Created By: DragonQuestZ on August 30, 2011 Last Edited By: DragonQuestZ on August 21, 2013

Action Battle Encounters

There are fixed or rancom encounters, but it plays like a hack and slash game in those.

Name Space:
Main
Page Type:
Trope
Needs a Better Title.

A game which is normally just walking around and exploring on the field, but when the Random Encounters or Fixed Encounters happen, the action is freeform attacking instead of involving menus and taking turns. Yet when it's over, you get the post battle bonuses, and you go back into the non-battle field.

These happen whether the game is an Action RPG, or Hack and Slash game.

Examples:


Community Feedback Replies: 41
  • August 30, 2011
    Stratadrake
    The separation/transition from field to battle is also covered by Fight Woosh.

  • August 30, 2011
    DragonQuestZ
    It's not about the transition. It's about how the fights are handled.

    Also, Radiata Stories.
  • August 30, 2011
    Stratadrake
    Right, but the transition is included to help distinguish it from a straight-up Action RPG.
  • August 31, 2011
    DragonQuestZ
    Not always. Sometimes a character just unsheathes his/her weapon, and then sheaths it when the battle bonus screen fades.
  • October 7, 2011
    Cider
    I don't think this is distinct enough for a separate page. They are still random encounters or preexisting encounters that send you back into the over world when finished.
  • October 7, 2011
    DragonQuestZ
    You're forgetting the other point, which is that action games rarely have the action based only in encounters.
  • October 9, 2011
    SleetWintergreen
    The Legend Of Zelda Adventures of Link.
  • October 9, 2011
    Stratadrake
    ^ Not An Example, that's a straight action-RPG.

    My understanding of this doesn't quite match DQZ's, but it's about games where you have a clear distinction between "field" and "battle": Like a typical JRPG, you can't use your "battle" commands in the "field", but unlike the typical JRPG battle itself is an action-based affair.

    More examples:
  • October 9, 2011
    DragonQuestZ
    ^^ Zelda II has encounters, but since it also has fixed areas, like caves and dungeons, it doesn't quite count.

    ^ That's actually more or less what I mean.
  • October 9, 2011
    Stratadrake
    If that's true then I'm ready to toss a hat, just needs a little polish in the description department. "Can't use battle commands in the field" being one of the key points to include.
  • October 9, 2011
    Cider
    I still don't see how any action game using random encounters should be put in a different page since whether or not it is full free movement or turn based it still serves the same purpose. If you wanted a trope for battle encounters switching the perspective or sending you to a different area then I could see a separate page(since not all random encounters actually involve a perspective shift or new area) but as it is I have to disagree.
  • October 9, 2011
    Stratadrake
    This does not require Random Encounters, just that the game uses an action-based battle system separate from the normal gameplay engine (overworld movement, NPC interaction, etc) . But we do not seem to have a trope for the generic rooms in which fighting takes place.
  • October 9, 2011
    DragonQuestZ
    ^^ This is a particular gameplay style.
  • October 13, 2011
    Stratadrake
    DQZ, if you're going to keep bumping your YKTTW with null edits can you please give a comment once in a while?
  • October 13, 2011
    DragonQuestZ
    I'm trying to get comments from others. So I bump it to keep it from falling in the page, which actually happened before.

    So you don't want me to null bump this, then give it feedback so I don't need to. That's not a joke. I actually need feedback so I can get this trope right. For one thing, I still need a good title suggestion.
  • October 13, 2011
    Stratadrake
    I'm out of feedback (also not a joke). I don't think the title is a problem, and while the writeup leaves just a little bit to be desired, we do seem to agree on the core definition. Though we may or may not also have a Missing Supertrope to deal with....
  • October 13, 2011
    DragonQuestZ
    You mean how field and encounters control differently?
  • October 14, 2011
    Stratadrake
    Yeah, although people may argue it's too generic and/or similar to Random Encounters.
  • October 14, 2011
    DragonQuestZ
    Well those arguments would be objectively wrong, as this includes fixed encounters, and doesn't take into account that this excludes menu based encounters.

    Basically, arguments from ignorance means those users Did Not Do The Research, not that this trope is bad.
  • October 14, 2011
    DragonQuestZ
    I could also make a Sister Trope for menu based encounters, and a Super Trope for the field/encounter control dissonance.
  • October 17, 2011
    deuxhero
    The first Lost Kingdoms. The sequel ditches this in favor of removing battle transitions entirely.
  • October 17, 2011
    DragonQuestZ
    ^ If field commands aren't action, it still is this trope. So which is it?
  • October 17, 2011
    deuxhero
    LK 1 had random encounters on a map where Katia moves around freely and can attack at will. LK 2 has no distinction between being in battle and not being in battle.
  • October 17, 2011
    DragonQuestZ
    ^ So not even a post battle screen? As in it's just a flat-out action RPG?
  • October 18, 2011
    deuxhero
    Yep, only post battle screen in the sequel is at the end of a level.
  • October 18, 2011
    DragonQuestZ
    Okay, just needed clarification.
  • October 18, 2011
    Cider
    Even if its not a random encounter area switching or perspective shifts seem to be what's important here, not whether or not your random encounters are turn based or not nor if your preexisting encounters are turn based or not. Go in, fight, go out. It could be anything from Fire Emblem to Sigma Star Saga if it has some kind of fight woosh, new area(or perspective) Fight Woosh, victory pose, old area(or perspective).
  • October 19, 2011
    DragonQuestZ
    "switching or perspective shifts seem to be what's important here"

    No. It's switching control methods. Otherwise your post gets most of this trope.
  • October 19, 2011
    DragonQuestZ
    Action Encounters Exploring Field (with a comma in the middle)? It's dry, but should help make it clear that it's about the field and encounter difference.
  • October 23, 2011
    DragonQuestZ
    Seriously, does anyone like or dislike that suggestion?
  • October 23, 2011
    MagcargoMan
    DS version of Avatar: The Burning Earth
  • October 24, 2011
    Stratadrake
    @DQZ: Well, Chirping Crickets are never a good sign....
  • October 24, 2011
    DragonQuestZ
    ^ Tropes don't stop existing just because they don't get replies. This is about information, not popularity contests.
  • October 27, 2011
    GlennMagusHarvey
    Agreed with the above.
  • October 27, 2011
    Stratadrake
    At the same time, participation from other users is (like it or not) basically its own popularity contest.
  • October 28, 2011
    DragonQuestZ
    I'm not denying that. I was calling on the implication that it meant anything more than that. If you didn't mean anything more than that, then never mind.
  • October 28, 2011
    Stratadrake
    Yeah, nevermind.
  • November 22, 2011
    GlennMagusHarvey
    I think the two Summon Night: Swordcraft Story games also do this.
  • August 21, 2013
    Bisected8
    The examples are all currently Zero Context Example, maybe they could be expanded?
  • August 21, 2013
    dragonquestz
    Yeah, I'll work on that (just don't have that much time right now).
  • August 21, 2013
    DAN004
http://tvtropes.org/pmwiki/discussion.php?id=zedt0r3z1pp9t1hlwys0s0uw