» Sat Feb 19, 2011 9:19 am
The worst products of level scaling in Oblivion were:
1. By the time the player was level 25 or so, every single Bandit and Marauder was equipped with glass/daedric armor. In addition to making no sense, this also made these items seem cheap and commonplace and not worth seeking out. The armor had a "tiered" feel to it, such that when you turned level 10 it was time to upgrade to elven armor (which everyone suddenly had) then later you had to upgrade to mithril and glass (and again, everyone else in Cyrodil suddenly had it as well). This totally removed the value these armor types had in Morrowind in addition to taking away from realism. It simply doesn't make sense for daedric armor to be common — ever.
2. Because the weapons and armor upgraded universally on this level scaled system, there were very few unique weapons and armor. The content of the dungeons always felt randomly generated, thereby removing much of the motivation for exploring them. In Morrowind you would sometimes find rare (daedric, orcish, dwemer) or even unique items in dungeons which you simply could not get anywhere else, and you thereby had a reason to loot dungeons. Looting in Oblivion lost most of its attraction, because the player simply never found anything other than politely level scaled quantities of gold and weapons/armor (again, the same ones everyone else in Cyrodil had at your level anyway).
3. You never walked into an Oblivion dungeon, realized you would be overwhelmed, and decided to come back when you were a higher level. If a dungeon was hard in Oblivion, it was equally hard at any level. The motivation for leveling largely disappeared because of this. Leveling up did not allow you to go anywhere that you couldn't go at lower levels, nor did it make you feel that much more powerful. If the entire world courteously adjusts itself to your level, not only do you not feel you are getting better when you level up, you sometimes feel like you are getting worse. If you're not careful to train up enough non-major skills and acquire the new universal tier of armor/weapons, you can quickly fall behind the rest of the world. Leveling should always make you more powerful relative to the rest of the world. It's okay to have some level scaling (e.g. in random quests), but it should not be so blatantly obvious to the player as it was in Oblivion. Clearly, random quests need to match their difficulty to the level of the player, but at no point should the player get the sense that the level/armor/loot of the entire world is contingent upon his or her level.
As long as these three issues are addressed, I have no problem with level scaling in Skyrim. Bethesda seems to be aware of the flaws with Oblivion's level scaling system, so I'd like to think I can trust them to really implement it well in Skyrim.