jamotide: I got that impression from how nicely you and Jmich elaborated how level scaling could be avoided. That could apply to Skyrim,too and make that game even better.
What? Where? I pointed out problems that would occur with level scaling being completely removed from Skyrim. Of all the guys, he came up with solutions that actually work on reducing (not avoiding - big difference) it. And guess what? Turns out that's pretty much what IS done in Skyrim already and what all critics of level scaling either didn't know or failed to even consider.
You want it reduced even more or get rid of it completely? You better start turning to the problems pointed out that would occur. Like how to distribute low, mid, high areas / dungeons in a game, balancing it for 30 hours vs 100+ hours play through, with 300 locations. How to determine / predict at which lvl point the player chooses to join which guild, to avoid going with a lvl 30 or 60 char in a lvl 15 or 50 boss fight (be sure to pick all possible options here) to become head honcho - I'm pretty sure THAT would get bashed and called bad game design, with you being in the first row....
Thing is: you can get the challenge / high level areas / loot with vanilla Skyrim. Not enough? Stop playing on Adept difficulty. Go for Master or even Legendary where a pack of 3 Skeevers in the first dungeon become life threatening for your lvl 3 char. Not what you want? Go with a low lvl against a Dragon Priest and you've just gotten yourself a though to epic (depending on difficulty) fight with great loot. Head with your lvl 1 char to Solstheim where most non-wildlife creatures start with lvl 20 and corresponding loot.
But I forget, you could do that in M&M 6, but failed doing so in Morrowind - so it can't work in Skyrim and it's got to be level scaling which is to blame....
Even bigger thing: Use mods? You know, instead of forcing everyone else to play YOUR vision of the game, which is so much better, simply because you said so?
Requiem actually did change almost every leveled aspect to static. Though I really have no idea how he implemented guilds and there's no mentioning of them in the Readme, so expect to get stuck at certain points.
Also worth mentioning: there's two big overhaul mods currently for Skyrim, both being exclusive on Nexus and not on Steam workshop afaik. Skyrim Redone which basically just replaces the perk system with 673k unique downloads and the above mentioned Requiem with 57k unique downloads. Please compare that with the confirmed
nearly 3 million boxed PC units sold (not including DD). Yes, claim casual all you want, you're still the (very vocal) minority.
According to you, the OP is spot on. No he's not - at all.
Pokemon - avoiding it with level cap being 100? Skyrim's cap is 80, Morrowind's (legit) cap is 77.5....
S.T.A.L.K.E.R: Call of Pripyat - getting weapons that deal more damage has the drawback that ammunition for them is more scarce - availability of Ebony / Daedric weapons / arrows vs Iron? The better the more scarce? Check.
"The purpose of leveling up in games is to provide a sense of growth. Increasing the time it takes to kill enemies as you level up does the opposite." - Not the case in Skyrim. Or Mass Effect. Or Dragon Age.
You practically demand to restrict the gameworld, cut off / delay certain quest / guild (with that phat loot) advancements, forcing players lacking your mad skills to follow a given path or to resort to grinding. You're taking out a lot of options and adding little, while ignoring the paths you could take, to get that experience you wanted.
That's supposed to be a better game? For the last time: more options not being a weakness for an RPG.
Crosmando: No scaling worked pretty well for Gothic and Fallout 1/2. In Gothic's case while it didn't use actual level scaling, it had incremental scaling of the CONTENT, so all creatures and areas were designed by hand to gradually increase in difficulty, if you player wants to jump ahead then they can but the difficulty is much higher, but the potential of finding some nice high-level loot is also higher.
It did? Oh yes, a complete respawn of the world with different enemies, going through the same content / locations 2 or 3 times (can't remember / brain trying to suppress unpleasant memories) is such a innovative, rewarding and brilliant game design. Not to mention how believable and immersive it came over.... that's clearly the better way to go and you have to wonder, why Piranha Bytes 10 years later remained pretty much the only studio, to go down that road with Gothic and Risen.....
I give one credit for uniqueness, but that's about it.