I'm not really a fan of respawning. If I clear an area, I want that area to be clear.
It depends on the type of respawn.
If you go through a forest and kill some wild wolves, what would prevent a bear coming in and taking their spot? If you wiped out some bandits, maybe some maleficar see an abandoned area where they can summon demons in private and attack anyone on sight.
I have become ultra bored with the classic JRPG mechanic of random encounters that you can't see. But it also would help with the fleshing out of the world if the areas reacted to wiping out the former residents. But I'd not like it to be totally nonsensical. Bandits and guards are more numerous than any other profession in RPGs and they both get killed in massively large volumes. For bandits to get killed and then have brand new bandits of the same exact type spawn back in their place just a brew days later stretches the imagination.
However, if we go to the Deep Roads and wipe out some Darkspawn, there should be little reason why we wouldn't expect to see more Darkspawn there later. Or some darkstalkers or giant spiders who have moved in to feast on the leftover corpses.
When acting as a DM back in the Long Ago, one of the best lessons a more experienced DM taught me was the idea of dungeon ecosystems. What would happen if you really out a beholder and a chimera within the same zip code? What would be the repercussions if you wiped out a huge tribe of goblins? Who would be affected if you killed a slew of tree spirits?
So, in that light, I'd like the areas to feel more organic. However, in the very likely outcome of the game just respawning the same exact enemies in the same spots after X amount of game time had lapsed, I'd say it might be less tedious to side in the "once they're dead, they're dead" side of the equation.





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