Ah, but it's not the encounter system that matters! Oh, if only that was all it took... No, the problem with FF12 has nothing to do with enemy respawn rates or battlefield tactics or anything like that. It has everything to do with the fact that, when you break it all down, you are still playing what amounts to a standard RPG in terms of the interface and presentation. You still have the standard Attack/Magic/Skills/Item menu, you still have the usual "gain exp and money/loot after battles" system, you still have the "skill points to build up abilities" system...
On the surface, FF12 does not let you know that it is different. The subtle bits, like the enemy respawn rates, might tip you off... if you noticed them. But like so many, I don't pay attention to little details like when enemies finally reappear when I play an RPG; I just kill whatever I see and keep it up as long as necessary to be at the right level. Why? Because that's what I expect of an RPG that looks and plays (or at least appears to play) just like a normal RPG.
Sky Render - Sanity is for the weak.











