Siannah: The only way I see how to do that, is setting up specific areas with specific level ranges - or level scaling. And we're back on restricting or open world.
movieman523: Which would have been good a thing in Oblivion. I'd been playing it on and off for years before I remembered 'oh, wasn't there something about Oblivion gates I was supposed to do'?
The possibility of ignoring the main quest / not even triggering it, is one of the strong points in all TES games - at least I see it so. It allows you to do so much more, picking different roles leading in complete different directions, whereas in other RPGs you get to pick which one of the 3 possible paths you follow first, second and third.
It provides options you simply don't have in other games, and that is hardly a weakness for an RPG.
movieman523: It's like 'Oh my God, weird demon things are coming through portal from another world to kill us all! But while we're waiting, why don't you collect me six rat tails?'
You can point out something like that on pretty much every game....
Witcher 2 - you're supposed to aid a full out attack against a castle, but you can spend time with arm-wrestling and dice throwing.
Mass Effect - too numerous to even start mentioning tasks, while the biggest threat of the universe knocks on your frontdoor, in ME3 even currently attacks Earth itself while you're off... partying?
Gersen: ... if a peasant offer you a quest to go kill a bunch rats in its attics and you accept it while being at a very high level, then it's your choice, you don't expect those rats to have magically become fire breathing demonic were-rats to accommodate your level.
Right. Though I haven't seen something like that, not even in Oblivion.
Siannah: How do you counter the effect that all lower dungeons you didn't visited / uncovered before reaching lvl 25 become a nuisance and loot nothing but garbage?
movieman523: And why counter that ? The world shouldn't turn around you, if you are high level and find a low level dungeon, just skip it, unless you have something to fetch in it or just want to explore everything. On the other side if every dungeon level with you it kills the immersion as you know there won't be any real surprise, all the monsters will be around your level same with the loot.
Which turns into a "get phat loot" only incentive. And as soon as you have the top tier loot, 90% of the game world is simply uninteresting.
movieman523: On the other side if the quest are more "complex"/well crafted than than, like for example having multiple way to complete them, have an interesting lore attached to them, give you other rewards than just a bunch of XP points and some loot, then, even if you are over leveled, the quest should remain interesting and worth doing.
True. However, who you see able to write that Pulitzer prize worthy game with 300+ locations / dungeons?
Edit: And which you'd consider coming closest to that challenge? I'd have to go with Planescape: Torment and Morrowind. Both being pretty unique at their time and only one being a commercial success....