In the early MMORPG's, zones were level fixed, so there was a beginner zone, an intermediate zone, a high-level zone, etc. As a new character, you couldn't go to the high-level zone without getting instantly killed. Once you out-leveled a zone, there was little reason to go back.
Some games had a mix, so that a low-level zone might have a camp of higher mobs in it.
New games, like ESO, have made it so that all zones appear the same to the character. This means a new character can go almost anywhere, and you can't out-level a zone once you finish it. But it also makes it kind of monotonous, since you can't venture into a super dangerous higher zone for fun.
My optimum case would be zones that appear the same, except with a caveat. If you are lvl 10, for example, and go into a higher level zone, say a lvl 50 zone, the mobs appear +1 level to you for every 10 levels. So a lvl 10 character in a 50 zone would see +4 mobs. That preserves the danger of going into a zone that is too high, but still allows you to explore everywhere.
I also like the mix, where you might suddenly stumble upon a camp of higher mobs in a lower level zone. So even though you are in a lvl 10 zone, with a lvl 10 toon, you might encounter a camp of +4 mobs.
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2024: 47 years on the Net.
Comments
I can't stand "zones" that are for a small level range because it makes it so that once it's finished players don't go there anymore.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
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2024: 47 years on the Net.
But if I had only the choice of scaling or static, definitely scaling.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
And of course based off of Dungeons and Dragons table top games.
I would agree that there should be other ways to advance but fighting monsters and dungeon delving is part of the dna of these games.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
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2024: 47 years on the Net.
I don't enjoy the mob's level matching yours system as it was dreadfully boring.
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
Once upon a time....
It was such a bad idea,that zone SOE used to test the idea "Splitpaw" became very quickly an empty zone.
Personally i am tired of levels,not that levels can't still be viable but the bad habits i keep seeing in design tell me we'd be better off getting rid of levels.Devs use levels to simplify the game design,put you on rails,not a fan.
Zones,again why would we look at a map as a "level based map,it SHOULD be a part of a world and look and feel like a world at ALL times.This is also why i can't stand instance zones and raid zones,all of that removes the feeling of both a mmo and a rpg.
Never forget 3 mile Island and never trust a government official or company spokesman.
This way, unlike traditional MMO's, as you leveled up, your world grew, as opposed to shrunk.