Enemies with minimum and maximum levels are not pure scaling enemies; they are static/scaling hybrids, which is why there is little difference between statically scaled areas and areas that use ranged leveled lists. One more reason why the rage against scaling in Skyrim is unfounded. It doesn't exist in a pure form anywhere. Every single enemy has a static component to it already: they are, at a minimum, statically tied to the player's level when he encounters them. If you leave and come back, they will be the same. Most of them also have maximum levels, so, as in static systems, the player can eventually out-level them.
It doesn't matter what's pure and what's not. Again,
that has nothing to do with the comment I was addressing. The argument was that a non-scaled world necessarily means it's "less open" (for certain, arbitrary definitions of open). I pointed out that scaled worlds can be just as "restrictive". I mean, we could remove character progression and set every enemy at an equal level. In this system, it would be a non-scaled world, but you could always go anywhere at any time without any real risk of death.
So it becomes clear that it isn't
scaling that people want. It's pure freedom to do whatever, whenever. This necessarily means progression must be meaningless. You must be able to do everything at any time. If it were meaningful progression, then certain things could not be done until you'd reached a certain skill level.
The arguments against level scaling ignore one of the key design elements of open world RPGs: the player's ability to create a unique narrative every time they play. It's a very easy way to solve a very complicated problem. It's not perfect, but having statically leveled enemies is a worse solution, not a better one.
This is a poor justification for scaling. Allowing me to perform any quest in any order would allow me to create a unique narrative every time I play, but we don't do that because it makes no sense. Certain quests can only be performed at certain stages. You have to progress along certain paths, open certain questlines, reach certain character thresholds. In the same sense, it makes no sense for there to be equal challenge regardless of where you travel. Certain areas
are more difficult. Certain dungeons
will be deadly to character's who haven't reached a certain level.
Further, this could be achieved just as easily in a static system by randomly generating levels upon a new game. Now it's
really a new experience every time, instead of the same experience, but simply completed in a different order. So again, scaling is simply a means to minimize challenge, not provide unique narratives to the player.
If everything is statically leveled, every time you play the game, you will be 'incentivized' to play the same areas in the same order, going to the same dungeons, the same towns, encountering the same NPCs, picking up the same quests. It's impact on replayability is enormous and potentially devastating. Sure, you can choose to go a different route, but 90% of the players won't and they will complain that the game is boring and linear. That's why they invented scaling. To prevent this problem. Now, instead of 90% of the players complaining that the game is boring and loses its challenge (after all, every time you level up, there is less and less reason to explore larger and larger areas of the map) you have 10% of the players complaining that it isn't logical and it prevents them from seeking a real challenge early in the game. That's a design trade off. I doubt very much they will ever go back to static leveling.
I already addressed this. Intelligent dungeon placement allows for a range of directions players may go. Any dungeons near to towns would be less challenging, with difficulty increasing as you move further into the wilderness. Combine this with the knowledge that certain dungeon types (dwemer, daedric) will
always be more challenging, and ti becomes clear to the player where they can safely venture. In a game with a couple hundred dungeons, this hardly limits the directions you can take. Roughly 25 percent might be recommended for low level characters, while 40 percent will be difficult, but doable.
They implemented scaling as a direct response to complaints made about the level of challenge in Morrowind. It had nothing to do with exploration. Who has ever felt compelled to explore in an Elder Scrolls game because of the prospect of finding monsters? What drives exploration is the prospect of finding new and interesting things. Unique dungeons, unique loot, unique stories. If it were merely combat, then why even have an open world? Just make a brawler.
Combat has always been prominent in TES games, but it's never been the focus. The focus has always been the world. Combat is simply a means of navigating through that world.
What's worse, static leveling encourages meta-gaming. Once you've been through the game a couple of times you can do speed runs to get the best loot and then the rest of the game becomes a walk in the park. That, if anything, is a cheat mode, nothing more than the player's desire to take it easy and avoid challenge later in the game by making a small sacrifice early in the game. In a leveled game, you can't game the system in this way. (That's what crafting is for. )
You realize this is absurd, right? The whole argument has been that too much challenge prevents full freedom. Why then, would you deny someone the ability to rush through a dungeon and grab some amazing sword at level one? Isn't that simply the player exercising that freedom? Why can a player go to any dungeon in any order they choose, but can't choose their equipment in the same fashion?
Beyond that, static levels for creatures goes along way towards preventing this very thing. If a dungeon is legitimately challenging or impossible for a low level character, then they can't really expect to get to that amazing sword at the other end. They'd be ripped to shreds a dozen feet through the door. Scaling accomplishes this, by simply making every discovery boring. Random, generic loot in every dungeon, rarely ever a real challenge. If anything, this is what discourages exploration.
The best solution is a hybrid system, like the one that they have, but with a few tweaks. If the enemies were more challenging (better AI, more variety, greater numbers) and the difficulty sliders worked properly, I doubt as many people would complain about the scaling. Scaling just becomes an easily identifiable surrogate for other design problems that many players can't easily articulate.
Obviously if the made fundamental changes across the board, things would be better. That's because combat is simply boring. It's always been a means to an end, never the end itself. It serves as a challenge to exploration, and makes the rewards that much more rewarding. The introduction of scaling reduces this challenge, reduces the rewards, reduces the meaningfulness of victory.
The fact is that a TES world should be built around believability. Scaling reduces this believability by rendering 95 percent of all areas "safe" for travel. Certain hybrid systems could work if it was built atop strong static levels. I shouldn't be killing vampire masters before I've hit level three, but that also doesn't mean I shouldn't bump into vampire masters before level three. That unpredictability and challenge needs to exist. A world should not be tailored to a character, I should tailor my character to fit into the world.