Why aren't encounters always scalable? Every time I think about CoH's scalable dungeons, I wonder why there isn't another company utilizing a similar feature while making it better in an upcoming game. Say what you will about repetitive tilesets in CoH, one can't deny that there is a massive amount of flexibilty for playstyles in that game. Solo? Sure, it'll just be less experience and less loot for you. 2 people? twice the mobs, twice the xp, and the loot. And so on and so forth.
Then I think about a game like LotRO, where the higher you get in level, the less solo-able content you find, and I can't help but think that Middle-earth could use a few scalable dungeons for players to travel through when they can't find a solo quest. I'm 34 in LotRO now, and I'm forging onward. But in my quest log I have about 5 of 35 quests that are marked solo-able. It's enough to keep me pressing on, but I'm damned depressed at all the group quests I see. It's not that I hate grouping. It's that I PREFER solo-ing. Call me weird. It's just how I like to play. I like to play with myself... wait, er... um... moving on.
What I'm getting at is that all dungeons could be done this way. Even Onyxia in WoW could have a solo/small group scaled version. Where you don't directly face her, but you fight her offspring or something of that nature. Think of all the wasted Pre-BC raid content there is in WoW.
Hell, it's Monday and I'm hopped on Pepsi-Max, so maybe it's just me. But why is it so hard to make content that lets groups group an soloers solo? Diablo 2 did it. City of Heroes does it. What the hell is the hold-up?