» Tue Aug 30, 2011 3:18 am
I wish the world would "release" the locks over an extended period of time, or, rather than refresh entirely, have new creatures gradually arrive... most at the lower level, some at higher levels.
I'm gonna have to let the cat out of the bag on this one... Or rather, out of the box.
The purpose of "level locking" dungeons is the same as the purpose behind leveling quest rewards: With an "organic" playthrough, the low-level items you recieve for quests aren't legendary artifacts: for helping a few farmers clear out a minor goblin infestation that any recently-escaped convict can clear out, you get an old sword from a washed-out old one-time warrior. At higher levels, it becomes clear the monster infestation is something that requires a legendary hero to defeat... such as the man the farmers' father use to be. Then, instead of getting some sentimental heirloom from a guy who swung a sword a few times in his life, you get the artifact-blade once handled by a peerless warrior, swordsman, and hero who had since retired to a peaceful farm life. In Oblivion, Valus Odiil had a chance of being an old warrior, retired hero, or anywhere in between: only once you accepted the quest did it confirm which he was.
Likewise, with level-scaling/locking dungeons, the world is in the same state of both, high and low level at once, until observed by the Dhovakin. Areas that you enter at low levels happen to be relatively calm, peaceful locations, with the occasional hyper-aggressive wolf. The game assumes they always were and always will be low-leveled. Areas you encounter at higher levels are dangerous, with vicious creatures that rend people limb-from-limb, where only the toughest survive. What seems like a peaceful hamlet discovered at level 50 only manages to maintain that aesthetic because it's inhabited by badass warriors too tough to get taken down, and too awesome to move away.
The problem is when the metagame gets involved.