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by avereveard
1101 days ago
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It's the lazy way out to world design for non linear games. Why put any effort in making sure player locality influences the surrounding quest level, if player can go anywhere, let's put level appropriate enemy everywhere. Dungeon siege approach was so much better, even if the game was not as solid: minibosses or higher difficulties quests barred the access to higher difficulties areas. Within a zone, progression and choices were non linear. Item and enemies and xp reward were leveled to the zone, so the player had an incentive to not stick around in low level zones farming aimlessly. |
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What makes little sense is if wildlife you've encountered before suddenly can take 4x more damage, or the same badly equipped guard suddenly fights back a lot better.