» Mon Jun 11, 2012 11:10 pm
In talking of game design, I personally think static hand placing is best, but random(Leveled Items) can be good too if mixed properly with hand placement. The other thing that would improve Leveled Lists is a better underlying gameplay damage model: where everything does a lot of damage, and the main difference between weapons and armor is your own personal skill and playstyle.
For example, in Dark Souls, all the enemies in the game are hand placed, and so are their drops. Most of the highest damage weaponry and best armors appear later in the game, however you could beat the game at level 1 with a dagger and no armor if you wanted to. Why? Because the gameplay system and damage models allow for that and NOTHING is leveled. Meaning at level 1 or level 255, that enemy is gonna be just as strong as it was in the beginning of the game, and also just as difficult, without changing any stats.
This works like this: Everything does a lot of damage to you, and you also can do a lot of damage to everything. Armor reduces damage, but not by a lot, so armor is more related to your chance of being interrupted during attacks. You can also defend and dodge all situations by using skill (such as rolling, defending at the right time, parrying enemies' attacks, observing distance and baiting attacks, etc). Also, because armor is not so strong, it becomes less about what armor you want to use to reduce the most damage, but more about what kind of character you want to roleplay in the game. If you noticed, in Skyrim items work like this: "Later items are always better than earlier items, because they add more (damage/armor rating)".
This is where Skyrim suffers, and why Bethesda continues to use the Leveled Everything Approach. The Elder Scrolls combat gameplay hasn't really evolved much since the Days of Daggerfall/Arena, honestly. It's still mash attacks and potions until someone falls down and dies. So they have to continue using this model for as long as the gameplay remains this way. Skill based gameplay approaches like Dark Souls' take a lot of effort, care, patience and determination by the game developer, and I don't really feel these sort of gameplay elements are AS important to the Elder Scrolls Series...at least not at this current point in time. Visual flair and ease of access is the main focus, so you will probably expect to see more of Leveling as time goes on =/.
But you can always hope!
Leveling is not so terrible if you do it right though. For example, in my mod I'm working on, I did a lot of hand placing leveling, where I add leveled items to NPCs, but I hand place those leveled items based on the NPC's status, rank in society, and make sure those items stay strictly within that realm. When I did that, the leveling felt a little better, less random and more immersive. Something similar can be done with armor like you talked about, by just making the weapon unleveled from the beginning(best stats), just make armor not as useful in the long run, and more of a personal choice.