I see an awful lot of comments on how negative level scaling is in TES games, or Skyrim in particular.
I'm wondering if anyone took the time to consider WHY level scaling is there. If not, I can help.
We all love TES games as nonlinear experiences. We enjoy being able to have 30 hours in the game and not yet left Whiterun, we appreciate being able to go to Rorikstead to find out about that horse thief's hometown BEFORE going for the main quest and so on.
Now suppose level scaling wasn't there. You ain't gonna go north at lvl 7, sir, cause mobs will melt your face. No exploring of random caves for you, unless you're the proper level. And god forbid you left something behind, doing your own errands. Step back into the main quest and everything is a pushover.
Level scaling is a necessary consequence of freedom. If you remove scaling, then Whiterun becomes the level 10> town, after which you move to, say, Riften, and so on and so forth. You need to take dungeons in a strict order, and explore following the level range of the various areas. Skyrim is commendable because it keeps some fixed level ranges to make sure some places are harder (and more epic) than other, but level scaling, in a sandbox RPG, is a necessity. Deal with it.
Should read as 'level scaling is awesome because it means the developers don't need to bother with balancing the difficulty'.
I guess being able to beat a dragon at level 2 with ease but getting your [censored] kicked by a rookie bandit at level 50 fills you with joy then?
Why bother with levelling at all? I mean if you're going to totally negate the point of difficulty why not just do away with it and have everything in the game the same hardness? It amounts to the same thing.
Any sense of achievement is lost when you know that all the effort you've put into levelling amounts to nothing because that big scary boss will still be as hard now as he would've been had you gone at him at level 1.
Why not have dungeons that have bosses you can only defeat at level 50? Going in and getting your [censored] kicked will give you something to aim for. To make it worthwhile you just give a far greater reward for completing. It's called giving a player a sense of progression and achievement. Finally beating that bastard boss will give you a far greater feeling if you got hammered the first ten times. There are plenty of quests to be getting on with so having some saved for later isn't a problem. Even if you have to artificially lock out areas or just give some warning that what awaits might be out of you league it's still better than just going through the motions because you know whatever lurks in that cavern has been scaled accordingly.
You have a point about the main quest being problematic but at I really don't see much of an issue. If I go away and train for fifty days I would expect to come back and kill your average king's guard because I'm now far more powerful than I was previously. If you want the main quest to be a challenge then complete it first
All level scaling does is ruin exploration for everyone who isn't concerned with the main quest. Why am I not concerned with the main quest? Because it's [censored]. Make a compelling questline and I might be tempted to complete it first. Having me kill dragons within the first hours of play is not a good way to engross me because it smacks of a cheap and forced experience. I don't want to be told I'm awesome, I want to feel awesome because of what I HAVE ACHIEVED, not what the game has artificially ensured I achieve
Edit:
And have you played Fallout 1 and 2 or Baldur's Gate or countless others? On all of those games you can follow the main quest or go open world and do side quests. On Baldur's Gate I got killed by a random witch encounter because I wandered into a cave I shouldn't have been in yet. Finger's burnt, won't be going back there any time soon