or you just design the game so that you encounter harder monsters as you progress in quests. I know it's more challenging in such an open-ended game such as this. But the designers chose the easy way out and just did the level scaling.
In essence, then, Oblivion is designed for the player who WILL take time mixing potions, going hunting to sell pelts, looking for pearls to sell, etc., without telling them that by virtue of gaining all this experience critical parts of the game will now be too easy. Conversely, for the player seeking to rip through the quests and not pay attention to training before levelling (this is very expensive, after all), etc., the game might feel a bit out of whack. This is when the difficulty slider comes in.
I'm not saying either direction is "right," but I'm saying that I'm really happy to have a game that encourages me to slow down, enjoy the process, and not be in such a hurry to kill yet another boss monster before dinner. In any event, we all KNOW there will be mods to fix the game anyway people like. Solver's link goes to a guy who has already pulled the numbers on this stuff, so it's got to be a rather easy thing to manipulate.
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