Two Worlds Interview

IGN has published a lengthy three-page interview with Topware Interactive managing director James Seaman about Reality Pump's open-world RPG, Two Worlds.
Q: Oblivion chose to use scaling enemies so that no matter where you went there would be creatures that would test your skills. You chose the opposite route with creatures specific to locations. What was the basis for that decision and how do you think it affects the game?

A: Again, it felt more realistic to us, and ultimately makes for a more satisfying game experience. Early on, you will find that a bear is the toughest opponent you'll face, and likely after your first encounter with one you'll learn to avoid them. But after many hours of play and besting many challenging quests, there's a kind of joy (perhaps through a sense of revenge) that comes with knowing those bears that used to vex you are no match for your great might.

That's not to say we've illogically placed ridiculously tough creatures. The farther you adventure from the beginning area, into harsh places where few humans can survive, the stronger the creatures can become. This also doesn't prevent players from exploring freely, it just makes them more cautious (and feel more daring) the farther out they go.