I always thought that one compromise to this would be to have enemies level within a certain perimeter. Say a mob that would be Level 10 for example. You get to the zone where he spawns a little early, so his level is downgraded Level 8 or 9, but he won't go lower than that. Then, as you're in this area and gaining levels, he can kinda grow with you, but he'll stop at Level 12, so you can still out-power him. This would let the mobs maintain a similar difficulty regardless of whether you fight them early or later while in that zone, making it so you can't just put-off a quest until you've gained a level or two (you might have new abilities, but he'll be a little harder, too), but you can still out-pace him once you've moved-on and come back at Level 20 and he's still Level Suck.Shamus Young said:5. If done right, leveling can let players seek their own challenge level without needing to fuss with the difficulty slider. "Whew. These guys are really hard. Maybe I should level a bit before moving on." Or "Man, these guys are a cakewalk. I think I'll skip this dungeon and find something a little tougher and more rewarding."
How game designers muck this up: The biggest way to mess this up is with auto-leveling foes. Did you just ding level 7? Guess what? So did every single monster in the game world. Congratulations on gaining absolutely nothing! The other way designers mess this up is by applying hard level caps to areas of the game. Maybe you must be level 7 to enter the jungle. Maybe you can't go above level 7 until you leave the jungle.
Either that, or they add one-way doors to the game world so that you can't revisit old areas. It feels good to go back to the troll that gave you so much trouble at level 5 and give him his comeuppance when you hit level 10. When designers don't let you do this, you feel like you're running in place instead of climbing in power.
Either way, it puts leveling on rails and takes away your freedom to experience the game at your own pace and skill level.
I also feel that, done right, having enemies level with you isn't a bad thing. The problem that Oblivion had (since I know that's suspect number one for breaking this particular rule) is that they assumed you're leveling your offensive abilities first. This is the problem I ran into as a caster-type. Yeah I was leveling my Destruction some, but leveling Alchemy was so easy that how could I not power-level it? Only problem is that now I've gained 3 levels with little growth to my offensive skills and now the enemies are way harder to kill than they should be.