- Aug 14, 2000
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Re: Leveling.
Most RPGs I’ve played either tend to stay at relative constant difficulty, or get harder as the player progresses. The difference between Oblivion and them is that you can go back to previous areas (‘grind”) to get stronger, then the new areas get easier.
Oblivion was an attempt to prevent grinding in that manner, but in practice it just caused grinding elsewhere, namely using useless skills over and over again to get 5/5/5 : 5/5/1 bonuses. I can’t fault Bethesda for trying something to innovate, but in practice they just moved the problem elsewhere, so it wasn’t really a solution.
Skyrim walked it back where each area had a level range and would lock to your character level when you first entered. So if it was too hard for you, you could level up elsewhere and then come back. Random outdoor encounters (e.g. Wolves) were still leveled, but that’s ok.
Most RPGs I’ve played either tend to stay at relative constant difficulty, or get harder as the player progresses. The difference between Oblivion and them is that you can go back to previous areas (‘grind”) to get stronger, then the new areas get easier.
Oblivion was an attempt to prevent grinding in that manner, but in practice it just caused grinding elsewhere, namely using useless skills over and over again to get 5/5/5 : 5/5/1 bonuses. I can’t fault Bethesda for trying something to innovate, but in practice they just moved the problem elsewhere, so it wasn’t really a solution.
Skyrim walked it back where each area had a level range and would lock to your character level when you first entered. So if it was too hard for you, you could level up elsewhere and then come back. Random outdoor encounters (e.g. Wolves) were still leveled, but that’s ok.
