Gilgamesh: Enough expository banter!
This talk page is used for discussing improvements to the page "Fixed encounter". It is not the place for general discussion or sharing stories about the topic of this article.

Currently this page only talks about invisible triggers. Do we want to mention the Stinger webs, Icicle, and the Ultimate, Ruby, and Emerald move into them encounters. Also, do we want to mention the Whirlwind Maze "go into that wall of energy" encounters, or the "get knocked off the clock and fall into the room below and fight the Ancient Dragon". Because they're all "move into thing" triggers, some are visible, some have other conditions (like the placement of the second-hand).

But then this would include "move into area, script ensues, then battle" encounters. Which was not the original intention of this page. There is still meant to be an "Action Encounter" article, which are caused by the player pressing the action button, like the Knights in Fynn, and the Pirate in Pravoka. This would essentially include encounters where you talk to a person, then a scene ensues, then there's a battle.

Unless I make a "Script Encounter" or "Scene Encounter", which is either an extension of the Action Encounter or the Fixed Encounter. But most "Action Encounters" have a string of text anyway. So I thought maybe if there's more movement. But then this system is anti I-VI where the characters just stand still for most of the time. So FFI has no "Scene Encounters", only "Scipt Encounters". Unless we define a Script Encounter as "more than two pages of script". But then that seems a pretty crude definition.

Unless all Action Encounters are Action Encounters, and Script Encounters are only a division of Fixed Encounters where a Fixed Encounter is instant, and a Script Encounter has a scene or dialogue in between. Which is pretty easy.

Actually, I'll probably do that. Where Whirlwind Maze encounters are Fixed, and Ancient Dragon are Script because it puts you into another room.

You probably don't understand this reader, but if you have any idea, got any better idea to divide this? 12:59, October 25, 2010 (UTC)

Mt Gulug encounters Edit

Couldn't the dragon encounters in FFIX's Mt Gulug be fixed encounters most notably the one at the bottom of the well. There is also fixed encounters in FFX when you are crashing the wedding some bevelle soliders attack when you move across a point. (Primal Link 13:52, November 10, 2010 (UTC))

Actually Edit

I don't think you need to include any of those subdivisions. It's way too technical. However, I think that the stub listings can be removed...--Haveanicedays 15:32, November 10, 2010 (UTC)

Yeah you have to first clarify on what is the goal of this page. We should have examples, but not a list of every battle ever, because if a person wants a list of every single battle in the game they can check a walkthrough and there you have it, every single battle in neat chronological order. The fixed encounter system really isn't so fascinating that it needs to be so in-depth. It just distracts from the actual point, which is -- or should be anyway -- to illustrate the wonderful diverse world of how battles are used as a game mechanic throughout the series and how it has evolved. There is just no point listing every single "touch this and this and that happens".Keltainentoukokuu 15:53, November 10, 2010 (UTC)Keltainentoukokuu

The encounters need to be mentioned on the location and enemy pages.
They're just not in all cases.
So things will need to be split.
However, most fixed encounters are actually interesting, and I'd say they need to be on this page. I mean, FFI's stuff with loads of different encounters on each floor... not necessary - just the mention of how they block chests, the mention of Terra Cavern's left hand side, and the mention of the Four Fiends. But each VII usage seems important enough. 18:11, November 10, 2010 (UTC)
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