Difficulty and scaling⊠All right. First of all, as much hate as the concept got with Oblivion, I very much hope that KC: D does have some form of level scaling. See, my reason for this is that itâs supposed to be an open-world RPG, and open-world RPGs donât work all that well without some level-scaling (letâs keep in mind that scaling is not concept introduced in Oblivion, itâs been around for ages. Earliest example I can think of is Baldurâs Gate 2, but Iâm sure there are even older games than that which have elements scaling).
Now, the reason why I think open-world RPGs should contain some bits of level-scaling is that itâs the way to give player the most freedom possible while keeping the game interesting and fresh. It allows introducing new characters and concepts into the world as the player levels up, which does work if itâs well-concealed to seem like it comes with the flow of time so player doesnât feel like the world revolves around him.
Furthermore, some RPGs like Gothic keep difficulty by basically cutting player off from certain areas until you reach a certain level - I do not believe that is the correct way to approach open world design as it only serves to limit you. Now I do believe that the game should contain areas unaccessible to you on lower levels, but those should be few and far between, not the norm - I donât want to end up in game world where a peasant canât stroll a mile away from the town in any direction without getting horribly murdered, however I also want a world which will pose a challenge regardless of the level of my character.
However, in the end, it all comes down to how Warehouse ends up designing the game world. Perhaps they will come up with a concept we have not seen yet that would work better than any form of scaling. Still, thouse are my slightly chaotic thoughts on the matter.