Tuesday, January 8, 2013

Why Random Encounters in Pokemon Need Changing (Part 2)

In Part 1 of Why Random Encounters in Pokemon Need Changing, I covered, well, why they need changing. Consider Part 2 a bonus, then: listed below are my suggestions and conjectures for how exactly random encounters can be improved, as evidence that I'm not just blowing hot air. Remember to add your own ideas and thoughts as well.
    In addition to covering how we could discover wild Pokemon, I've also included thoughts on making the wilderness more challenging and how to increase player interest in catching Pokemon just so all my sides are covered. Enjoy, and add a few suggestions of your own.

Why Random Encounters in Pokemon Need Changing (Part 1)

The term "random encounter" in the context of role-playing games essentially means what it says: a moment when you encounter an enemy by random chance. This has been classic RPG formula for years, although that norm slowly seems to be changing. Wander off the beaten path or into hostile territory, and you're liable to be stopped by force and made to battle an enemy you couldn't see on the map.
    As previously mentioned, many RPG franchises are moving onto different methods for encountering baddies, such as touching enemies as they visibly roam the world to initiate a separate battle. One franchise that has yet to move from random encounters, however, is Pokemon, our beloved series founded in 1996 whose first set of games was known as Red and Green instead of Red and Blue as we know them internationally. Straying into tall grass or enclosed areas like caves and forests in these games puts you under content threat of attack by wild Pokemon. You may take three steps, you may take thirteen, but you will eventually be stopped and made to acknowledge that Spearow does, in fact, exist.