Don’t know about CRPGs in particular, one way or the other. But in general I agree with you op.
If you level up, and it means your stats go up and all your enemies level up and stay at the same balance with you, it’s pointless. It still affords a moment of happiness ‘cool I levelled up’, but in a much less satisfying way.
The point of level up early in RPG video games was, to my knowledge, so that any one with time and patience could beat a game regardless of skill. The idea of level scaling is almost the exact opposite, to remove the advantage of levelling. They cancel out and both player level and enemy level should be removed if that’s happening.
That’s assuming a 1:1 unversal scaling though, which is rarely the case. In the details it can be tuned to something worthwhile - which enemies scale, how much they scale, etc.
Still, my thought is when games want level scaling, they should consider why. If you want players not to overpower enemies via stats, maybe get rid of the stats (or don’t change them on lvl up). Levels can still augment your player with new spells, unique abilities, or more options. Or maybe more carefully consider the placement of enemies and what their default level and stats are set at. Or maybe consider a lower level cap, or a lower range of stat values.
The possibilities are wide open, but level scaling done poorly can make level ups feel like a punishment.
Yep, that is indeed what I was thinking of (though I don’t have a link handy either).
Didn’t mean to imply that’s where experience levels were invented. The clarification is appreciated though.
And even thought I was alluding to that DQ comment, I’m sure it wasn’t the first game to adapt experience levels, and across the board making things easier wasn’t always the impetus.