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Unsurprisingly the game still has enemy scaling just like all Bethesda games that came after it, but that nonsense about efficient/inefficient levelling on your part is no longer something that can happen.
So ya, gonna definitely major Athletics and Mercantile so I don't have to take 500 hours to level those two skills lol. It might just take 400 hours instead lol.
Oh well.
I'm just glad I can do what I want and not end up with a broken mess of a character because I wasn't thunking something over the head with a 2 damage axe to make sure I got a +3 in strength or something.
Dear Lord the leveling in MW was even worse. A lot worse. A minimum +3 multiplier mod is near-required to have any fun at all in that game.
I found level scaling of enemies in the original tedious, and made finding "nice" loot/gear pointless. 5 minutes later you ran into some highway bandit trash that had just as good gear. I'm more in favor of some locations being more dangerous than others, and you risk get your bum spanked, but can level up, come back later and dish out the pain.
IMO Skyrim's version was the best.
When you clear a dungeon, what level you were when you cleared it gets saved to that dungeon and you can create the world however you like, the only thing that was missing was some kind of on-screen thing telling you what level that dungeon is, because after 50 hours you're not going to remember which caves are low level and which are high level.
But the problem was, you ran into this "where the frick am I supposed to go!?" where there is no indication whatsoever of where the player is expected to go, AND it creates a linear path through the game. You just don't know what that path IS. And there's no guaranteed that you will find enough stuff/powerups/etc to be able to survive the next step, esp. with how jank Morrowind's leveling system really was.
You talk about "high risk, high reward" but yet... most players are going to find a dungeon, go in, get their butt whomped and go "guess I ain't supposed to be here yet" and they'll do either one of two things:
1). Look up a guide that gives them an idea of where is safe to go and where ain't,
2). Experiment but still end up on mostly the same path
or I suppose
3). Give up and quit if it's too obtuse/their patience is exhausted.
We moved away from that kind of game design in open world games for a reason. It makes no sense to give the player an open world, but yet shoehorn the players on a specific path through this open world.
Old RPGs before Morrowind allowed for this, because they were not open world games. They had linear paths through the game's story and areas, and enemies increased in power accordingly.
In fact, I'd argue Morrowind is an object lesson as to why zero scaling in an open world game fails, and fails hard.
And BTW, Might and Magic (the first person dungeon crawler games, NOT the Heroes Of which are tactical RPGs) games have the same problem. Until/unless you find some way of finding out where and what you're supposed to do next, the game is tedious until you learn it.
I think I would look to Dark Souls 1 as a good example of static scaling. The actual power-curve between early and end game wasn't as steep as many other RPGs. This meant that with enough skill you could compensate for being underpowered and it won't make each fight take years, whereas the early game challenges won't decline from tough to trivial in just the space of a few levels.