I'm talking about leveling. I was just reading an article on the original Final Fantasy and reminiscing on the early days of RPGs, since that's when I started. Back then, you basically *had* to level, but it was rewarding whenever you did. Of course, the downside to the system was that you almost always had to grind to get those levels. Still, the excitement of gaining a level was great. You were inherently more powerful, possibly gained new skills, maybe got a fun graphic or even an announcement to the world if you hit a particularly high level. It was something to look forward to.
Then enter Bethesda's system, which I know had good intentions. Enemy levels were tied to player levels, both to keep a constant challenge and save on resources for the programmers (you didn't always need brand new areas to have bigger challenges). It was a decent idea in theory, but in reality it has the same old problems plus some new ones. I've played a lot of Bethesda games, and while I like them as a whole, I always hate this part of the system. And it's usually what keeps me from enjoying any of the games through to the end. Why? Well, there's a couple reasons.
First of all, now I dread leveling. Once I see my XP bar getting close to another level, I feel panic instead of excitement. In games like Skyrim, I have to be very careful not to take certain actions because leveling up the wrong skill means I'll get the level and be fighting tougher monsters with weaker combat skills. In the Fallouts, it's a little better, but I still have to plan ahead if I want to rush for that bobblehead before I level up. I also have to spend more time in character creation and planning out my perks carefully. In other words, I have to take quite a bit of time off of playing the game because planning ahead is so important. And that's pretty much all because you get *less* powerful compared to your enemies as you level up.
Of course, that's how it feels. Although there is a sweet spot in most Bethesda games when you've leveled up enough to get the basic powers you want, but not so much that you hit the next higher tier of monsters. And the reason you want to stay there is because of the grind. Yes, it's back, and in full force... in fact, it's worse than the old RPGs. You see, there's little point to it. Everything just takes longer. It's not more challenging... if you planned ahead, you can kill a deathclaw or sentry bot in 1 shot just as easily as a radroach (or a dragon as easily in Skyrim). But if you don't plan ahead, everything in the game just takes longer, even the "beginner" areas. It can also ruin certain builds, as you can play through 3/4 of the game as a one-shot wonder pretty easily, but once you get high enough level (note how it's not far enough in the game), all of a sudden it doesn't let you do that anymore.
The main point of this whole thing is that *it's not fun*. And sadly, the "appropriate challenge" model has spread to a lot of other games. There is no real challenge in having enemies tied to your level, and not much to strive for. You're either ahead of the curve, and they're too easy, or behind the curve and the game is possible, but just a grind. It's why I played and enjoyed Fallout 3 + 4, Skyrim, Morrowind, and others, and enjoyed them for a time but never finished them.