No, I was just showing that level scaling has no point in a game because you can reproduct its effect without it being included.
The "locked once you enter" is yet another form of implementing level scaling, but it still is pointless.
No you weren't because the level scaling you described isn't the one that actually being implemented, and so your reproduction is a fix to a different level scaling system that isn't there.
Your reasoning makes no sense. "open exploration" doesn't mean "you can walk into the dragon's lair without risk". It means "you have a world to explore".
Where does "exploration" means "risk-free" ? And even, where does it say that "risk-free" is, in fact, desirable ?
Oblivion was HUGE. But it was pointless, because its size amounted for nothing because of level scaling, which made everything the same everywhere.
Open exploration means open exploration, if you can't get past somewhere because of a high unscaled enemy in open areas, than it is obviously not open exploration anymore. There's absolutely no correlation between levelscaling, and everything being the same everywhere, and on top of that you are still referencing Oblivion when it is not Oblivions Level scaling that is being implemented. Any references you make to Oblivion can be ignored.
Where is there more exploration ? In a "you can go everywhere, but everywhere is the same", or "you can go everywhere, you'll die if you try too much, but it means many unique places that will still be interesting to explore for the whole length of the game" ?
The answer is obvious, and it's not the first case.
The answer is biased and untrue, there's no correlation between levelscaling and everywhere being the same. There's no guarantee that no levelscaling produces unique places, this does not make any sense whatsoever, levelscaling is a regulation of enemy levels, and has nothing to do with the environment, or world design.
Which is exactly why I put the word "logically". The MMORPG method of putting arbitrary levels on monsters is just as bad as level scaling. The FO3 methods of having different levels of monsters and just putting them into the world as your level increase is just as bad too (which is why the "don't worry, Skyrim will have level scaling of FO3 !" doesn't reassure me in the slightest, and the very fact that Bethesda feels necessary to reassure people about level scaling should be a hint about how crappy a mechanism it is).
Normal places should house normal people, with the occasionnal strong guy. Normal wild place should have normal wildlife, with the occasionnal dangerous monster.
Dangerous places should have a reason to exist (Ogre/Troll/Dragon lairs are reasonable, they live in after all ; abandonned crypts can reasonnably have some powerful undead with lots of weaker ones, etc.).
Bethesda reassures because it was done badly in the former game, saying the fact that they are reassuring is enough to condemn the mechanic is silly. So if a mayor is reassuring the populous of less car accidents, it's telling how crappy cars are? This is not a black and white scenario. Dangerous/normal/wild/powerful places can still exist with level scaling, especially when places have lower and upper limits. If a level 35-40 dungeon locks at 35 because you're level 5 when you enter, it is still gonna be a hard battle, and not a cakewalk.
A logical world with logically placed monsters is the best for immersion. Supermutants who are pushover because you encounter them in the first region you cross, and who are about fifty times tougher and with "master" adjective because it's the last region you see, are idiotic.
Upper and lower limits, you really need to grasp this concept. Do you understand that walking into an area with it's lower limit several levels higher than your level, at entry, is not gonna be a pushover.
You can have a better result without level scaling. Why bothering to put a broken mechanism and then partially fix it ?
You can go anywhere in New Vegas. You can die, but that's the risk of getting over your head. That's, in fact, exactly the POINT. See above : exploration doesn't, and precisely shouldn't, means "risk-free".
If you die, than you can't go anywhere can you? This is not about something being risk free, it's about somewhere being reasonably open yet challenging. What about the opposite end if this no level scaling concept, what if I've leveled up immensely, is everything now just a cakewalk because I spend time on my stats? Is there only a single place where I can get challenge? so now I've broken my game, combat will go boring as everything falls before me, and only a single enemy type can challenge me, and after that there's nothing to go after.
With no level scaling you will at best follow the neatly predetermined level path determined for you, at worst you will encounter either impossible odds or a game with no challenge.
EDIT: And we haven't even gone into the fact that an enemy with a level close to your level does not mean it's not powerful.