» Sat Feb 19, 2011 8:30 am
It depends entirely on the kind of level scaling.
Oblivions kind: No.
Morrowinds kind: Much rather.
Morrowind didn't give normal bandits heavy armour, but instead it simply made dangerous enemies spawn more, and weak enemies less often, which is a better approach.
Generally, I'm all for making it depending on the area. Secured roads and towns should be safe for any character. Roads further off might be bandit-infested, forests can contain dangerous animals, and far away from civilisation things of course become very risky. Old ruins far out in the woods would be something low-level characters would better stay away from.
Important is that the game is not too combat-focussed. A thief-kind of character should have just as much fun as a fighter-type, without having to fight much, in my opinion. Add many quests that require thinking instead of fighting, quests that require non-combat magic to solve, quests that require decisions and talking to people. Make these quests just as common as combat quests; or rather, make many quests have many ways to solve them. A political intrigue could be solved by stealing important documents, by talking to the right people, by letting things simply come to a showdown and killing the bad guys, or by using magic to manipulate others. A dungeon raid could be done by sneaking through it without combat, by rushing in and killing everyone, or by using magic to solve a riddle that will result in the exorcism of the daedra in the dungeon without having to directly fight them.
As long as avoiding combat is a serious possibility, one can do without weakening enemies for thief-characters or increasing their power against fighters, which means level scaling wouldn't have to be done.
One could say that guards would have to be level-scaled, but here I'd also disagree. Don't scale them relative to the level, but relative to the bounty. A high level character might easily kill the guard that found him breaking into a house at night, but the next day the guards in the area will be more careful and better equipped. And if the player goes on a rampage, he'll eventually find himself facing well equipped, tactically acting, magic-supported armies of guards - simply because the logic of the world works that way. If I'd break into a house in real life, and had a gun, and a police officer saw me, I might be able to injure him and get away. But if I went to the city shooting at everything I see, I'd eventually be taken out by specialized police units.
So: Give guards ranks, make high-rank guards appear when the palyer is being dangerous. That could even be used for political quests: If the player made himself a powerful enemy, he might face more dangerous guards in this enemies' town, that would arrest him as soon as he only picked up an apple. In the town the player saved earlier however, the guards would welcome him and might let him get away with theft because they are so thankful. And in the town the player openly attacked, there'd be archers on the walls shooting him before he even comes close.