Alright. I know what we're getting in Skyrim is set now, and I'm sure Bethesda have learned their lesson from Oblivion. But why on earth did they feel the need to change it anyway? Morrowind was a great game with room for improvement, however it's World Pevelling and Level Scaling were nigh perfect. I've yet to meet someone who thinks otherwise.
By all means I do not want any type of Morrowind 2, I want each game to be individual. But surely building on previous successes and fixing things that didn't work so well, then adding new ideas is the way forward? Luckily for Bethesda they nailed Level Scaling with Morrowind (that's not to say Skyrim's will be bad, I'm sure it'll work well), so why the need to change it?
It made sense lore wise, it was subtle so you never really noticed it, it was used in areas and missions that made sense, but also allowed a feeling of progression and gaining strength. It didn't hem you in tightly, but taught you caution. Really, what was wrong with it?
Well I have a problem with MW scaling,
When I first played Oblivion I had to mod it as I did not like the scaling, I thought MW static approach was much better. But after playing Fallout 3, I realized that scaling was good if used properly. OB overdid. In MW after level 20 something the challenge ended.
These are my main reasons for liking some scaling:
-Surprise factor during replay, if all chest are static you learn whats in them and you lose a lot of the fun factor in finding them.
-better challenge curve, things don't become lame when you reach x level. Even the best combat system is lame if everything is a pushover.
-better loot curve, as you get better you get better stuff, long ago when I was a console player I was really into the Final Fantasy games, and it was great the steady progression of better and better stuff. This was lost in MW, great more crap, oh whats this, more crap,etc
Now with that said I also like hand placed items and more static enemy's also. For these reasons:
-Sense of getting more powerful, its always a lot of fun squashing some beast that a few hours earlier you had to run for you life from.
-It adds a great dynamic of risk/reward, you take a risk and get reward appropriately. Like in MW were you manage to sneak past tons of powerful beast, then found a cool new sword for all your trouble.
-Realism/immersion makes me feel more like this is a living world that would function whether I am there or not.
So I think a mix of both is best, Fallout 3's balance was a little bit too much towards scaling, but was overall a good way of showing how scaling/static can be used together for best results.
I would like in a game say 2/3 scale containers, 1/3 static/hand placed
Npcs/beast in a similar ratio but with a bit more use of range scales i.e x thing can be level 6-11, if you level 1 its still 6 and will be quite hard, if you 8, its 8 and if you 19 its 11. FO3 made use of this a lot. So perhaps it would feel more like 2/3 static, 1/3 scaled. When you replace one creature type for another stronger type would be a good example of scaling were the scaling is not so noticeable were 'feels' more static.
And no scaled unique items!! If it suppose to be a cool rare artifact, make it be guarded by high level static(or high scale range ie 38-55) npc.