TBH, I'm not sure what you mean by that. All arguments are constructed to reach conclusions. If you're implying that I haven't thought about those conclusions because of my blind idolatry of Bethesda, then I'm afraid I have to disagree. I have thought about them a great deal. Of course, I'm happy to admit that those conclusions may be wrong, and I certainly haven't exhausted these ideas so I'm happy to explore them further with you.
Sorry, you're right. What I meant was that it seemed like you were playing devil's advocate, and trying your best to reach a conclusion of "Bethesda made the right decision" without having considered all the possible alternatives. There are also many people that think about the issue
as they argue for one position or another, rather than thinking about it beforehand. So while all arguments are made to reach conclusions, for many the line between an argument and a thought is very blurry indeed and that's probably why that came out sounding redundant. As for fanboyism, I wasn't thinking that really, more that you might have a natural tendency to make reactionary conclusions. After your reply, I take it back, since now I understand your reasons for not including all possible solutions in various examples. Brevity is an issue and sometimes "fake it till you make it" can be a decent strategy, at least for stirring up debate.
Actually, I haven't made that assumption. In fact, I want the same thing. You're confusing the mechanic with the result. You can achieve either effect through static or dynamic leveling. Dynamic leveling was created in part to accommodate the loss of linearity that open worlds impose on developers. It allows them to scale the difficulty and reward to the player's current level to maintain gameplay balance no matter where they go or what they do. It's a way of controlling the player's experience. In Oblivion it resulted in too much control. Of course you can create balance statically as well by implementing zones and leave it up to the player to find the right sort of experience. I don't object to that. I think that's a good thing. But I think that a mixed system of static and dynamic content is the best solution.
Well, I said that because you said "If you want loot to match the challenge presented by the enemy, then you have to scale it just like you scale them." I realize it's slightly different, but I would maintain that the loot matches the difficulty without scaling (though it certainly does with scaling as well). If something is faceroll easy, it's going to be low level and won't drop much useful for your character. If it's much higher level, and the loot isn't leveled, it will be extremely difficult and offer an extremely powerful reward for your level. To me, that's maintaining gameplay balance. Scaling maintains it as well, I suppose, but not in a way that makes sense. The risk/reward is just as appropriate, there are just more extremes in a static game.
Oblivion's mechanic was designed precisely to address this complaint but most people (myself included) think it swung too far in the opposite direction. To address the static respawns: if you respawn anything but the same thing that spawned the first time, you have, by definition, dynamic scaling. (Unless its entirely random.) If you increase the power, you have to decide by how much. You have to create a table for that. That's table is a leveled list. So your choices are: respawn the same thing (ie. repeat the player's experience) or use dynamic scaling. If your scaling is done well, and you use encounter zones, the result is identical to the player. You'll only know its dynamic if you compare notes with other players (or other characters you play).
Except doing them by hand and making intelligent, lore-informed decisions about what they respawn into is to me not the same thing as a leveled list. I actually like the idea you mentioned below, and an abandoned tower previously overrun by bandits that turns into a tower overrun by rats sounds fantastic. It doesn't lend much to replayability of that area (though it could if you wanted to hand-place a quest associated with the rat infestation). So yeah, I don't think my solution for respawns is the same thing as a leveled list as you claim. In most cases, the leveled lists are formulaic upgrades of existing mobs. What I'm suggesting are hand-placed respawns that make sense for the encounter. Obviously, some might eventually run out or some might just keep spawning animals once intelligent mobs are cleared out. This isn't a problem for me: who really enjoys going back to that same fort to fight bandits again? I don't, and I really don't redo content on one character ever. You don't have to have infinite respawns for every single spawn to prevent the game from "ending," though it is necessary to have some work that way, and I would suggest they choose the most lore appropriate mobs for that purpose.
I don't disagree with either of those statements, though I don't think it's necessary for respawns to get smarter. Why not replace them with weaker creatures for variety? Maybe the abandoned tower that used to be occupied by bandits is now overrun by rats. To your second point, I agree completely: here is a situation where static respawns make perfect sense. That's the way I'd do it, too. Of course, you'd want the occasional random spawn for variety.
I prefer not to have the exact same experience every time I go into a dungeon. Dynamic leveling doesn't even do much to address this in any case.
I guess this depends on how you define sameness. Is it the same experience simply because the mobs are the same level? It may seem right on the surface, but when you think about it, the scaling is actually creating more "sameness" than the alternative. With scaling, every time you go to that dungeon, things are roughly equal to you and you will be "adequately challenged." You do acknowledge that dynamic leveling doesn't help much with sameness when replaying a dungeon, but I would go further: I think it adds more repetition insofar as the player experiences it. While the math behind the mobs is the same every time a player runs through a dungeon in a static game, the experience varies wildly. If the player is much lower level, it will be very difficult. If the player is much higher level, it will be very easy. Contrast this to a level scaled dungeon where, again, the difficulty is the same every time.
I would argue similarly for loot: in a leveled dungeon, the loot is always "about right" relative to the player, and this relative experience of the loot is what counts. The fact that it is all different mathematically is irrelevant, it is the experience of it. In a static game, the loot might be nigh worthless or godly if the player manages to overcome the immense odds. Again, in a game where the player is always changing and progressing, a static world will paradoxically provide the most change and novelty in that player's experience of the world. Try to kill a giant at level 1? Death, novelty! Try to kill a giant at level 10? Death, but excitingly close and a novel experience for that mob! Level 20? Victory, novelty, and amazing loot made all the more satisfying by the fact that you're getting revenge on that giant that killed you twice before.
I'm sorry you're unwilling to consider the possibility that the developers might know more about game design than the people on the forums. Clearly I'm unaware of the august company I keep!
It's not that I'm unwilling to consider the possibility, it's just that I'm unwilling to accept it as fact like so many do (not saying you, at least anymore heh). If you look at the forums, yes, you have the emotional uneducated posts blasting the game but you have almost as many emotional uneducated posts defending it. "The devs do this for a living and know better than you" is not a very good argument, and is in fact a common logical fallacy (appeal to authority). If you follow that fallacy to its logical conclusion, you get "devs don't make mistakes" or at the very least "devs are the only ones capable of recognizing their mistakes." Experience in and of itself isn't good or bad, sometimes it leads to narrow thinking patterns and blind spots concerning flaws. I think players are often able to provide unique and valid critiques simply because they approach the game from a different perspective. I certainly don't mean to say that playing games makes you an expert on design either, as in and of itself it doesn't and often it obscures issues and creates blind spots the same way designing them can.
It's funny that you mention this, as I've just written an article about it. I'd love to get your feedback once I've posted it. I address some of these points in the article. I'm surprised you don't see a problem with your own suggestion however. Why should a person who put points into combat perks be penalized because someone else wants to put points into lockpicking and speech?
Well, I guess I don't really view it as being penalized at all. Obviously, I am philosophically against such a broad usage of leveled lists. However, I don't see it as being any different than the concept of leveled lists in the first place. I
could ask the same question: "why should a person who progresses their character be penalized (mobs get stronger) because someone else wants to be able to complete any content at any level of the game?" I
wouldn't ask that question, though, because I understand that functionally it is not really a penalty in a strict sense. It's the same case here: it's just the logical extension of the goal of leveled lists: maintaining accessibility of all content to all players.
Warriors aren't penalized at all, it's just that thieving diplomats get a handicap

. (I know, I know... two sides of the same coin) Really though, the warrior isn't penalized: he would be facing the same amount of challenge the pickpocketer would which I thought was the point of leveled lists. If the game is molding your play experience to fit perfectly for your character, why would you complain or compare yourself to others? Seems to me that's just a leveled game working perfectly, and that's my problem.
Nothing is more apparent to me than the limitations of language and the insufficiency of time to fully elaborate concepts. In spite of everything I've said, I do, truly appreciate your feedback and I'm very glad that you replied. You've made some excellent points and given me several things to think about. Please take this opportunity to prove me wrong. I would love to understand this concept better!
For what its worth, I do apologize for the antagonistic nature of my first posts, it's just that I can become very easily perturbed by status quo apologists (I realize now you're not one) because there is
always a better way. Always.
Phew. *wipes brow* (I'll get to your recent essay later haha)