» Thu Nov 18, 2010 3:39 pm
FO3 got it better than OB, but was still only a small improvement.
Almost everything still levelled with you, but there were a few refreshing exceptions (a few interesting hand-placed items and a few rare random spawns above your level). Visiting an indoor location would "lock" its level, so it wouldn't continue to advance with you. The vast majority of the outdoor encounters were still obviously levelled, so you'd see 95% molerats and other weak creatures at low level, and mostly nasty things like Albino Radscorpions and military robots at high level. I recall going into the "scary" parts of the downtown at low level and thinking "Is this IT? This is easier than the "safe" starting areas". The one spawnpoint just outside the "protected" front gate of Megaton got so bad that the gate guards rarely survived beyond a certain stage of the game, and the spawn point eventually moved inside the town. Having your player stroll past a settlement at higher levels was pretty close to a death sentence for the town. I'm not sure if I recall ever spotting another Molerat outdoors after about mid-game, though.
The indoor locations were "locked" to your current level when you visited the first time, so if they were too difficult, you could leave and go back later. Of course, that also meant that the "goodies" were also locked to the level of your first visit, so returning wasn't all that great an idea anyway, unless you had to do it for a quest. It didn't "solve" the problem, but at least offered a "workaround" for it.
Morrowind used a mix of fixed and levelled opponents and loot, with regional variations, which gave you the best of both to at least a limited degree. It had "safer" starting areas and "tougher" end-game areas, which gave you a chance to "test" yourself against tougher adversaries, if you felt ready for it, but didn't force it on you. There was no need to "lock" areas, because they were already about 50% locked by design, and going back later at a higher level would generally solve the problem without specifically coding the game for it. It wasn't perfect, but could have been "tweaked" instead of creating all of the funky and over-complicated new levelling schemes that Bethesda has come up with since then.