I played part of Oblivion once with a mod that set static enemy levels, making certain areas inaccessible until I got better, because I didn't like that I could never grow stronger than any of my enemies. But it did lose something of its open world flavour, level-gating much of the content. And that's okay, there's nothing wrong with level-gating as a design choice, as you pointed out it's exactly what World of Warcraft does. But Oblivion's design choice seems to be to allow the player to go anywhere at any time, entering any dungeon at will and being able to find a level-appropriate challenge there, as opposed to gating the content and only opening up certain areas as you reach certain levels.
And to be honest, I think there's merit to that choice. If you had set enemy levels, how would you properly balance a game like Skyrim? Would you expect the player to advance through all the story quests first, and build the level curve to match that? If so, what happens when they go do a bunch of side-quests for the Thieves Guild and the Mage Guild, grow four levels above the main story content, and then find the rest of the main story to be incredibly easy?
I think that level scaling is an appropriate method of providing consistent challenge for the player in a world where you can choose where you want to go and what you want to do. It wouldn't be such a good choice for a game like World of Warcraft, because they are different games. But by the same token I don't think WoW's system would work as well for Skyrim.
I think that setting the dungeons in Skyrim to scale with your level is a wise decision, because you will always be challenged by them, and I think that locking the levels once you enter so that you can level up if you want is also a good way to go. But I would also like to see a different system in the main open world, so that you aren't always fighting challenging monsters as you walk through the woods. That's why I like my min/max enemy level idea for the world map enemies.
You could level-gate certain areas in Skyrim so that you have to be sufficiently advanced to enter them, but at that point you are in some ways forcing the player to advance in a certain way, and that's not what Elder Scrolls games want to do. And if every world area is level-gated, then you've just created a zone system that the player has to advance through in a certain order, whether there are physical boundaries or not, and that's also not what Elder Scrolls wants to do. I don't think that's necessarily a bad thing.
And to be honest, I think there's merit to that choice. If you had set enemy levels, how would you properly balance a game like Skyrim? Would you expect the player to advance through all the story quests first, and build the level curve to match that? If so, what happens when they go do a bunch of side-quests for the Thieves Guild and the Mage Guild, grow four levels above the main story content, and then find the rest of the main story to be incredibly easy?
I think that level scaling is an appropriate method of providing consistent challenge for the player in a world where you can choose where you want to go and what you want to do. It wouldn't be such a good choice for a game like World of Warcraft, because they are different games. But by the same token I don't think WoW's system would work as well for Skyrim.
I think that setting the dungeons in Skyrim to scale with your level is a wise decision, because you will always be challenged by them, and I think that locking the levels once you enter so that you can level up if you want is also a good way to go. But I would also like to see a different system in the main open world, so that you aren't always fighting challenging monsters as you walk through the woods. That's why I like my min/max enemy level idea for the world map enemies.
You could level-gate certain areas in Skyrim so that you have to be sufficiently advanced to enter them, but at that point you are in some ways forcing the player to advance in a certain way, and that's not what Elder Scrolls games want to do. And if every world area is level-gated, then you've just created a zone system that the player has to advance through in a certain order, whether there are physical boundaries or not, and that's also not what Elder Scrolls wants to do. I don't think that's necessarily a bad thing.
Warder to starry_nite
Chapterfish — Nate's Writing Blog
http://chapterfish.wordpress.com
Chapterfish — Nate's Writing Blog
http://chapterfish.wordpress.com
Not sure if this has been told here or not but Skyrim is going to be a port for the PC
26/10/2011 03:26:57 PM
- 671 Views
At least PC players get mods to fix the terrible decisions like level scaling and bad UI. Oh well.
26/10/2011 08:35:54 PM
- 516 Views
Re: Level scaling
26/10/2011 08:47:14 PM
- 456 Views
Or they could just design a game that includes dangers you can't overcome.
26/10/2011 09:22:09 PM
- 387 Views
As long as it's clear that they're not supposed to be able to beat those things yet, anyway.
26/10/2011 09:37:48 PM
- 379 Views
I don't entirely disagree.
26/10/2011 09:43:19 PM
- 420 Views
My issue is mostly with equipment and enemy types scaling, not so much actual level.
26/10/2011 09:55:29 PM
- 375 Views
I'm more interested in item scaling than enemy level scaling
26/10/2011 09:53:55 PM
- 370 Views
I'm not sure.
26/10/2011 10:07:54 PM
- 349 Views
Did Fallout 3 and New Vegas have Level scaling?
27/10/2011 08:40:54 AM
- 331 Views
NV didn't have scaling. Try walking down the road with Cazadores once you leave Goodsprings.
27/10/2011 02:27:40 PM
- 335 Views
That's the first thing I tried to do after the goodsprings quests.
27/10/2011 02:31:32 PM
- 298 Views