Because a lot of things have already been covered, let's keep this as ”Juuuhanly” short as possible.
Level requirement, a matter of preference, not optimization.
The best choice is?
There's no ”optimal” or objective best way to address a alternative to level requirements because they are solely a preference choice from the developers, that in simpler terms balances longevity and ”reward aspect” for the player. Whichever you prefer are therefore completely up to your own preference because there's so much reality you can't address when you are making a game.
Essentially all systems that focuses on "gaming" have both benefits and drawbacks and all systems that promotes ”realism” tend to flop out, because ”realism” is actually quite boring and also extremely expensive and extensive to pull of as a developer.
Why realism is bad then? Well this means:
Saying Geralt is a master swordsman all ready defeats some of the purpose of character levelling, which, diminish the gaming experience (I'll address this a bit more further on).
- All weapons would be almost identical in performance which makes looting/exploration for better weapons feel nothing more than pointless and annoying (Elder scrolls game suffered a lot from this).
- Because the only thing that balances character (in term of ”proper” realism) would be character builds, this makes balancing harder as well as diminishing the actual number character builds (Some might be weapon/armour based for example).
Levels, vs realism & diminishing return
I want to clarify in response to
@Scholdarr.452, who expressed that levels doesn't add anything. CD RED has stressed they want more visual/active changes with upgrades (rather than just +5% health), therefore having levels provide a long-lasting impression on the player, as you always will see changes throughout the game. This make sense for a game play experience because if you cut down on levels you also cut down on the flexibility you have as a player to customize your Geralt with different skills. With a game that can last 100 of hours it's important to give the player the incentive that further levelling is worth it and amazing once you get new skills... And if you cut this progress down to let's say 20 levels, one of two things will happen:
1. You won't see any new character progress really early on (you'll reach level 20 and still have +80 hours left to play), and therefore feel bored on your abilities/skills much easier (also it's bad game design).
2. The max levels is divided on 100 of hours of gameplay which causes a massive grind for each level.
A well balanced game should end you with a Geralt that is max level roughly around the time you as a player have completed most of the quests (without extensive grinding)... That way it will feel fresh and exiting for players as you are steadily advancing and learning new abilities/skills. Again, I'm arguing this as a benefit for gaming rather than it's founding of being realistic.
Scalable weapons vs Level requirements
The issue with having weapons essentially level up with the character means that people will find out where the best weapon available are and then get it straight away. Oblivion was one game that suffered from this (Obviously a lot more too) and even something as trivial as Witcher 1 had this where the first thing you did in Act 2 was run into the swamp to get the best Steel Sword possible (which defeated the purpose of Meteorite Swords).
This is a problem because again, it means that the player will find a lot of weapons not worth picking up and therefore destroy some elements of looting that many players enjoy. We are too programmed to find a weapon with just +1 more attack, and will use this no matter what, so if this is taken from us we will then look at looted weapons as just rubbish and not feel that excitement.
Level requirements do therefore provides following benefits:
- It prevents people from obtaining a weapon who's massively overpowered early on.
- It keeps looting alive for longer as you are constantly hunting for that one better sword.
- It functions as a ”moneydump” where the player will craft/spend money into getting better weapons (This is important to prevent the player from having stupid amounts of money).
- It's way easier to program and balance for the developer than scalable items and such.
I also want to highlight that it was covered by
Scyclad Guardian that the best items will be crafted. This of course means that you need money + the capability to kill high level monsters to get them, so the likelihood of getting a too strong weapon early on is actually rather cleverly balanced by CD RED, while on the same time fitting well with the character balancing (You get the better weapons when you are the proper level).
Rewards for killing high level things
This can probably/possible be achieved by completing a higher level quest, therefore getting more experience and money. That said, I'll always viewed it as the reward of killing a extremely high level monster to be something you, yourself cherish as a reward (Same reason someone completed Witcher 2 naked on insane) not because they wanted a artificial/in game reward.
After all higher level monsters are there early on solely to give those really invested combat enthusiasts a challenge to test their skills, while on the same time make the world feel more dynamic and organic... If they were there solely to give item rewards it's more likely, players will just find a exploitation in game to squeeze out overpowered items early on and make monster hunting feel more "robotic instead of the charm of defeating a high level monster.
Level requirements might be stupid from a realistic point of view but in terms of balance, convenience with programming and the use as a extra money dump, this is arguable the best method to use (That we've seen so far in video games) when it comes to massive open world games... And I for one, particularly value balancing way higher than realism in this scenario because balancing actually effects mine (and everyone else's) gaming experience... Plus I'm a sucker for loot.