Personally I dislike it very much. It take feel of achievement. Why even bother with gaining experience if it makes enemies stronger?
There is always going to be some kind of level scaling in an RPG. I just think it’s a matter of what kind of scaling you’re using.
The kind that everything in the world just levels up when you level up fucking sucks. It completely kills any sense of power progression since your power level stays pretty much the same comparatively.
The kind where the enemies are just static levels based on where they are is better. You can still freely go to those areas, you just aren’t likely to survive until you actually get stronger. And as you get stronger, you can literally feel the power gains as areas you were getting your ass beat down in have the turn tables and you start beating their asses.
Scaling done by just creating a single archetype and then doing math to it also kinda sucks. It doesn’t ruin fun factors, or anything, it just seems lazy. Give the new enemy type it’s own stat block instead of just being another guy with bigger number. Unless your game has so many enemies that “same guy, bigger number” is inevitable, I don’t like it.
Cyberpunk 2077 used the static levels on launch, but changed to almost everything leveling with you in 2.0. I think the change actually worked better for the game, but it’s also done differently than every other game I’ve seen use that approach. Enemies gain stats much slower than V does, so a level 20 V still feels much more powerful than a level 1 V, but you also have the freedom to explore rather than having arbitrary beef gates making it nigh impossible to go to certain parts of the city before you’re supposed to.
On the other hand, I also love Morrowind’s painstakingly hand-crafted world with static enemies and hand-placed loot. In most games done that way, however, returning to lower level areas is typically a complete waste of time.
Ultimately, I think both systems can work if they’re done well, but everything leveling up is almost always done poorly, or at least worse than the average game with static levels.
A system I have thought of before is a hybrid where enemies have a target level and then their actual level is the average of your level and the target level. For instance, if an enemy’s target level is 20 and you’re level 1, they’ll be level 10. You probably won’t be able to do much to them. But when you get to level 10, they’ll be level 15, which you might be able to deal with if you’re good. You’ll eventually out-level them, but they’ll still be interesting to fight because when you’re at level 40 they’ll be at level 30. I only make the occasional mod, though, so I’ve never gotten to test if this actually is fun.
Fallout 4 has the hybrid method, and still doesn’t get it right 😮💨
It scales enemies as it has since Oblivion, but also scales them differently based on how far away from Sanctuary they are spawned. Everything on the southern and eastern side of the map are always gonna be stronger than the player by some degree, while everything close to the starting point is weak, even when it’s spawning a stronger variant due to player level.
But to be fair, I don’t even see FO4 as an RPG. It’s a FPS with minimal RPG elements. So I tend to strip the scaling entirely with mods to make it so humans (including the PC) die quickly and only the big, beefy mutants (super mutants, deathclaws, etc) are bullet sponges.
Level scaling is never fun and never will be, I think. There is no progression if your fights with early enemies are just as hard as they were 50h ago.
You could probably design around that by providing in-depth build options such that optimized builds outscale other entities of the same level. Later game enemies themselves would be optimized better and better. But that’s really hard and I’ve never seen it done. Why even provide a dynamic build for each enemy with each level if you could just have a normal non-scaling progression?
These systems often lead to me avoiding combat altogether. While not exactly a crpg, Oblivion was more fun to me without ever leveling up (which was optional, but made fights kinda pointless).
Correctly done level scaling should be optional. Like in Dark Souls 2, after you defeat a boss of an area, you can use a special consumable to increase the difficulty of that area to NG+. And it’s stackable, too. That was one of DS2 unique mechanics I’m actually sad they didn’t add in DS3 and Elden Ring, because sometimes I don’t want to restart the whole playthrough in NG+.
Level scaling is usually used to make development easier, so making it optional would require the extra work to come up with appropriate enemy strength and the eoptional scaling effect on top.
Consider me a psycho with a hot take, but I have always preferred games that mix the enemy difficulties around in a zone. Something like Ark where, sure, level 3 Dodos spawn on the starting beaches, but a level 70 Spino can spawn not far away and you have to be sure to skirt it lest you become a healthy snack. The steady progression of “zone difficulty” has always bugged me a bit because it is just so far off from realistic. Sure, close to a settlement there would be culling of particularly dangerous creatures, but some of them would still exist (if the settlement is being responsible). And yeah, as you get farther into the wilds those sorts of cullings would fall off rapidly, but to say that there would be areas where there are no easy monsters or no hard monsters, even in the wilds, is just not accurate.
Also, you get the same feeling of accomplishment, sometimes more, when you have died to hard monsters in starting areas a bunch of times then learned to skirt aggro properly, but then suddenly you come back after being out for a while and utterly decimate them. Just feels so good.
Agreed. I really enjoy being able to one hit enemies that made me shit my trousers a couple of hours ago. The rats I killed for that innkeeper when I arrived shouldn’t even be worth my attention during endgame.