I honestly do not know if people just don't care for things to make sense anymore, or if it's just "politically incorrect" to talk about it now. I am very glad to finally see I'm not the only one.
The thing I honestly do not understand.. and still don't understand.. is how someone can literally see a statistic on their character record saying their weapon skill is bad for the moment, yet still be surpised and keep failing at a task that should obviously be a failure before they finally sit down and go, "Oh, my skill is bad." -- as if it were some big secret that was being kept from them. It's like.. have we humans really fallen that far as a species?
In truth, I wonder if some of the gaming public has forgotten that the fun is in the building up process and making the journey, not in crossing the finish line. Perhaps Richard Garriott was right all along about how social thinking tends to run in circles. I used to think he was all wrong and it was why his company failed in the long run. Maybe he was right.
I'm not saying that every area should have a prescribed level. But not having such areas makes player progression completely unnoticeable, as being able to kill spawns that just look more dangerous does not really make me feel like my character is any better than before.
I glad to hear someone else say it. We don't have to have the final fantasy "easy zone, hard zone" thing to have areas that are still dangerous because common sense says "that is a dangerous place".
In Daggerfall, you'd hear that sound you dread and go.. "Oh, crap. There's a lich down here somewhere."
In Morrowind you'd look at those fugly daedric ruins and think "I bet there's something nasty in that place."
In Oblivion, I cakewalk through daedric areas, then promptly get whomped on when I go into a cave full of goblins. It's still the same "easy here, danger there" dance, but without the sensibility we once had.
Personally, yeah, I'd like a lot of a game's areas to be scaled to a degree. I too would like to find that comfort zone. In the end, it's still a game and just a form of entertainment after all.
I just don't want every area to be like that, though. The game world itself should only remain replete with the standard wildlife. The challenge needs to remain in the ruins in the distance, not in the average fox on the road. Just whatever is appropriate for the setting. Morrowind had it's nix hounds. Oblivion has wolves and bears. It's good. If it were possible to keep the roads clear of the "toss an enemy at the player every so often" programming, that might be good too. Stay on the roads for a clear journey. Go off roading for something a little more. Easy. Simple. Sensible. If someone whines that they haven't seen an octorok yet when walking the road to the next town.. ignore them. Please.
Put some areas in the world that have a minimum level statistic. Meaning that, yes, enemies are tougher than average there. Make it obvious that it's supposed to be a nasty place. In other words, make it look and feel sensible. During my first few runs of the game, I'll be working on my character while thinking of that place with greedy anticipation. When I replay the game, I might try that area sooner wtih some of the tricks I learned, you see? Just because I replayed the game several times and learned these tricks, it doesn't mean the game is suddenly too easy. I like the fact that I made a game easier by learning it's tricks. Makes me feel smart lol. It just means I've played it a lot. I mean.. it's not rocket science. I don't want it to be the exact same level of challenge everywhere I go. I really don't think I'm the only one here. I think I'm one of the few who will simply admit it, though.
Don't let the whiners ruin the fact that I like a challenge every now and then once I learn the tricks of the game. But, if we only cater to the few who whine that "my magic sword isn't shooting" because a dude ran into the place and tried to take it on with a 5 / 100 weapon skill, then.. well. :shrug: It's almost like saying the rest of us don't matter. Yeah, I know.. he's a customer, too. But, so am I.