I've never considered it a good thing for a dev to have their job be easy... or for them to be lazy. Even doing the dev things I am doing, I feel these are cheap cop-outs and a good way to get a mediocre or just outright terrible game. Making a good game is time consuming. Making a good game is difficult. It shouldn't be easy. Good things come with time and skill.
Well, I assumed you'd understand what I mean.. but you obviously think, my thought would be, to put less effort on cost of the game quality.
Why only see things black and white?
There are so many games, each one different, all I say is, it depends on the game.
When I say
'is a way to make devs life easier' then FOR SURE I don't mean by it, make a crappy game so the dev won't need to put effort.
A simple example to show well, what I mean by it, when I am stating such thing:
When you have a dishwasher, you can use it to make ur life easier.
However, you won't use it on plates which are not dishwasher safe, because they might get loss in quality.
So with game making.
If your game is designed to get a quality loss when you use that enemy level system, then better you don't do it.
If it's not hurting your actual game (for what reason ever), then it's pretty inefficient to bother with it while you could focus on other stuff which actually DO matter in your game.
And setting priorities calling "lazy" is pretty narrow minded and ignorant.
I'm sorry if this sounds offending, but it's not like
"or for them to be lazy" wouldn't be some kind of offense when you generally say this without even knowing other peoples' projects.
Myself I have 1266 hours alone recorded on steam - not counting the offine working hours. And independent on how many hours other devs have been working so far on their projects, this is still a considerable amount of time. So when I decide now to make my life easier on certain aspects and u call it "lazy", then this is really offending.
You see, I don't think that is true. I've played ARPG's, and it is still fun to eventually get powerful enough to go past the enemies. In fact, almost every game I've played that leveled up the enemies with me, I got bored of the random fights as they were just an endless slog which never got better or faster with time.
I just say.. diablo 3 has scaling enemy levels. Also there some people don't like it. But also there are people who prefer that system.
In D3 you actually want to be max lvl to be able to get the max out of your char (also equip-wise). With the enemies scaling to the players level the player at least can level more freely and decide where to go instead of always following the same route.
A linear lvl route might be interesting at first. But the more characters you make (and with season chars you actually do that quite frequently), the more boring it'll become.
That's why I say, it depends on the game.
Even worse, is that these new skills end up needing to be cast just as many times as the old ones did against the low level enemies... on the high level enemies.
And if this happens, then it IS actually a very bad game design.
To make it clear:
I am not talking about a skill doing an amount of damage being replaced by a skill simply doing the double amount. This is dumb.
Why think of other devs that simple minded? Like there were no other ways for "better skills"?
When a skill adds a DoT or an AoE effect for example, then the killing speed definitely WILL go up, even if monster levels are scaling.....