» Sat Feb 19, 2011 1:30 pm
IMHO a good world design method is to scale the danger/reward level of areas and gradually change those levels from an area to another like a height map but instead of defining the height level, it would define danger level of each area.
The players start in a relatively easy place, and can move around a bit but the danger level of nearby areas might be a bit different from the current place, and as they progress through the land the danger level of those areas gradually change, so some places are more dangerous than other places, and in the dungeons the deeper that they go the more dangerous the place becomes, and so on...
So a virtual danger-map of the whole surface area defines the level of the monsters and loot in those areas. and the dungeon cells define their relative danger level regarding to an external cell.
There can be random lists for items and monsters, just like Oblivion, but those lists are tuned to the danger level of the cell, not the player, so the monster and loot spawns can remain random, but they would be place-centric, not player-centric, so the sense of progression remains.
Thus the players start as puny newbies who have to be careful where they go, but as they develop their characters, they can go into more dangerous places and explore more areas, until the places where the final stages of main quest happen are within their grasp, and it results to an intense and satisfying sense of progression, both for our character and the geography of the places that we can go and survive.
The height-map of danger, can have some outlandish places, that could remain too dangerous for a normal play-through, and would provide a continuous challenge for players who need to prove that they are the best.
Places like "Death Valley", "Molag Bal Palace", "The Kraken Fortress", and so on..., would remain too hard for players who would zoom through the main quest, but they could be gradually conquered for the players who develop their character thoroughly, and would provide better loot which would help conquer harder areas, and so on...
This could result in contests about who could beat a place first without cheats, and the like.
So, my point is no level scaling of at all or just a tiny bit, but to have place centric level of difficulty which goes far beyond the final level of a casual player.
This way you would still feel your character's power as you butcher through areas which are below your current level, but would still have some challenge because of the places that are beyond your current level.