Diablo is one of the greatest action rpgs of all time...comparing any rpg to it isn't exactly insulting...
Diablo was a great action game. But
Skyrim is supposed to be an immersion-based RPG. It's not really the same kind of game, and the former doesn't lend easily to the latter.
A lower level npc reacting differently when I'm a higher level doesn't make it anymore challenging. While it may be more realistic it is certainly not more fun. Bottom line is: reaction doesn't matter if I can still kill you with 2 hits. A game without scaling is a game without challenge, a game without challenge is a game without fun, and a game without fun is a game without replayability. While realism is good to an extent, too much realism will only take away from the experience. Realism =/= fun.
That's the same flawed reasoning I've been battling from the start.
It's just completely false. Level scaling has nothing to do with difficulty. You can have an extremely easy level-scaled game and an extremely hard static one, and vice-versa. This whole, entire answer you made is just completely beside the point.
Variety != difficulty.
Fallout 3's system will work fine in Skyrim. There needs to be some form of level scaling though otherwise your character will become a god at high levels with no competition.
No.
From the VERY FIRST post :
(like said above, power curve can be adjusted to get the same "challenge" result without involving any amount of level scaling) No scaling = linear game.
You have to fight the low level monsters in Zone 1, until you're tough enough for the next stronger monsters in Zone 2, until you're tough enough for the next stronger monsters in Zone 3, etc, etc, etc.
This kind of design, like I said formerly, is just as bad as level scaling, and is not at all a requirement of non-scaled game.
Did you try Fallout 1 ? Totally open-ended, with NO SCALING AT ALL.
This is why I talked about "LOGICAL population distribution". You can have adequate challenges at any level, it just requires to make the world actually more organic and immersive.
It's expected and logical to have tough foes when fighting the elite guard of the Baron of Somewhere, or fighting the leader of the Dread Cult of Whatever. It's not logical when every regular bandit is much stronger because you entered his region last, or that this lair is suddendly full of trolls rather than goblins, or that the Ogre you encountered first is weak and easily beaten despite being three times bigger than you (but hey, you encountered it soon, so obviously it had to be weak !).
Rather than an artificial strict region-based difficulty, a more organic and natural "event-based" difficulty is much better. Like in, having different QUESTS (not randomly-generated crap "please save my daughter, she had been abducted by {player level + X monsters}", more like having from the get-go quests that are logically different in difficulty (the tavernkeeper with some rough guys with more muscles than brains, the guards with better equipped and organized bandits, the mayor requiring some good and experienced diplomat for negociating a contract, the count needing an accomplished adventurer to assassinate some well-protected rival, etc.).
You may travel the previously-dangerous wilds, which are now a walk in the park, but that's not a problem because your challenge are objective-driven and not just the random boar that magically became a daedra.
This is the main reason I didn't like FO:NV - it wasn't an open-world, free-roam game, until you'd progressed the linear story far enough. Until you were tough and well equipped enough, the game was linear. No just ignoring the main quest and going off wandering, like you can in FO3 & OB.
(But yeah.... the OB level scaling was terrible. I've only played the game using a modded system. Luckily, they're using something like Fallout 3's system, which was fine.)
Disagree with F:NV, as again you actually COULD go where you wanted, just had to actually take danger into account. There was reasons why dangerous foes where here, it was not like if they magically became the new most common races in the world (unlike giant albino radscorpion in FO3), and they actually kept the logical power ranking throughout the game (a supermutant was always strong, not "uber-weak regular supermutant and uber-strong supermutant masters, again like in FO3).
Still there was some level scaling, and it became irritating to see the sudden massive sprout of fire-breathing geckos, but it was much more tolerable than Oblivion and Fallout 3.