Personally I dislike it very much. It take feel of achievement. Why even bother with gaining experience if it makes enemies stronger?
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.
It depends. When done correctly it can be fun, if all creatures/enemies are always scaled to your level, no. Dragon monsters for example should always pose a challenge or some kind of monsters that are you mirror images/copies, that type of thing. Maybe it’s your rival or someone that has far more experience then you do, why wouldn’t their level also grow?
What CRPGs have level scaling? I think almost every CRPG that I played doesn’t have any level scaling.
The only one I know that might fit the bill (not really) is Pillars 1. When you’ve done a lot of the side content, you’ll be overleveled, and in the final act the game asks you if enemies should get scaled to your level, so there’s still a challenge. But that’s still optional and you’re not forced to do it.
The Elder Scrolls, infamously. Since they are open-world games, they use heavy level scaling so you can explore wherever you want from the very beginning.
It was alright in Morrowind. There, your level just controlled which enemies appeared, so you wouldn’t encounter high-tier daedra in the overworld until your level was in the teens and you actually stood a chance.
Oblivion utterly fucked it up by having everything scale to your level. You could revisit the starting area and a normal bandit would be wearing a full set of magical heavy plate worth tens of thousands of gold while demanding you hand over twenty coins to pass. Combine that with a weird player leveling system that punished you for picking non-combat skills or leveling up as soon as you could, and people loathed Oblivion’s leveling mechanics.
Skyrim’s scaling was somewhere in the middle, which lead to combat being inoffensively bland the whole way through.
It’s in a weird halfway position, though it’s less cRPG and more action RPG with each iteration. The character creation in Daggerfall wouldn’t be out of place in a tabletop game.
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).
I like it, but only as an alternative to very good balancing with very slow power scaling. Unless I’m playing a superhero game, I don’t want to one-shot starting enemies once I’m higher level.
This is all tied to my preference for immersion above all and my tendency to fiddle around in a game pretending I’m playing a TTRPG rather than rushing to the end.