this post was submitted on 25 Apr 2025
209 points (98.2% liked)

PC Gaming

10864 readers
290 users here now

For PC gaming news and discussion. PCGamingWiki

Rules:

  1. Be Respectful.
  2. No Spam or Porn.
  3. No Advertising.
  4. No Memes.
  5. No Tech Support.
  6. No questions about buying/building computers.
  7. No game suggestions, friend requests, surveys, or begging.
  8. No Let's Plays, streams, highlight reels/montages, random videos or shorts.
  9. No off-topic posts/comments, within reason.
  10. Use the original source, no clickbait titles, no duplicates. (Submissions should be from the original source if possible, unless from paywalled or non-english sources. If the title is clickbait or lacks context you may lightly edit the title.)

founded 2 years ago
MODERATORS
 

Oh Bethesda...

you are viewing a single comment's thread
view the rest of the comments
[–] chicken@lemmy.dbzer0.com 23 points 2 days ago

Morrowind already had a great design for this; many enemy spawns scale with your level, but they do it by adjusting which area-appropriate enemies have a chance of spawning, and it only makes a difference to a point. Like if you go to daedric ruins in the early game they're going to be populated with scamps which are the weakest daedra, but those are still strong enough to steamroll you. If you run into a cliffracer in the lategame it will probably be the plague-enhanced stronger variant, but you will still be able to oneshot it. This system increases the number of circumstances where you're going to run into challenging fights you have a chance of winning, in a way that doesn't do much to nullify your power progression or break immersion.

They should have just done the same thing in Oblivion but they had some procedural obsessed design philosophy and wanted to avoid manual level design work I guess.