I sometimes joke that I hope my late best friend has gone to evangelical Christian hell, because he was a bisexual punk who loved tabletop roleplaying games (like Dungeons & Dragons).
I was raised vaguely Christian, and when I was realising I didn’t believe in God, I felt a lot of conflict, because I was still scared of going to hell. I was getting stuck on the idea that if all good morality came from God, does that mean that I would be evil as an atheist?
In the end, I concluded that if all morality came from God, that the many atheists who lead good and virtuous lives must still have the favour of God. On the other hand, morality existed independently of God, but that unbelievers would go to hell no matter how good they were in life, then I’d rather be defiantly good and go to hell than be coerced into belief.
This was before I understood that hell has historically often been understood as just a place without God (which, to a Christian view, is a hellish existence).
I’m not sure I understand what you’re referring to. If by “three tiers”, you’re talking about pre-Hard-Mode, Hard-Mode, and post-Plantera, I don’t think that falls under what is typically meant by “level scaling” (I realise you didn’t use that term specifically, but people up-thread did). Level-scaling would be if a green slime, which dies in 2-3 hits at the beginning of the game, grew stronger alongside the player such that later in the game, it would still take 2-3 hits.
I’m not saying this just to be a persnickety asshole, but instead to make the point that Terraria is so great because it doesn’t have the kind of scaling that Oblivion and many other open-world RPGs have. I love how Terraria has no qualms in repeatedly bitch-slapping you back to spawn if you insist on heading into areas you’re ill-equipped for (and the tiered progression ensures that there’s nearly always some such difficult place, even as the player levels up). I also find it interesting how the tinkerer’s bench acts as a key driver of progression by allowing you to pack more accessory function into fewer equipment slots.
That is to say that unless I’m misunderstanding you, I completely agree with your points, except that I would consider this to be an example of good progression without level-scaling