Internet Kraken said:
I disagree completely. It doesn't matter what the absence of respawning enemies is supposed to fix. Being forced back into old areas feels boring and dull bacause all you are dong is walking. The presence of respawning enemies would easily fix this. If you're going to have almost every single side quest take place in a handful of large areas, at least ensure that it is interesting to go through these areas.
I don't mean to disrupt your conversation, but I think the designers should do different things to make it interesting if you have to go back to an area, or if you're going to have more enemies, at least let there be a reason for it. I hate it when you eradicated every single enemy, and know they are all gone, then you come back and WHAAAT?!?! they're all there again. It makes no sense. At the least, have some different enemies, or take a small cutscene and explain how the enemies were repopulated after you destroyed every single one. To me, just throwing the same enemies at you but scaled to your level this time around is lazy and boring.
Like, say for instance you have to go to back to a forest in a game that you cleared. Maybe, have the forest burnt down for a different atmosphere, or maybe a development moved in while you were away, or maybe a hole in the earth opens up and enemies you have never seen crawl out of there. There's no reason other than laziness to go down the same road twice.
I'm sure there are better examples, but look at the light/dark world in Link To The Past. They had you traversing the same map, but with different enemies, characters, and backdrops.