The problem with "respawning enemies" is that we have "Respawning Resources".
Our action points are an endless source of damage, hitpoints, you name it. Once a trick has been determined to killing "whatever" then you'll just have a rapid leveling machine.
Each encounter is supposed to be unique and planned unto itself. To create "respawning enemies" is to deprive the player of that sort of storytelling experience.
While endlessly respawning enemies might be useless... an endlessly respawning DUNGEON might be very interesting.
If you *do* want to something like that consider this image:
You have a small temple that you enter and clear out. The entrance of said temple informs you in a round about way that each lower floor is a shifting realm of tortured dreams.
Then, every time the player re-enters the dungeon they would have a new play experience.
Some of you may recognize this from the video game "Lufia 2" with the ancient cave that had 99 "random" levels that the player could experience.
Last edited by Mr. C; 07/07/14 08:31 PM.