» Fri Dec 09, 2011 12:20 pm
Look, let's go back to what a good game offers a player:
a) a challenge. if its too easy, you don't get the same satisfaction as hours go by as when you feel you had to work, and accomplished something after a few tries.
B) a reward. the loot at the end, or a quest-completed, etc.
But here is what is important : rewards should scale with the challenge, but challenges and thus rewards SHOULD NOT SCALE TO THE PLAYER, in a great game.
And to me the simplest way to imagine it is, indeed, that there /should be/ somewhere in the world of an open world game, a place that is waiting for you with a GIGANTIC reward. That reward is behind a GIGANTIC challenge. But NOTHING should stop you from taking on that challenge ANY TIME. (so that challenge must NOT scale). This allows somebody with enough dedication (or luck, or cheat if they choose to ruin their own single player gaming experience) to OBTAIN said item.
At some point I also do believe an open world game SHOULD indeed allow you to say "dear player, you have just become so awesomely powerful (cuz you lucked out and got Uber Weapon of Uberness early on, or earned it after 100 hours of play) that now indeed everything is as it would be if you were just at the top of the food chain.
Look, if you take a path that leads you to "you are now god, enjoy killing everyone"... guess what... the game didnt just fail you... YOU JUST REACHED THE END OF IT.
And the great thing? This isn't real life... it's a game, so you can always RE-START IT. Now take another path, another game play style.
So. What do I conclude?
Hide loot proportional to the challenge, to avoid complete luck deciding that someone suddenly 'becomes god' in a game (the same reason to make sure that the chances of Uber loot is very very small, although I think it should be non-zero). Don't sweat the exploiters and cheaters, that's their decision and while I agree it is a terrible choice to make... it is theirs (I kinda ruined oblivion when I found/stole quick tons of reloads glass armor early on, but then again I just found it by accident and I felt like I had earned it...).
Have areas of the world determined by the designers and fix them. TBH, in practice they might want to scale them within a small range (to allow tolerance for "level 10-15" to reflect various player styles).
Ensure that you do not suddenly eliminate "easy challenges", the player always should have a sense that somewhere, against some enemy, he has earned the right to just crush them (think: there should always be a stupid rat you can just squash, as a reminder of where you are)
Finally, a clever trick games can play is things like:
"Congrats, you just found Uber Sword of Uberness, but guess what, you need Health > 200 AND Stamina > 210 AND Level >10". That doesnt take away the reward, and on the contrary gives the player a reason to say "jee I better level up so I can use this awesome thing I found so early on!"
All in all, Skyrim so far I think is doing a pretty decent job. I am suffering from a moment of '[censored] everything is getting harder' now, but in fairness levels 1 to 15 felt well balanced...