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I answered your original question - they scale up, which is why you see zones with basic enemies with big red flags on them. They may well also scale down, but that wasn't your question, and not something I ever paid attention to, as I tended to avoid "tougher" zones until I had suitably leveled up. A neophyte mountain climber avoids Mt. Everest. My neophyte adventurers tended to avoid areas with a "there be dragons " sign out.
Yes, that was his question. He made it clear that he doesn't like being restricted in exploration when it comes to level. It is obvious that in such a situation we are talking about scaling down.
I did level scaling once and didn't enjoy it, it just made stuff later in game a big slog and I didn't notice the down scaling making the harder challenges that much easier.
This concept was the worst part of oblivion and why it's probably the ♥♥♥♥♥♥♥♥♥ elder scrolls game. The world level scaling and loot level scaling totally ruined what that game could have been. It should be a case study in how to not do level scaling, and the scaled loot is a huge part of that problem.
With level scaling on:
If the player is below the recommended level, the creature's level is reduced to make combat more fair.
If the player is above the recommended level, the creature's level is increased to make combat more challenging.
Note that it is the recommended level of an area, and NOT the base enemy level that is used to determine whether to scale up or down.