- Mar 28, 2012
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I can agree, I myself am mixing 2 methods. Enemies that are in the "Open" think FFX the paths between major cities and areas, will respawn after X hours in game which will be 20-45 minutes (undecided and needs testing) Real time.I think that works pretty well for MMORPG's, or games styled after MMORPG's (e.g. dot Hack, Sword Art Online).
It doesn't always work as well for straight-up RPG's, where the player's 'route' is usually "how do I get through this damn dungeon", because what they want the most is to see more of the adventure, and it's less common to go to areas just to farm them efficiently.
I could definitely envision a regular RPG designed in a way where grinding areas is a major appeal, but I think that's far more the exception than the rule, and it's important to make sure your approach toward enemy encounters lines up well with what you think the player will want to do most.
Where as the dungeons think FFX trials or major events, basically anything story. Will not respawn only once the event is completed. More story driven, you decide to block the passage now you deal with reinforcements.
In my perfect scenario, players can farm or grind out specific drops from key enemies and spend the in game time running around looking for that specific enemy. Good for bounty system or crafting system.
While when doing the story you wont deal with the annoying part of respawning enemies, I found that annoying in traditional RPGs where you take a wrong turn and had to refight your way back to the right path. Players should not be punished by exploring.