Random Event: Difference between revisions

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Players' reactions to these usually depend on whether the events in question are beneficial or not.
 
Random content that refers to existing entities may end up nonsensical and/or ridiculous if not [[The Dev Team Thinks of Everything|checked]]; it's most often found in relatively rare random events, since those are most likely to keep an intermittent glitch unseen in testing (famous examples of such bugs are "[[Droste Image|Planepacked]]" in ''[[Dwarf Fortress]]'' and "[[The Killer in Me|Roger a Muirebe]]" in ''[[Crusader Kings]] II'').
 
See [[Random Encounters]] for an RPG subtype. If the event ''appears'' random, but is actually triggered by an action that might not be immediately obvious, see [[Guide Dang It]].
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* Encountering a shiny ''[[Pokémon]]'', at least from Generation 2 onward.
* The latest iterations of [[Paradox Interactive]] games have a whole bunch of really complicated random and semi-random events (that is, events with triggers that makes an event more or less likely to trigger, but it is still random). Older games simply mixed random and [[Scripted Event]]s.
* Natural Disasters in ''[[Sim CitySimCity]]''. Assuming you didn't give in to [[Video Game Cruelty Potential]] and just mash the button to send them, of course.
** In ''[[The Sims]]'' and its progeny, burglars, aliens, at-work events, etc. all fall under this category.
* Many [[Massively Multiplayer Online Role Playing Game|MMORPG]]s have this as a way to counter people just leaving the computer to do something for them. Because of the chance of a random event making something bad happen you're forced to sit and watch your character to make sure you're there for a random event.
** ''Rift'' runs on this trope. It is extremely unlikely (almost impossible) that you'll be able to play for one continuous hour without running into a dimensional invasion, rift, or minor region event. With the first update, the major ''world'' event means even more chaos.
* The RTS ''Star Wars: Empire at War'' had random events in the Galactic Conquest mode. The expansion pack removed them.
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* In ''[[Oregon Trail]]'' random events were used to simulate what could happen on the trail to Oregon back in the 19th century. These events included bandits, finding empty wagons, fire, snakebites, or disease, including, of course, dysentery.
** Other games by MECC included a lot of random events too. ''[[Amazon Trail]]'' would give the player more direct control but could still have the player get sick from a disease that was commonplace in the Amazon and the stuff the boat could hit were random. The ''[[Yukon Trail]]'' would have the player or their partner fall (and possibly get hurt, slowing them down), get stuck in a blizzard, get stuck behind a mule train, and randomly losing food.
* ''[[RunescapeRuneScape]]'' was known for this trope to not only give players an occasional reward such as a party hat or a small exclusive item they can find anywhere but also to punish bots. The most common examples of bot punishers were when a high-level monster would appear and attack the player who was "Farming" items from a gathering skill. The level was variable, and would often be scaled to be a large threat to the attacked player. They only happened on some skills, because others like cooking would require complete player involvement, as opposed to Fishing and Mining that either happened until an item was obtained or the player's inventory was full. (River trolls were perhaps the most common)
* ''[[King's Quest VII]]'': While in the kingdom of Ooga Booga, the dreaded Boogieman will show up out of nowhere and if the player doesn't escape, will kill the player.
* A potentially [[Nightmare Fuel]] example is on the ''[[Jump Start Adventures 4th Grade: Haunted Island]]'' game. When wandering around the haunted island, a ghost may block the player's path and force the player to answer a random question... and if they get it wrong, they lose health points. This is a completely random event, and it even happens in the Labyrinth.
* ''[[Colonization]]'' is a borderline example. The circles that mark special events seem to have their nature determined randomly at the start of every game, so Save Scumming can protect you from events like "You were never heard from again." That said, what was "You discover a friendly village" in one playthrough seems to become "You discover the fountain of youth" in the next. This is because the ''sequence'' is fixed, so whether you try ruins A then B or vice versa, you get e.g. "friendly tribe" in first attempt and "fountain of youth" in second.
* ''[[Master of Orion]] II'': oh, yes. Aside of random proposals from heroes, there are: research advance or wipe-out, findings with tech or resources, [[Interspecies Romance|diplomatic marriage]], assassination, monetary offering, total hyperspace block, ecological calamity, surprise mineral deposit, reproductive boom, [[Death From Above|incoming comet]], plague, [[Stuff Blowing Up|nova]], [[Space Pirates]], monsters, ''Antarans''... All? This can be turned off, though.
* ''[[Master of Magic]]'': non-linearity being one of best features of the game, it's no surprise random events may have a great impact. Global conditions that affect power income or population, offers to get mercenaries, heroes or magic items. And wandering monsters, of course.
** There are, however, true [http://masterofmagic.wikia.com/wiki/Event Random Events] (start at turn 50, with chance depending only on Difficulty level, maximum 0.2%/turn), some of which are global, other affect a Wizard or Town, some are instant, others with duration. And there are [http://masterofmagic.wikia.com/wiki/Fame Fame] events (the chance depends on Fame, all let the Wizard acquire an asset for gold) - [[Hero Unit|hero]] (you also need enough of Fame for that Hero's tier), Mercenary (hire randomly rolled units, though they never have Magic Weapons) and Merchant (buy a randomly rolled magical item) offers.
* The hallucinations in [[Chzo Mythos|Trilby's Notes]]. Chances are you will run into at least one or two over the course of the game, but which ones and where you are when they happen are random: the game is coded so that every time you take a pill, there is a chance that a random hallucination will trigger two screens later. Granted, it is possible to take advantage of that fact by trying to trigger them on purpose, but chances are it'll take several pills and a lot of patience to trigger them all.
* ''[[Left 4 Dead]]'' is made of this for the Tank and Witch. These two powerful special infected CAN show up at any time, but where and when is left up to the AI Director, assuming if it's not in a sadistic mood.
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{{reflist}}
[[Category:Video Game Tropes]]
[[Category:Random Event{{PAGENAME}}]]
[[Category:Randomness Index]]