaking. In Xenosaga I tried my best to sneak past as many Gnosis as I could, only to find myself level nothing when facing a boss five hours later.
I never really thought of it before but Pokemon’s random battle system was actually pretty brilliant. Wow… that was such a great idea. Every game should do that from now on. Even the way you fought other trainers was a great idea. Some could be avoided, but you couldn’t help but cross the paths of others. I never understood why making eye contact in the Pokemon world meant it’s time for a challenge, but whatever.
And I agree with you on the idea that how you approach an enemy should affect what kind of battle it is. Earthbound did that system great. It was actually challenging to get behind an enemy, and many times they’d outsmart you and attack you from behind. Earthbound sure was a great game, I’m so glad Nintendo won’t port it to the American GBA.
*Note Sarcasm*
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Damn You Tommy Tallarico
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Random battles... bah... so freakin' outdated it's not even funny. I don't know how many times I've put a game away just because I didn't want to go through a dungeon because the next two hours would be nothing but repetitive fights (early FF games, Skies of Arcadia on the world map). It drains all the fun out of the game faster then a liposuction machine hooked up to a turbine.
However, I don't mind random battles so much when you can actually move around a bit w/o getting in before getting in yet another battle. Suikoden 3 wasn't too bad on this, when going across a map for the 2nd, 3rd, 900th time you could actually make it across 2 fields w/o getting in more then 2 fights, which was nice. However I still think Chrono Trigger still did things perfectly, though. There was just something so right about getting in a fight with no transition, and you could take your time before worrying about heading off into the next battle. Although I gotta give props to Breath of Fire 3 for not having any transition from wandering around and going into battle.
And on a sidenote, that Tonny dude from Electric Playground and Judegment Day (on G4TechTV) should not be allowed to review games at all. He has no idea how to review a game. I mean hell, he gave MGS: Twin Snakes a low review for bad voice acting and the Mario and Yoshi doll cameos. Bad voice acting? Wtf? That is by far some of the best voice acting ever on any medium. That and he seems to hate games that are actually innovative and orginal, and praise those that appeal the mainstream audience (9.5 for the Suffering? 8.something for Roadkill?).
- xddga
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When I was younger I hated battles with a passion, I thought they were the most boring parts of the game. When I found out there was a “run” button in Chrono Trigger I spend the rest of the game holding the shoulder buttons. Nowadays battles have fancier graphics which manage to keep me remotely entertained through another mind-numbing battle, but they still bore me to death. Now that I think about it, Tales of Destiny II is about the only RPG series with random battles that I actually love. I just wish the A.I. didn’t suck so much.
I do however agree with you when I say I like being able to walk for a good half a minute before getting attacked. I hate FFX because I can’t count to ten without being attacked. I’ve tried so many times. I’ll get to nine, or nine and a half, but never 10. Chrono Trigger’s battle entering system was very nice, especially when you would be talking to an enemy before you launched into battle. It felt so much more real. Breath of Fire III did the same thing just as well, but that game was so slow-paced it won’t be getting any excellence in RPG awards anytime soon.
I clocked like five hours in that game before I beat the first quest. God damn.
And a lot of people seem to hate Tommy Tallarico. I don’t watch enough G4-Tech TV to know or care much about this guy, but I know that Roadkill doesn’t deserve more than a 5. That game was trash.
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Officiallity
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Dear Mr. Gesualdi (how's that for official!) –
I was reading through your column, as I usually do while I'm at lunch, and I came across the topic of RANDOM BATTLES. I felt the need to reply, because I DO remember Skies of Arcadia for the DC!
Random battles serve the purpose of leveling up your characters. By having random battles, you are sort of "forced" into doing this leveling without realizing it most of the time. I am a very very lazy gamer. I play the games for the STORIES, so naturally I dislike random battles, as I'm sure many people do. However, I'd rather have them be random as I walk around, than have me go and search them out (i.e. - Lunar Series).
In series such as Lunar, you see the enemies walking around the screen as little icons of themselves, or whatnot. This gives you the choice of "running away" from these little icons that give chase to you when you get near. By having this choice...what are you more apt to do? Run. This causes you to lack in levels once you get to the end of the dungeon, despite all the work you may have done to get through the dungeon. And then the boss wipes your sorry face all over the floor.
To keep from rambling anymore - I'd rather have the battles be random and forced on me, than have little icons walking around that I can flee from cause I'm lazy.
The exception to this rule is when the number of random battles is exceedingly high. Like in Skies of Arcadia for the DC (step-step-randombattle-step-step-randombattle). Thankfully they sort of fixed this in the Gamecube version (of which I have played both, and finished - and I have to say they were great despite the battle thing).
Sincerely,
Karmada,
who's one of the few Gilder fans out there
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Mr. Gesualdi is very nice sir, I appreciate it kindly.
Anyhow, you bring up a major point. Random battles, un-enjoyable as they may be, are still crucial to keep leveling up to a consistent level. Sure you can wander back and forth if you feel like leveling up further, or run from battle to avoid the hassle, but essentially random battles make it so your stats stay consistent with the flow of the game. The problem with being able to choose your battles is that a set guideline for how many battles you should fight really isn’t available. You could go a whole dungeon without fighting one enemy if you’re slick, but in the end it just hurts you when you end up facing that gigantic boss of doom.
Basically, if random battles aren’t present, leveling up becomes more of a guessing game rather than a formula. Games that force you to fight all the enemies before leaving a floor, ala Dark Cloud 2, solve that problem yet is it really the best solution?
I guess anything is better than the random battles of Skies of Arcadia on DC. Goddamn.
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This Man Is Briliant
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random battles are stupid and evil. blah blah blah.
-Zeth
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You Asshats
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Chris,
There’s an optional boss in FFX that randomly drops an item with the ‘no encounters’ ability. By randomly, I of course mean ‘almost never’. I must have fought that stupid thing a good 40 times.
So, in order to avoid repetitive battles, I took part in a series of repetitive battles. I ****ing hate irony.
Conor Edmiston
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Greatest. Item. Ever.
Why didn’t somebody tell me this before I was 40 goddamn hours into the game? You asshats.
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Siggerettes
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If you're REALLY TRULY sorry, you'll go out to buy sigarettes, light one and put it out on your left forearm! No I didn't mean that... As long as you keep doing the column and maybe pass your tests everyone'll be happy..
Anyway. You can just get a piece of equipment with No Encounters on it... You can even make it yourselve... However FFX isn't reallyvery fun to finish, so why
bother...
Why do we put up with random encounters, you ask? Because they have been there since back in the day and we never bitched about them before, that's why!
El Quinto - I've read that second HarryPotter book yesterday... and I didn't even find it terible...THE SHAME!!!!
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*Screams in terrible blinding pain*
Man, those “sigerettes” hurt something awful…
Anyhow, thanks for also telling me about the No Encounters item as well. I’d quest to get it but I’m a pretty lazy person who I doubt I’ll ever actively seek it out. I’ll just keep putting up with random battles. I’ve experienced them for so long they’re like a part of me now. A terribly boring and painful part of me.
I hate myself.
I liked the first three Harry Potter books, but then I got to the 4th one and all they did was play Quidditch for like 50 chapters. It was mind-numbing. Plus my gamer instincts always kick in and I find myself wishing the kids were throwing ice and fire spells at each other instead of learning ridiculous spells like “Ridiculouso.” And that evil cousin of Harry’s was a veiled insult towards gamers. Screw you J.K Rowling. It’s not like you didn’t sell out a year later and turn your book into a series of terrible games anyhow. You hypocrite.
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I Love You Joey
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I guess the question of whether a random battle is necessary or not depends on what your status is in the game. I think the random battles are necessary only at the beginning of RPGs, when you need to level up and whatnot. After you get to a certain level of skill in the game, they just get annoying and pointless.
Speaking of unecessary random battles, I've played Pokémon several times and damnit, and while the collecting of really cool new Pokémon is great, it still dosen't always make up for the fact that you have to run into a million of the same lame-o-lightning common pokémon that no one in their right mind would ever use. Example, In Pokemon Ruby, there's a cool fish that is so rare that it is only found in 6 squares out of 400 squares on an ocean map. So if you want to get it, you'll end up having to go throguh an endless stream of unnecessary battles that no one with even a moiety of their marbles would ever EVER want to go through. There's my battle sob story.
-The Happy Clown (THERE! is THIS on-topic enough for you?)
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The Happy Clown is a kid I go to school with, and he writes me regularly and then accosts me in school asking why I didn’t answer his letter. Honestly he’s missed the point of most topics, but today I figure I can craft a response to Mr. HC.
Old RPGs like the original Dragon Warrior were great because you actually needed to actively level up if you wanted to progress in the game, and leveling up was a challenge in itself. But in newer games, you’re pretty much guaranteed to triumph in any battle outside of facing a boss. Leveling up isn’t a challenge, it’s pretty much just handed to you. Potions are cheap and healing spells are plentiful. This is why random battles become so monotonous, you know you’re going to survive them. It’s just a matter of tapping the attack button and maybe throwing some potions around. If battles are nothing more than a monotonous path towards leveling up then something needs to be changed.
But I liked that certain panels held hard to find Pokemon. I remember playing Pokemon Red and being the only kid who knew you could get a Nido Male and Nido Female west of that first town. I was so cool…
Wait, no I wasn’t.
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He's Got Acid... in his Pants
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Chris,
first off--Suikoden. The 'sui' is in fact pronounced just like it looks-- soo-eee. However, when said fast, it's run together and is comes out sorta like 'swee.' The name Sui-ko-den is made up of three kanji, and the first means 'water.' Not sure what the second one even looks like, but the third, 'den,' means 'legend' or 'story' or some such. It's the same 'den' as in 'gaiden' or "Zelda no densetsu." Not to sound like a pompous ass about my Japanese like that guy whom you posted the link to a couple of weeks ago, but I just thought I'd clear the air. Now, I've never played a Suikoden... what do they have to do with water, I wonder?
“Hand over Metal Gear Solid 3 or die” would be something like "Metal Gear Solid 3 kure! Saa mo nai to kono katana de korosuzo!!!" I added "or I'll kill you with this katana" just to fit the recent column motif. Good luck intimidating Kojima, though... you might want to reconsider your assault on Shadow Moses Konami Headquarters before it's too late. Though as long as you stay out of his 'cone,' you might do alright.
Funny you mention Skies of Arcadia. My friend is playing that right now and he says it's the r0x0rs except for all the damn random battles. Honestly, after gaming FFXI for hundreds of hours now, I don't think I could ever go back to random battles again. I really hope against hope that Shin Megami Tensei III Nocturne and Digital Devil Saga don't have them. Those games look rad.
Random battles were fine for back in the day, but you'd think that by now they could come up with something better. The system used in the Chrono games and Xenosaga is ok, but sometimes it's so tough to avoid the enemies that it ends up feeling like random battles all over again. This is why I'm excited for FFXII. The way Vagrant Story had it (and the way FFXI has it now, though they aren't the same), I really like. I want a sequel to Vagrant Story, that was a wicked game.
In conclusion,
What a horrible night
for a curse.
-The Ramblin' Gamblin' Man
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Everybody seems to want to tell me how to pronounce Suikoden. Whatever, it’s just another crazy Japanese word I’ll forget in a week. So Suikoden is “Legend of Water” or something. Awesome. I’ll just pretend it means “Crazy Exciting Role Play Adventure 108 Character Fun Time.”
Though thanks for telling me the phrase I’ll need in order to properly threaten Hideo Kojima’s life. Now I just have to find a directional microphone so I can listen in on where he’s hiding Metal Gear Acid.
I bet it’s in his pants.
But you’re right, it’s sad to see a great game erred by those monotonous random battles. Way back when it felt ok, random battles were acceptable because it was new to us. But after about ten years of the things you think it would be time for some change.
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So basically, it’s an accepted fact that random battles suck. However, there are a few ways to make them not suck so much. One is having an actually engaging and entertaining fighting system. It would be ok fighting a bajillion battles if they were fun. Tales of Destiny II did this well, and some other games have had fighting systems that weren’t too terrible. I like the Pokemon aspect of having areas where you know random battles will appear and areas where you can avoid them. More games should try out that feature. Random battles should also be spaced out from each other. I want to enjoy the scenery of a game without being interrupted every 10 minutes to fight whatever random monster the game throws at me. And the final solution is of course to do away with random battles entirely, but we still don’t know what to replace them with…
Someday…
Tomrrow's topic is best and worst character names. It's pretty self explanatory. Who has the coolest moniker in all of gaming and who wallows in shame with the dumbest name conceived by man? E-mail me at letters@gameforms.com and let me know the big names in gaming.
This was Chris Gesualdi, who does the happy no-more-school dance with gusto.
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