Role-playing games have changed greatly over the years. They’ve become more accessible, more forgiving, and more popular. One of the more radical changes to the genre has been the elimination of random battles. In most modern RPGs, players can see their enemies, monsters exist in the actual game world instead of an imaginary battlefield, and the genre is better for it. In retrospect, the random battle was a terrible mechanic, frustrating, relentless, and ever-present; they were a chore. So, it’s surprising that they play such a major role in Dragon Age: Origins, many gamers’ pick for the best RPG of 2009. Instead of just removing this annoying mechanic, Dragon Age: Origins twists it into something new and better, something that improves the RPG experience rather than breaking it.
Random battles never happen when you’re in control of your character, only on the world map. You get your first look at the world map a few hours into the game. It’s a literal map, with places of interest highlighted, and when you select a destination, a trail of blood droplets fall onto the paper that mark your progress across the country. This is the only time a random battle can occur: the drops stop, you hear swords clash, and you enter the battlefield. By confining these fights to the world map, Dragon Age ensures that they never become the annoying interruption that most people remember. They only happen when we’re inactive, when we’re watching instead of playing. This also encourages exploration, since we’re free to run around any environment as much as we like without fearing a constant barrage of unseen enemies.