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This means that sometimes you'd be able to win fights with a lower level than was perhaps intended. It's a delicate combination of level, skills, and equipment. I understand what you are saying but level scaling isn't just about character levels.
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Few things in something as complex as modern game design are that black and white.
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It's a delicate balance for sure, but I can't agree that all level scaling is always categorically bad. Linear level scaling makes advancement feel pointless, but no level scaling can cause a game to become too static, predictable, and too easily power-gamed. Tethered areas could end up being challeging or fairly easy, but never so easy that the area was completely boring. Most importantly, the first time you enter an area the level was locked so that if you came back later you'd feel more powerful. Some areas scaled linearly, while others were tethered to a level range. The way Bethesda approached level scaling in Fallout 3 was much better than the trainwreck of a system they used in Oblivion. Why? Because it's really in-your-face and comes nowhere close to feeling organic. I agree that a straight, linear level scaling methodology is absolutely terrible and should never be considered in a open-world game, though.
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