That's not good AI - that's really poor game design! A
well-designed Visible Encounter system will make it so that you can almost always make it through an area without fighting if you plan your maneuver well, and will avoid putting enemies in passageways that are so tight that you don't have a choice but to fight. A well-designed system will either give the player a slight speed advantage,
or give the enemies a small aggro radius (or both). A well-designed system will also introduce some mechanic so that you can reasonably escape a monster's grasp after escaping the battle.
One particularly cool thing I've seen with this system in some of the
Tales games (
Graces comes to mind) is that once you're overleveled for an area, or once you've defeated enough of a monster type, they will actively try to
run away from you on the map instead of trying to approach you. It feels awesome as a player (and you can still chase down the monster pretty easily if you want to kill it), and completely gets rid of the whole "why do I have to fight this party of Level 1 Slimes even though I'm halfway through the game?" problem. A couple of these games (
Vesperia, for instance) also will combine multiple nearby monster parties into a
single enemy party if you run into an encounter while other visible monsters are in the proximity; this is a better solution than forcing the player to fight battle after battle.
Hopefully I can present a more convincing argument than "we don't do that any more". The problem with Random Encounters, more than anything else, is one of framing and feel (and also about not wasting the player's time). Even a fair and balanced RE system is likely to feel unfair and frustrating to the player at times:
- Random Encounters usually give the player no sense of agency or control over when (or what) they're fighting. When the player doesn't want to fight and touches a visible encounter, they might think Woops, I got clumsy there. When the player doesn't want to fight and is given a random encounter, they might think Geez, the game is making me fight ANOTHER one of these.
- Where RE systems do offer control over when the player must fight (usually through a RE Rate option), the inorganic control over this element is likely to break the player's immersion and negate any sense of interest or danger that encounters (of any type) normally provide.
- When the player is bored of battling, a well-designed RE system usually has a much higher encounter rate than a well-designed VE system. When the player is enjoying combat and wants to battle, a well-designed RE system usually has a much lower encounter rate than a well-designed VE system.
- RE's interrupt and even discourage exploration. The player knows that every step she goes out of her way to check out that cool-looking tree or peer around the edge of a building is going to mean more encounters. In a VE system the player can see that the immediate few steps in front of them are "safe" and freely let their wanderlust take over.
- RE's can be extremely frustrating to a player who is lost.
- Visual Encounters, properly implemented and balanced, can be a fun mechanic of their own, giving the player a bit more excitement on maps where the only other "active" thing to do in an RE system is walk around.
If we were looking at the game purely in terms of its
game elements (decisions, risks, and rewards), a really well-conceived Random Encounters system could be the best theoretical way to go. But JRPGs are an interactive experience where the fun is also derived from other elements besides "make the best decision". The player's desires and feelings must be considered. And an RE system which tells the player "okay you've walked ten or thirty steps and now you must do a combat, like it or not" does not respect the player's desires and feelings.