» Sat May 28, 2011 4:21 pm
To me one thing is important above all others. I truly hope monster scaling is addressed in a meaningful way in Skyrim. I did not play the fallout series, so I'm not familiar with how much of an improvement that system will be, but it sounds like sort of a middle ground.
I've played Elder Scrolls games from the beginning of the series with Arena, Daggerfall on down. Part of the allure of the series is not simply that the world is wide open and non-linear, but that the exploring of that world is *meaningful* and that there are cool and unique things to discover in that world. Things that stay static and have a purpose for existing in a certain place, as well as the inhabitants in those places. Not simply conjured up entirely by a behind the screen macro system that pits something random to your level.
If everything in the world is randomized to equivalent of your level, the integrity of the world is compromised. It has no meaning. Because no matter which direction you go, or which dungeon you enter, the enemies are going to be the same challenge. It defeats the purpose of having a large game world in the first place. Because the world has no well thought out locations. Everything gets plopped down entirely haphazardly depending when you encounter it. This does not create a believable, nor at all threatening, world.
In the early games in the series, there were always forms of level scaling but not the major storylines of the game nor important milestones. Some of the most enjoyable parts of those games were being sent on a quest or to a dungeon you might not quite be ready for, and realizing that you are up against something far beyond your power, that either took immense skill to defeat, or else sent you back to do other more routine adventuring before you were ready to return and tackle the challenge.
Parts of the world should be dangerous and require great caution, skill, and power to overcome. The feeling that no matter where you roam, you will be met with enemies within a couple levels of your characters just inspires no sense of adventure, or reward for exploring. It's dumbed down hand holding.
I understand that for a world as large and filled as most of the games in this series, some randomization and scaling is absolutely required, even expected. Such is part of the history of Elder Scrolls. And such systems are fine for the more mundane random tasks within a town you might stumble into in the wilderness. Even fine for something like raising within the ranks of one of the game's guilds or factions. But certain important areas (such as becoming the head of a faction, or facing a major game milestone, or important locations backed with game lore) should not be treated in this sloppy randomized fashion. The world needs these static locations and power checks in order to have character and remain interesting.
I know there have been enough complaints about this since the release of Oblivion, that the developers are not unaware of it. I hope it is being addressed in at least some meaningful way.