Level scaling in RPGs: Love it or hate it?
By JoeyRavn 50 Comments
I feel that, recently, a lot of RPGs or games with strong RPG elements have been using a level scaling system instead of the traditional fixed level for enemies. In case you don't know, "level scaling" means that enemies become stronger as you get stronger. If you level up, they level up. On the other hand, in a fixed-level game, like for example in Diablo II, enemies have their stats and levels pre-defined, so if you're too weak to take them on, you have to level up a bit more (aka grinding) or you'll die. The most glaring example is TES IV: Oblivion. You can basically beat the game at level 1 with the right set of major/minor skills. But other more recent games, like Mass Effect Dragon Age, also scale the enemies to match your character's progression.
What do you think, GB? Do you feel level scaling takes away the importance of character progression in RPGs? Or on the contrary, it makes the game much more fair, reducing grinding?