By using this site, you agree to our Privacy Policy and our Terms of Use. Close
Mnementh said:

Rubber banding and adapted challenges are critized in it's own right. In many games part of the experience is to build the character and progress. If that is part of the game, you want to see, that in the beginning some challenges are impossible to beat, but if you come back later with an upgraded character they get a lot easier. If you adapt the challenge this feel of progression is lost.

That;s why I said, unless you venture into areas you do not belong in yet. Skyrim had dynamic difficulty scaling, making sure some things don't become too easy yet also allowing you to get over powered if you wish.

I did 'abuse' the difficulty levels in The Witcher 3. I couldn't be bothered upgrading my character so I went to hunt the high level contracts on easy mode. Which was just about possible. Still hard, yet no need to grind to be able to get to the fun stuff. I don't enjoy backtracking all that much or quests piling up like a massive todo list. If you give me a lvl 40 quest when I'm lvl 20, that's the game's fault. Yet with being able to adjust difficulty on the fly I could keep my todo list in TW3 in check. The downside was that I out leveled story missions (so increase difficulty for those) yet the rewards were paltry as the quest levels were grey. 

It's always difficult to balance open world games, dynamic difficulty is the only way to do it. In BotW I ignored the initial directions and went North to the desert and mountains first. Then when I finally went to Koriko village it was all way too easy there, or rather very unbalanced. The random encounters scale up yet the standard area enemies were all down with one hit. I also cleared / explored the castle early in the game, fun challenge. Then when I finally got there to finish the game the whole thing was pretty meaningless challenge wise.