The author makes a straw man argument against static enemies by saying that it wouldn't work with respawns.
"Cant have hand placed enemies because once you kill them all the game would be over herpherp"
Here's the quote you mean:
Of course, the developers could always opt not to respawn anything but I doubt players will rejoice at the logic and consistency of the world when they slay the last enemy...forever.
I thought it was fairly clear that I didn't consider that the only option, or even a serious one.
I see no reason why you cant have the level scaled enemies be put into a dungeon after the hand placed ones are killed.
Yes, I already mentioned that option:
Either the same creatures are respawned over and over...or new creatures are spawned...in which case, they must be drawn from a leveled list
My mistake was failing to point out that it could be either a statically leveled list or a dynamically leveled list. In either case, it's still a list. They're not hand-placed anymore.
Even so the system in skyrim right now is that the dungeon doesn't level up after you enter it the first time... so after you kill the first set of randomly generated nameless bandits a second set of another group of randomly generated nameless bandits around the same level as they were the first time you entered the dungeon spawns. So we have the same issue that the author pointed out we would have had with static enemies only we didn't get to kill hand placed, interesting, uniquely named bandits the first time.
You're correct: dungeons in Skyrim use statically leveled lists after the first play-through. (As far as I can tell, and assuming they use encounter zones.) They also have minimum levels. The difference between an encounter zone and a static dungeon is that with a static dungeon you can't be sure what level it will be set at before you enter. With an encounter zone, the first time you enter it will always be at least your level or higher. I never said that dynamically leveled lists were perfect. As far as respawning enemies goes, they're about as good as statically leveled lists. The issue is whether or not you like your enemies scaled to your level the first time you play a dungeon. Neither list is original, hand-placed content anymore, but...
I would rather have the first time, the first play through, be unique and interesting with unique weapons and characters rather than have it always be randomly generated based around my characters level.
Your last line is a good point. Of course, it's much more labor-intensive to create a game of this size this way. If you're making a linear game with significantly less content, you can get away with it. Much harder to do when there are hundreds of locations + an enormous exterior map. Having worked for over a year on a total conversion, I can appreciate the scale of the task. Leveled lists were invented to reduce work-load as well as control game balance. I don't think anyone on these forums can really say whether or not Bethesda has time to place every single spawn and object by hand. It's all speculation in this regard. My own writing included.
My problem with static dungeons is that I don't necessarily want each dungeon to be the same each time I play the game. To me, that feels too linear. In Oblivion, if I go through a dungeon at a different level with a different character, the spawns are going to be different than they were the last time I entered. Yes, they will be drawn from the same type (bandits/undead/etc.) but they will be different versions of that type and present a different challenge. The differences might be slight, but the differences between multiple playthroughs of hand-placed dungeons are nil. The argument between hand-placed and dynamic lists is mostly pointless and comes down to personal preference. Would you like your repetition now or later? The real issue, as we know, is level scaling.
What happens if I out-level half the dungeons in a statically leveled game? Have I just made half of the locations boring facerolls? I guess I could pick the other half of the dungeons the next time I play. Or, there could be just enough dungeons to level me up each time I play, but if they're statically leveled that means I have to play the same dungeons in the same order each time = linear. If I go into one that is too hard, it means I have to go shopping for a different dungeon and hope it's not too hard too. What if I spend hours wandering around in frustration looking for a dungeon that isn't too hard for me? Understand that I'm not saying that dynamic level scaling is better, just that it's different and the devs went with it for a reason. Neither system is perfect.
Their answer as to why static levelling is impossible is that the same types of creatures have to respawn, or that levelled lists have to be used to ensure diversity. They do know you can have a list of spawnables without the levelled part right?

Uh... why?
Which is why I need to get more than four hours of sleep at night.

I made the mistake of confusing static level with hand-placed in this part of the argument. Obviously you can have locations occupied by statically leveled spawns. That's what encounter zones are. The point I was trying to make is that you can only
hand-place creatures and loot once. Once it's gone, anything that replaces it has to come from a list, whether that's statically leveled or dynamically leveled. It's no longer any more original than any other list at this point and the difference it makes to the player in terms of warm fuzzy feelings of custom craftsmanship is negligible. But refer to my comments to Rajy above. The issue is really leveled vs non-leveled lists, ie. level scaling.
^Pretty much this.^
More tough enemies please. When I can take 5 hits from a Giant or fight an Ancient Dragon face-to-face, it's obvious we need tougher enemies.
That said, I think it's more about the combat system than enemies damage ratios and AI. I was playing Arkham City before Skyrim came out, and I really think Bethesda RPGs need to rework their entire combat systems to bring the action up to the standard of recent action games. Basic improvements like proper countering, parrying and even clashing of swords and spells would help add depth and technique to the combat. That's not to say we need QTEs though, but some greater, "meatier" violence and control needs to be added. Decapitating people at random in Skyrim is all well and good, but when Batman performs those bone-crunching moves on henchmen, that's both awesome and quite sickening. Also, whatever happened to people's legs being used offensively. Ever seen 300? THIS.IS.SKYRIM! :mohawk:
Not disagreeing, but every game is different. Time and resources are limited. Could Bethesda 'bring the action up to the standard of recent action games'? It would be awesome if they could. Of course, they're not working on a linear game and the content demands and gameplay requirements are entirely different. I haven't played Arkham City, but I understand it's more open than Arkham Asylum. How does it compare in scope to Skyrim?
Sorry, it's late and I'm exhausted. I'll have to reply to the others tomorrow. My replies tonight probably seem pretty lame, too. Thanks for everyone's replies. You're helping me to understand the issues better, which is sort of the point. Not my intention to rub anyone the wrong way.