» Fri Dec 17, 2010 9:16 am
In Morrowind, the levelled lists ADDED new possibilities as your level increased, and there was always a chance of spawning the original creatures or loot. The game also had some static placed opponents and loot which were at various levels, and which made exploration both exciting and rewarding for the first playthrough or two, because you didn't KNOW whether or not you'd run into something that could slice and dice you into tender bite-sized morsels without breaking a sweat, or if there was something of great value there or not. The problem showed up at high levels when you ran low on challenging high-level encounters, or on subsequent play-throughs where you as a player already knew exactly where all the "goodies" were hidden.
In OB there was little excitment or point in exploring, because you KNEW there was nothing any more frightening than you'd bump into anywhere else, and nothing worth venturing any farther than the nearest cave for, because it was all the same, in effect: boringly levelled and scaled to your character for a "guaranteed" level of mediocre challenge. Creatures which used to appear at low levels were sometimes REPLACED by stronger creatures, or stronger versions of the same basic creature. Items didn't exist in the world before your character reached certain levels, and then suddenly everyone had them, and the "old stuff" was suddenly rare except in stores. Ultimately, your character remained "on par" with everything else, unless you "min/maxed" the character or did other tricks to get ahead of or behind the "levelling curve".
FO3 toned down the OB levelling and scaling thing slightly, and added a few static items and creatures to make exploration not totally pointless. Most locations, though, were still levelled and/or scaled to you, and the loot was mostly the same as elsewhere. I recall wandering into the scary DC "downtown" at low level, and being unimpressed with the place in terms of threat, because it was all watered down for my feeble character. A FEW basic starting creatures could still be found at higher levels, but the vast majority had become rare or extinct, replaced by nastier versions or entirely new creatures, like "Albino Giant Radscorpions", "Glowing Ones" feral ghouls, Deathclaws, or powerful military robots. By making it so an INDOOR location's level "locked" when you entered it, you could go back and finish it later at the original level of difficulty. That only worked if you visited at low level, then returned at a higher one, and it also meant that the loot was stuck at the original level. The fact that enemy spawns levelled, but NPCs didn't, meant that wandering past a settlement during the later stages of the game was often a death sentence to the inhabitants, as monstrous creatures far beyond their capacity to deal with would rampage through the town, while you strolled by in the distance, oblivious to the carnage. Overall, it was a "band aid fix" on the problems, not a better system. Improved, but still not "right".