» Wed May 16, 2012 1:29 am
After playing for a bit, I definitely remember why Oblivion's scaling bothered me so much (more than Fallout 3's... and NV's scaling is a totally different system I actually really liked). It's because of how the player levels.
As much as the idea of "gain skill by using it" makes sense in a lot of ways, it doesn't mesh well with the scaled-world system. The reason's really simple... the more you experiment with various skills, the more the world levels up. It's not just the more you kill/quest/work on your main skills, the world levels up around you if you decide to spend some time crushing up flowers in a bowl or picking locks. This means that, optimally, you will never use any skill that you don't plan to seriously level up. These skills will be useful if you level them higher, but they'll just be padding your level if you only add 20 or so skill to them and move on.
In "traditional" RPG leveling systems (and I'm not saying they're good, I'm just saying they match a level-scaled world better) you gain XP from most things you do that involve your skills, then use that XP to level up the skills you choose. It's not realistic, but it allows the player to:
1) Use any skill they want to at any point without fear of "harming" their character build,
2) Decide which skills matter when it's time to level up (and for the world to level up).
So you get to play with low level smithing, enchanting, spell-casting, whatever without it resulting in a sub-optimal build. If you decide you like one of these skills, you can start pouring points in there during a level up.
On the other hand, if the world were static-leveled (by which I mean each area has its own level, so you might find a level 40 dungeon if you wander too far into the deep forest) then the "use it to level" it system suddenly becomes perfectly balanced. Since your level no longer determines the difficulty of the enemies encountered, you can level your character however you like without worrying about "gimping" your build. Then you can decide which difficulty of encounters you want, using your level as more of a general guide than a world-scaling variable. The other thing a static world adds is the ability to try to fight above your level, which is the whole point of trying to make an optimized build in the first place; to take on higher level challenges. With the leveled world, there simply are no higher level challenges.
I really think that one of these two things needs to go. Personally I still like "use it to level it" so I'd much rather see a completely static-leveled world (maybe the main quest could be exempt; let it level with the player if you need to, but I want to encounter dungeons of pre-determined set difficulty).
I fully expect this is going to get a lot of feedback from people saying, "it's more fun if you don't try to game the system," and to be honest that may be true to some degree (I'm having more fun with my first character, who pretty much just does whatever and says "screw it" to any idea of making a reasonable character build). The problem is there are also a lot of us who enjoy the challenge of trying to make the best build possible in order to overcome difficult odds, and when we play like this we find ourselves forced to micro-manage our actions in game more than is actually fun.
I'll hit one more common counter-argument, which is that if you static-scale the world then you basically have less content, because you'll level up past the low-level dungeons and there will only be a few high level ones. I suggest a less magical version of scaling for the problem; as the player levels up, have some of the really way-too-low dungeons get repopulated with higher level mobs. If the player has skipped a level 5 dungeon and he's level 40 now, have it raplace that dungeon with one anywhere from lvl 30-50. Determine the specific level by the same parameters that were used for its original level; if it's near a town or a road, make it lower than the player (say 34) while if it's deep in the forest it could be higher (closer to 50). And yes, this whole system relies on obvious sign-posting that "immersion" players probably won't like; have dungeon levels listed on the map. "That bear cave (15)."
Obviously Bethesda isn't going to turn around and do... any of this stuff for the next TES game, but I like to rant about it because I really don't like the "everyone can always do all the content at any level" system, it seems like if you want that outcome you should just remove leveling entirely and make an action-adventure game. So uh.. enjoy that wall of text.
Disclaimer: I'm still enjoying the game, don't take this as an I-hate-Skyrim post.