Elmofongo: The whole point of the level scailing is to let casuals beat the game at level 1.
Siannah: Not that again....
No, you're wrong. It's to open up the world and actually take the "go and do what YOU want" approach, instead of sending you down a more or less given path.
Skyrim with set levels: you play a mage. So you'd want to join the College of Winterhold. You can actually join, but the first quests sends 10 level higher mobs against you, as the devs thought that's the appropriate level range to start it. Regardless, you somehow managed to get through the whole questline, despite that it was at least 10 levels over your character.
You then join the Companions in Whiterun, only to find out that you outleveled that questline by 15 levels....
Well, in my opinion there is nothing wrong with this. (Warining: the following post describe strictly my vision. If you -a generic "you"- don't agree for any rerason, it is perfeclty fine! It's nice to have different opinions.)
I'm thinking about Gothic (the original trilogy): the games had set levels, yet the world felt as open as it could ever be; nothing was impossible, yet depending on your level and gear exploring certain areas could have proven to be way too difficult to be sustainable, and you had either to turn back or to go on stealthily; if you managed to get trough, though, the rewards were more than appropriate. That is also part of the fun and makes the experience more "real"; the game didn't throw in your face everything you could do right on the beginning, so the feeling of progression felt extremely rewarding -something that I have never experienced in any Bethesda game after Morrowind (which had set levels, too, even if in every location some of the enemies were scaling with you. The same reasoning I made for Gothic can be applied here, also -no wonders ESIII is my favourite of the series).
Back to the example of the College: if I was the head of a wizard academy, I wouldn't just accept anyone, but only mages with a certain level of experience behind them, after they have been put to the test.
In Gothic, you could become a Templar only after you proved yourself both in loyalty and in strength (I think you needed at least level 10 to join), because they are elite warriors trusted with the protection of their people, not random whimps that must join due to plot requirements and then walk away doing their own business.
In Morrowind, to increase your rank, start more important missions and eventually become the Guildmaster, you had to be be both efficient and strong, meeting the necesssary skill requirements and fulfilling your duties. This is normal, especially in an RPG aimed to be “immersive”!
Right now, on contrary, you can just beat anyone, anytime. It is a bit like a wounded escaped slave in ancient Rome who decides to tackle the Praetorians just out of spite for the Emperor -and wins, like slaying a dragon (a legendary, apparently invulnerable being) with a toothpick or like operating as a specialist surgeon without even getting a degree on medical science.
It is normal to dash through a cave full of kobolds at level 100, but it was very hard at level 1; in the same way, slaying those that should be overwhelmingly powerful monsters at low level does not feel really epic. The players need to understand when they can do something, and that is an important part of the game itself. That's the main fault of post-Morrowind Bethesda (well, I don't really know about Skyrim, since I have played them all but that one), imo: there is never a real danger. You know you can survive every possible encounter, so there is no tension. You are right, this way the world opens up and allows you to play at your pace, but what is the price for this?
I think level scaling is dull, because you can never really feel either strong or weak, and there is no sense of progression -at least, imo. I understand that the new choices of Bethesda are going another way for very precise and evident reasons, yet I cannot stop to feel like they are doing it to appease people who don't like the letters “R” and “P” in RPG.
Personally, this kills my interest in a game.