[snip]
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).
[snip]
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).
[snip]
Great post. I was going to type something along the same lines, but you did it better and sooner.
I'd personally argue for a completely static-leveled world. The resulting "less content" problem is a lot less complicated than it often seems, although the solution is one that requires more time than devs ever have, and much modding - increase the amount of content in the static-leveled world to equal or exceed that of the level-scaled world. Eg, if "Doom Dungeon" originally spawned creatures in 1-5, 6-15, and 16-25 level ranges, you can instead spawn static level 12 creatures but expand the dungeon (and/or its immediate surroundings) to include a few level 4 creatures, and put a level 20 boss at the end. The lesser creatures, and/or the environment can give suitable cues regarding how dangerous things are going to get.
It's a lot more work, but a static-leveled world is a lot more consistent (read: less game-y and daft) and provides a much better environment for character progression (and the reasons for it).
Another thing that really bothers me (and it's not strictly relevant, but related), is the inappropriate distribution of power/risk among different types of creature. The ubiquitous "nameless bandit" is seemingly an incredibly dangerous foe; many levels after I'd slain my first dragon and absorbed its soul as a quasi-divine hero, I was getting wiped out by orc bandits, bandit mages, and bears. For all Bethesda do to accomodate the fantasy hero archetypes in TES, they continually beat them down with encounter design (and NPC interactions) that seem intended to remind us that actually, we're just scum to be coerced by every obnoxious NPC, and killed horribly by every bandit and dangerous animal that comes along.
Not only would I make dungeon levels static, I'd take care to design enemies in such a way that the challenge they offer is consistent with who and what they are within the setting. Ever wonder why a spider the size of your car is much easier to defeat than a common man of Whiterun who turned to violent crime?
Usually I get around the 'you're not powerful, and never need to be' effect by playing a custom race with some hero-themed or supernatural advantages, but as nice as Skyrim is, I think its level scaling and related systems deserve a major overhaul mod.