I played through most of the Borderlands DLC this weekend. Most of it scales to level. This is both really great and really awful.
It is really great to have everything as endgame content. There is always tension in development between working on the leveling game and the endgame, and scaling content lets you create one dungeon that is available at many level ranges. Success! Are you really going to buy DLC that adds level 20 action for a game where your character is level 50? This isn’t an MMO where you are likely to have a stable of alts.
It is really awful in that it highlights the problems inherent in the game. If you stopped playing Borderlands because it felt like you just kept fighting the same guys over and over again, making them level along with you so that everything is an at-level encounter really drives home that you have yet another edition of the same guys, this time with a new number by the name. You don’t even get the MMO scheme of making this goblin blue with a flaming sword; you are still fighting exactly the same bandits and psychos, sometimes with a different name but exactly the same model and abilities. When you get new enemies, the zone structure will make you repeat many fights unless you complete the whole thing in one setting, and the fight is exactly the same because the enemies leveled along with you (or it might have gotten harder if you did not find better equipment, so you are fighting the same fight only you are relatively weaker). It’s great that you can have a Playthrough 2 where everything is even-con to make it a potentially meaningful challenge, but it really drives home that you put levels in a FPS where they add so little that you built mechanics to get around having levels in your FPS.
: Zubon
At this point, I’m open to the argument that “do the same thing 10 times a day for as long as you’re willing to subscribe” is the point of the current MMO genre rather than a defect in it.