Zoning linearity and the advantages of tethered scaling

I remember there being a lot of hesitation directed at the amount of content scaling in Skyrim around the time of release. Many people wished areas and interiors had fixed difficulties to promote character progression, but fortunately for players, Bethesda is much more ambitious in their approach to Skyrim's scaling. The developers have described the feature as Radiant Storytelling, which acts as a tethered scaling system and attempts to blend scaling and zoning. However, before we discuss why Bethesda's current system is the best solution, let's discuss why areas with fixed levels would be damaging to an open world game.

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MysticStrummer1571d ago

I disagree with much of this article. The Skyrim I played had quests that were very similar to an MMO. Not complex at all. Also, the contention that zoning creates a linear experience shows a very limited imagination about map/zone design. I played Everquest on PS2 for a long time, leveling up a human druid, a barbarian shaman, and a human monk. All three started in different cities and I never once felt like I was in a linear experience, even though I played solo a lot of the time. I explored a lot, and part of the fun was traveling nervously through places full of fearsome creatures, avoiding them at first then finally feeling great power when I eventually returned and kicked their asses. Skyrim's method takes much of the uncertainty out of exploring. Give me zoning over scaling.