Unlike Codex poseurs, I am not an arrogant clueless retard and don't intend to speak like one.
Top *something*.
*something somethings more something*
I don't speak Dingbat. Please speak English.
Mate the issue here is everyone is talking about level scaling- where content is scaled to your player character's level instead of placing content/monsters of static level.
You on the other hand are talking of content being levelled, irrespective of whether it is scaled to the player's level or otherwise.
I don't even get where you are coming from equating levelled content to level scaled content.
There is some level scaling involved in just about every RPG.
Fairly certain that Gothic employs static levels to the various entities in the game. As in they do not scale with the player. A level 10 bandit gonna be level 10 irrespective of whether the player encounters him at level 1 or 20. That's levelled content, rather than level scaled content.
Had a bit of both, I think. Some of the modules just spawned enemies matching your level rather than hand placed pre-levelled experience dispensers.
What I am saying is that level scaling is not a bad thing when done right.
Content that is constantly matched to the player's level at all times is not an element that has been done well.
I mean I think you are using level scaling as in the "level of measure/scale of measure" concept as opposed to level of the content scaled to the player, which is uniquely a videogame/rpg concept that is gonna be out of field to any normie, but it's fairly common jargon in video games. I mean as long as we aren't using some kraut loanword for it.