Encounters are the staples of any form of storytelling, interactive or not. They are quite literally what happens, and a story without events probably doesn’t exist. That said, there are many ways that titles found in games have approached encounters, for better or worse. What counts as an encounter in gaming? They can run the gamut, but most revolve around combat, either set-piece and bespoke, or randomly generated in this current age of proc-gen design, which can allow for more dynamic encounters. Here we are going to look specifically at two examples of games that used the two methods above, and why they weren’t necessarily the best approaches for either design reasons, or by their nature. The first game we are looking at here is Dead Space 3, which released in 2013, and was developed by Viscera...