Elder Scrolls Skyrim Forum Fan Site

This is a sample guest message. Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

  • Welcome to Skyrim Forums! Register now to participate using the 'Sign Up' button on the right. You may now register with your Facebook or Steam account!

Cyrodiil's level scaling actually made exploration feel less rewarding than Skyrim

I've been replaying Oblivion after a few years on Skyrim and something just hit me. Everyone talks about how Oblivion's leveled lists are bad because you end up fighting daedric armor-wearing bandits at level 40, which is true and annoying. But I think the real problem is that it kills the joy of finding a good dungeon early on.

In Skyrim, if you stumble into a bandit cave at level 5, you might get wrecked, but at least the loot is still level 5 loot. The game doesn't pretend you found something incredible. You didn't. But in Oblivion? Everything scales. You find a Daedric sword in some random ruin at level 30 and it's just... fine. Not special. It's the same power as a sword you found three dungeons ago. There's no sense of "oh plops, this is actually a good find" because the game has already decided what tier of loot you deserve.

Skyrim lets you find a Glass Bow at level 15 and feel like you genuinely lucked into something good, even if you outgrow it later. Oblivion just hands you whatever's appropriate for your level and it all blurs together. Makes exploration feel like a treadmill instead of an adventure.

Does anyone else feel this way or am I just being nostalgic about Skyrim's system?
 
Nah, you're onto something real here. The loot scaling in Oblivion definitely flattens the sense of progression - every dungeon feels like it's handing you exactly what you "should" have, which kills the surprise factor. Skyrim nailed that by tying loot to the dungeon's actual tier rather than your character level.

That said, I think Oblivion gets unfairly dunked on for this when the real culprit is how it scales everything - enemies, gear, even basic iron arrows. Skyrim's smarter about it. A bandit at level 40 still uses iron or steel, which makes sense. In Oblivion you're fighting leather-clad bandits in full Daedric plate and it breaks immersion in a way that's way worse than the loot thing imo.

The flip side though - and I say this as someone who loves Morrowind to death - is that Skyrim's system means there ARE dead zones. Find a really good unique weapon early and you're basically done upgrading for like ten levels. At least in Oblivion there was always something marginally better waiting. Not saying that's better, just different tradeoffs. Skyrim's approach feels more rewarding in the moment but Oblivion kept the carrot dangling longer, even if the carrot tasted the same every time.
 
Back
Top