This is my bane. My pettest of peeves. My Moriarty, if you will. I'm going to rant for a few paragraphs here, so feel free to skip it.
Flour said:
It depends on the game.
I refuse to play Pokemon without a form of Action Replay with a code to disable the battles.(or emulator with at least 600% speed) This is partially because encounters are too damn common, partially because 95% of all encounters will be with a zubat or similar fast pokemon that prevents my escape for a few turns(well, until I get a Jolteon) but mainly because a single fight takes a minute or longer if I'm unlucky enough to not 1-hit the enemy.
YES. 100% concurrence. If I'm not looking for a fight (because maybe I have a life to get back to) why should I have to run through twelve or fifteen random battles just to get to the save point? If I've returned to low level areas to pick up something I miss, my dragon-slaying super-party shouldn't have to fight an army of animated sponges on the way to my house. It always (ALWAYS) irks me when my party has the gall to do a victory celebration (complete with victory fanfare and dancing) every time they punch a level 1 sewer rat. Why are you dancing? There's a whole trail of rat corpses behind you, you shouldn't be this elated.
I'm sure the Fellowship of the Ring went into full-on red alert every time a snake crawled out onto the plain, and I just KNOW Aragorn cleaned his sword and danced a happy jig after each kill.
I recently picked up Nostalgia for the DS, and was saddened to see it had random battles. So far, the encounter rate seems really low, which has been nice, but... There's a lot of time I spend watching boring things happening on the screen. Here's what happens in a typical battle near the end of the dungeon.
1. Wait for the battle to load,
2. Wait for the cinematic camera angles to show me all my enemies,
3. Wait for my enemies to attack (or my turn to come up)
4. Punch a rat for 900 damage,
5. Wait for the rat's death animation,
6. Wait for my party to finish dancing while
7. Waiting for the victory music to finish and
8. Waiting for the results page to appear and disappear
9. Waiting for the dungeon floor to load again.
10. Try to remember where I was going before I was interrupted.
For every second I spend thinking about the fight and pressing the command buttons, there's three seconds of downtime. I wouldn't (in fact, don't) mind waiting if the battle is difficult or the combat is at least mildly interesting (see Persona 3 or 4), but so often, developers replace challenge with repetition. So much of the average random battle are taken up with non-interactive, scripted events that it drives me insane when I don't want to fight. It's even worse when I grinding, because it's just taking an arbitrarily longer time. God help me if I use any magic, and have to watch the fist of an angry god come down and smite my foes every time I meet a goblin. Have you ever played a Square(Enix?) game and refused to use an awesome spell or attack because the animation took too long? *cough*Summons*cough* This is pretty much how every final fantasy for the playstation went. Long battle animations, frequent waiting for ATB gauges to fill, and mind-numbingly dull and easy fights.
Every now and then, I get the urge to pick up an old SNES or playstation RPG, and rage-quit somewhere in the first dungeon, when an invisible baker's dozen of sewer rats stands between me and the other end of every room. My favorite RPGs of all time (Earthbound and Persona 4) share a common feature: No random battles. You can see every enemy coming from a screen away, and make preparations accordingly. If you just feel like running, you can do it before the battle even starts or you can try to weave through enemies while you're walking. EB and P4 give you visual clues about enemy strength before you fight, and weaker enemies will run from you BEFORE you engage them. Strong enemies will hunt you down, and add some depth to the overworld experience. EB goes a step further and skips the battle screen if your party could one-turn-kill it, skipping all the above steps except number 8. It puts up the results screen, without any time wasted. In P4, if there are two encounters in the same room, you'll fight one immediately after the other, with the second group walking onto the battle screen after you kill the first, skipping steps 1, 2, 6, 7, 8, 9, and 10 for the second battle. Monsters in both games have the decency to quickly explode, and the developers thoughtfully provided an auto-attack button when you get stuck in a boring fight. When the battle's boring, you can get up and walk away until it's done. It's brilliant.