timppu: Same for level scaling in CRPGs. For me the whole point of developing my skills in CRPGs is that I cope better in the game world. If the world around me auto-scales with me... why then should I try to improve my skills in the first place? Couldn't I just as well stay at level 1 all the time, fighting level 1 monsters all the way to the end? I presume it doesn't make it any more interesting to kill a rat with 10000 HP when each of my hits does 1000 points of damage, than the same rat with 10 HP when each of my blows does 1 HP damage. Same same.
What Fenixp said with different approaches to level scaling -
Scaling Overhaul Comparison for Oblivion.
The yelling is about, that some claim level scaling being lazy design, flawed and inherently bad and any game doing it, could always be enhanced by replaced it with area scaling.
Before certain fellas jump on it again - yes it was lazy designed, flawed and bad in Oblivion. No it therefor isn't necessarily so too in other games....
Now let's take a look at Skyrim's mainquest, the dragon problem. They start with lvl10 and scaling increases every 10 levels up to lvl50, then 58, 62 and 75 and become more powerful (additional skills) with each variant. They all start appearing between 2-10 lvls before you reach said lvl with your character.
With set lvls for all dragons and avoiding killing one with a lvl5 char, you'd have to delay the mainquest significantly (with player lvls ranging from 1-80, let's say at least lvl30). Challenge once you hit lvl50? Nope. Even higher lvl probably beat them up with a walking aid.
With area scaling and setting different lvl dragons in it, you define parts of the world as unsafe until hitting lvl60+, practically rendering them unusable for other quests.
Now add in the dynamic appearance of them, which includes attacking towns.... and that's just the mainquest. Add guilds / factions / civil war / everything else in. You'd get a better game?
Take a Mass Effect series or Dragon Age: Origins and set them up with area scaling. How likely is it that you end up with a lvl-walled, go through a, b, c, d, e before hitting up f narrowed experience? A so called open world that actually falls into the trap of putting you on rails?
amok: Level scaling done proper does not need to be babying and handholding, it just removes the need for grinding and gives the player more choice.
Arkose: Grinding? At least in a game with grinding you're still moving forward; with level scaling you're on a treadmill.
If grinding is considered the solution to level scaling in Skyrim, I wouldn't wanted that Final Fantasy clone. The whole point of grinding is to fight battles and level up so you can survive against the bosses, and ultimately, the final boss. In that regard, such games are basically a combat simulator, with a spectacular storyline thrown in which is the reason why you're fighting. We had and still have, plenty of those games available.
Arkose: There is also the huge danger of designing a system that rewards poor players by making it possible to complete the game equally well at both level 10 and level 100 due to presenting odds that are challenging but never, ever entirely insurmountable.
And? Why does that matter in a single player game? Do we want just Dark Souls clones now?
Adjust the difficulty settings. On master or legendary a Draugr Deathlord can one-hit you with a dragon shout. One dragon breath can kill you. And I'd still want to see that youtube video of someone rofl-stomping a lvl10 mountain lion in Oblivion on 100% difficulty, without cheat items / exploiting or a significantly higher lvl char.