Hey, thanks for quoting me, Karr. It comes as a pleasant surprise, as I felt rather useless in the topic you took the quote from.
Since you quoted me, though, I feel I should add some qualifiers to what I was talking about. The game I was talking about has non-repeating event-based battles. If we were talking about random encounters or event-based battles that come back when you leave and re-enter the area, I wouldn't feel good about the sentence "Each regular encounter [...] is like a boss fight in its own right."
The reason why they're like boss fights is because I wanted opponents who could keep up with me and put up a decent fight, as opposed to the standard "knock 'em down with one hit" enemy. I enjoy being challenged (but not too much) to think about who I'm going up against and work out a strategy to efficiently defeat them. I wanted the goblins, orcs, and other beasties to at least look like they're trying their best, if not in practice (when they do try their very best, the player barely scrapes by). A carefully balanced battle is an illusion that hopefully gives the player the impression that these opponents mean business and are trying their best to put the player down. In reality, the player always has an edge. While the monsters may be evenly matched with the player in terms of stats, the player should have an advantage that enables him to defeat these guys without taking any losses or having too much difficulty with it.
In short, there's a Goldilocks Zone between "too easy" and "too hard".
If we're talking random encounters or battles that repeat, I think they should be easy because the difficulty is in the volume of encounters that need to be swathed through.
When we're talking non-repeating event battles, I think they can be decently challenging like a boss fight. In the game I was talking about, there aren't all that many encounters. I think there are 53 in the whole game, including boss fights, if my memory serves right. Also, each encounter is a unique combination of monsters. There are no repeats. I did that so it wouldn't get redundant. Each new encounter presents a new situation and a different combination of monsters, often spanning multiple tiers.
With all of this said, I did break one of your rules by introducing elemental combat into the mix, which is a set of rules that govern how the heroes and monsters interact with each other. It's not a situation where you can do anything you want. Gotta play by the rules if you want to have an easy time of it. Still, I like the set of rules I put into play, and I don't believe it detracts from the difficulty or use of strategy.
Another thing I did that parts with your rules for a balanced battling experience is the frequent use of enhancing spells and damaging magic. If you just attack attack attack, you're not gonna get very far. Enhancing spells that improve your speed, damage power, magic power, defense, and other things are there for a reason. They make it much easier and less time consuming than just attack attack attack. The game I made is for the strategy player, someone who's going to use everything in his arsenal.
I'm a logical thinker when it comes to battling. In most of the games I've played, I look for the easiest way to defeat the opponents (which usually involves some very powerful damaging magic). Once I've stumbled upon the best (most efficient) way to knock down the opposition, I rinse and repeat unless the situation changes with the introduction of opposition that's resistant to the spells I've been using. But for the most part I'm using one or two very powerful spells because they consistently work. When a new, even more powerful spell is gained, I start using that. There are usually many other spells, skills, and abilities that I don't use because they're not as efficient. Why make it harder than it has to be? There's a logic to it.
So in designing the game I was talking about, I wanted to create an ever-changing situation where I need to adapt my strategy to the current encounter. The next encounter could be very different and therefore require a different approach. But also, a game where almost everything in the player's arsenal is actually useful at some time. That doesn't mean you have to use everything in your arsenal constantly. There will be situations where it's a good idea to use a melee damage enhancer, and other situations where it's a better idea to use your powerful magic, and then situations where it's a great idea to use a defensive enhancer so as to reduce the damage you're suffering.
But while it's important to use everything in your arsenal, there's always an opportunity for a varying playing style. My sister played the game much differently than I do. She often had different priorities in regard to which enemy character to get rid of first. She used different strategies than I did. And I observed that it turned out just as well. It could be argued that neither playing style is inherently better than the other. They both got the job done efficiently.
Another thing I did that breaks one of your rules is, I didn't have the view of the player in mind. I did away with experience and leveling because when analyzed logically it's intrinsically pointless. You start out at rookie level as a wimp, spend some time gaining experience, then you gain a level. Suddenly those goblins who were giving you a hard time of it are getting knocked down with one hit a piece. Then what happens next? You enter a new area or new monsters show up who can keep up with your current level of attack and defense. You gain more experience and more levels, then you're able to easily trump these new guys. Then yet more new guys show up who can put up a decent fight, and so on. I said to myself, "Why not just streamline it?" It was much easier for me as the designer. You gain Hp and Mp after each boss fight (each dungeon has a boss). You gain better attack and defense and stuff from purchasing better equipment and accessories. So the only real reward you get for defeating a group of monsters is access to the room or area that they were guarding, which has treasures and other goodies to find. Personally, I have no problem with this because the reason why I play a game is to play a game. But I imagine it was probably a major turn-off for most players because it doesn't look like you're getting anything for having beaten down those monsters (experience, levels, which provide an obvious feeling of gain and accomplishment). When analyzed logically, every encounter provides some kind of reward; just not the most obvious kind.
Anyway, this is just some context provided for what you quoted.
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