DQ is known for random enemy encounters, but it doesn't make sense to use the Castlevania stage as an example despite the fact that the enemy encounters on that stage are random? It doesn't make sense for DQ monsters to randomly appear on a DQ stage despite the fact that it's what DQ enemies are known for?
...Because that's not what they're known for. No, bosses are known for being visible in the castles. Honestly, I don't think you're reading what I actually mean here whatsoever.
I honestly don't know why I have to explain the Bayonetta stage since you can look it up, but if I must:
Mid-battle, the stage enters Purgatorio and angles fly about as cameos. One of the bosses pops up then flies away. While it isn't random, it is still a prime example of enemies making harmless cameo appearances.
No, that's not what I mean. Are they known for showing up on the battlefield in Bayonetta as well? Because that's what I was confused by. I don't get the example because you didn't explain how it applies similarly in representing how the demons show up in Bayonetta itself.
You're basing the argument around what the series is known for and how it should be represented because of what it's known for. Whether it's FF or DQ, if the core of your argument is "They would or should do things this way because that's what the series s known for/ That's the standard this RPG series set", then it's exactly like that point.
I didn't realize that a FF game, which did not set up things to come, is the same as DQ, which did. No, doesn't work that way. You can't use examples and say they apply when they blatantly don't. FF isn't being represented that way nor has random enemies show up just for the sake of it. That's not what Midgar is. What happens is monster that are Summons only get Summoned. Just like the actual series. It's only an example if you're talking about being hard faithful.
What was the point here? When you say stages, did you mean that Smash stage or the levels from their game? I hope you meant the levels from their games since that would justify the statement, kinda. Not really. Not after bringing up RPGs or action games. Not after saying that it would make sense not to fight the cameo monsters in Smash despite the fact that you fight those monsters in Castlevania. Not after saying that it wouldn't make sense to have DQ enemies become harmless cameos on a DQ stage. And definitely not after understanding that Castlevania monsters are always on screen and yet these monsters just randomly appear as cameos.
Yeah, at this point you aren't even trying to understand the argument in any way.
Those dungeons in Dragon Quest specifically only have the Bosses visible. I feel, due to the fact that Bosses are always visible, they should be the stage hazards because they actually work that way. While saving Monsters for stuff like Spirits and AT's. The reason why is this is something very specific that the Dragon Quest series created as a design. Also, the reason your FF doesn't work is that they aren't even representing any random FF stage or game. They're explicitly representing FFVII and only one stage, Midgar, that only has monsters appear in a very specific fashion. That's exactly how I think it should be, an accurate depiction of the first few Dragon Quest games for the stage. There's not actually a lot of easy Monster choices. But if you only use the bosses, you have a very strong selection of excellent stage hazards that you would see in these kind of castles visually in your typical DQ game. The later games just aren't as well known, so it makes sense for the stage to be based upon the older more iconic games that have had a huge gaming impact.
And to note the fact about Midgar; it's a FFVII stage. It only does things that makes sense to FFVII's situation. It only has monsters appear that are supposed to appear like that. It does nothing random and is extremely faithful to how Summons work. You need crystals to do so. That's what it's based upon. They are not cameos for the sake of it. It's an actual proper representation of how those Monsters work. Just throwing in any old monster into a DQ stage doesn't take any thought. You either use the most iconic, or the bosses. Both are valid, but the bosses do visually represent what the original DQ games were more accurately. I feel that's the best way to go about it. I wouldn't care as much if this isn't the thing they set up in gaming history to come. This formula has appeared countless times. Pokemon has done it too, and still does. The "bosses" are usually just trainers. It however does other things, like having Pokemon everywhere visibly like in the anime. With Pokemon based upon the anime, not the games alone, it has a different design to it and doesn't do something similar for a reason. It has a different reason for how it works. What I suggest how a DQ stage should work, I'm using a very specific reasoning. And it's a reasoning that has quite a bit of logic to it. Make it feel as just like the most iconic game(DQ1) was, with only bosses visible on the stages. It's fine if you don't agree with it, but can we stop acting like it doesn't make sense here.
Again, it's what you want to see vs. what would more likely happen... If it happens. Assuming we get a DQ rep at all. Heck for all we know, we might just end up with an un-eventful castle town or something of that nature. I don't know and I don't care, all I DO know is that Smash bros. has clear-cut examples of 3rd party stages having enemies harmlessly appearing in the background and that the same could easily happen to a Dragon Quest stage, and that would still count as properly representing the series.
I never once suggested it was the most likely to happen. Which is why that's not even remotely related to my argument. You can keep comparing them to other 3rd party stages, but that's an extreme generalization that ignores the actual argument being made and frankly doesn't explain why they chose them that way. Thus? I don't see the argument as valid because it doesn't do anything to invalidate why Bosses from DQ, who are important to the series respectively, don't make good stage hazards. You haven't given an actual reasoning why it wouldn't work at all. "It doesn't because other 3rd party stages don't do it" isn't real reasoning. Following patterns for the sake of it isn't a great idea. Besides that, all those stages work differently. Some strictly use bosses. Some strictly don't use either enemies or bosses. Some don't use either. They don't share the same narrative for the 3rd party stages. The cameos they have all vary because tons of thought was put into it.
And I put tons of thoughts into why I believe bosses are a good way to represent a Dragon Quest stage for hazards. Agree to disagree, but you're still trying to dismiss the entire thing while using really poor examples of why things aren't as simple as you make it.