Posted May 29, 2023
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In single player games, I prefer random agro when battles are short. I also prefer to not have to get super tactical every battle - save that for boss level encounters.
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Also, I think it's useful to have the occasional "problem enemy" (that is, the sort of enemy that can cause major issues if not handled properly), so that the player can't just mindlessly go through all random encounters without any thought. With that said, perhaps these shouldn't be the only encounters in the area, and there should be a significant reward for killing them; for example, perhaps they're worth more XP than the other enemies in the area, so there's an incentive to taking the fight (rather than, say, running away). Also, attacks that would break boss fights if they weren't immune, like many status ailments (including instant death) could be made useful in these encounters.
There's way too many RPGs where random encounters are so easy the game becomes boring (at least when you're not fighting a boss).
A related issue, and one that does affect modern indies like Crystal Project and False Skies (as well as some classics; Final Fantasy 6 has one particular large dungeon level that's particularly awful about this) is a lack of enemy variety in a given area. When every fight is the same, it gets boring.
(Worth noting that I'm speaking from the perspective of a high-attrition game design; in a low-attrition game, when running the player out of resources through a series of battles doesn't happen, you can't have large dungeons with lots of encounters in them.)
If I'm playing Shin Megami Tensei Persona 3, I do not want to spend every single battle casting Tarunda (reduced attack), Sukunda (reduced hit/evasion), and Rakunda (reduced defense) on every enemy in every battle. It would be repetitive to the point of being just as boring and not fun as when every encounter is too easy. If someone is going to go there and say "highest difficulty is like that," my response is that you brought the repetitiveness on yourself if you pick that difficulty plus repetitive pattern battles are not hard once you know the pattern to follow. I'm talking about the default normal setting.
I expect to do all that debuffing on boss encounters.
I'll conceed that it's fine if I'm debuffing because there's five enemies that cast wind attacks, and I decided to bring Junpei (who is weak to wind damage) with me so I'm probably going to be down a person all battle plus need to waste a healer keeping him alive. It's also fine if I'm debuffing because I ran into something that has a lot of hit points or high evasion to begin with. I just do not want to be pulling out all the debuffs every single encounter.