I don't like your idea of a random quest generator!

Post » Thu Apr 28, 2011 12:10 am

Also i don't think Skyryms "Radiant Story System" will be better than the 10000000 trys of other Game Designers. There was never ever a game where random missions were fun. They may be ok when you play them the first time. But they get boring and old very fast.


The random quests of Daggerfall was one of the best parts of the entire game, actually. It was what made the game much more replayable than Morrowind and Oblivion, where you would know the quest line for each faction when you started a new game. In addition, it meant being able to refuse quests - and fail them - without breaking a story line. There were consequences, such as reduced reputation and possible demotions, but you could safely fail a few quests. It was brilliant.

As for "repetitive", yeah it can be. But really, how many of the quests in Oblivion didn't fall into the following categories:

- Go to site A, retrieve/deliver item B or person C
- Go to site A, kill enemy/ies B
- Combination of the above

I found it more fun to rise through the ranks of the Mages Guild with my 6th character in Daggerfall than in Oblivion.
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Devin Sluis
 
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Post » Thu Apr 28, 2011 9:24 am

what i am worried is that the random quest will stop after entering every dungeons, i hope there a time were the dungeon random quest restart or something.
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Jacob Phillips
 
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Post » Thu Apr 28, 2011 7:10 am

I do like the idea of random quest generator. It's not like you have to accept them all. They are good after you completed all the "handcrafted" ones, and you have no quests left, but you still like to play because you love the world and the gameplay and the views, then these random quests will add a purpose to your playing.
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pinar
 
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Post » Thu Apr 28, 2011 1:15 am

i think the random quest generator will be pretty sweet. it'll keep things more fresh on different playthroughs.

as far as side quests go (and MQ), i'm 99.999999% positive there will be a plethora of beautifully handcrafted quests.
the way i see it, the random quests based on your individual character will only strengthen the handcrafted ones.
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Chloe :)
 
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Post » Thu Apr 28, 2011 7:52 am

IThere was never ever a game where random missions were fun. They may be ok when you play them the first time. But they get boring and old very fast.


Daggerfall was fun for me. Again and again. Sure you learned to recognize what was randomly generated, but it is the only way to create filler material for those of use who wants "something specific to do" rather than the premature "whops, no more?" or clearing the random dungeon for the rest of it. I'm hoping that most of the time they will provide little value in return, but the occasional biig whoop will make it worthwhile.
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Veronica Flores
 
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Post » Thu Apr 28, 2011 1:23 am





I doubt they would specifically tailor enemies to your character class, that wouldn't make any sense, I'm assuming what they mean is that the sort of random events you might encounter will be somewhat effected by your past actions. Like if you've generally been the sort of person who helps people willingly, you might meet someone on the road who asks you for help, or maybe if you have a bit of a reputation among criminals, you're more likely to be approached by someone who wants you to commit a crime of some sort Obviously, those are just examples of what I assume "Based on your past actions a bit" means, and when they say "a bit", it seems to imply that your choices will have some effect over what sort of random events you encounter, but won't actually entirely prevent certain types of events from ocurring.

They've already mentioned ' assassin styled' missions, and mage duels, but maybe that was said just for the sake of an example.
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Lauren Denman
 
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Post » Thu Apr 28, 2011 2:35 pm

I actually would like to see some infinitely repeatable Daggerfall-style random quest generation for factions, as long as there are still 'normal' quests too as in Morrowind and Oblivion. Not every guild quest needs to be of great importance. Just something extra to do, even if it lacks the depth of regular quests. They could be given on some kind of job advertisemant board so that voice acting is also not needed.

But yeah that's not what Radiant Story is.
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Marion Geneste
 
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Post » Thu Apr 28, 2011 5:29 am

Removing level scaling presents a whole other issue when it comes to balancing the game world. In an open world there is no way for the developers to know which way your going to go off. An unleveled world is really not an open one because then you are restricted by level to where to can successfully explore and that's in it's essence, corralling the player.



no issues whatsoever. i used TIE and WAC both of which unleveled everything in the game except main roads which were safe which makes sense. it made for a much more enjoyable game cause you never new what was in the next ruin or cave you went into. you had to play more cautiously and actually think about what you were doing. if you ran out nilly willy you could die easily and thats how it should be. stupid players should be punished in game. there were many times that i had to leave a ruin very quickly cause i encountered something substantially tougher than me and it made the game world feel more dangerous and real. as for corralling the player that only makes sense. why should a level 3 character be able to go anywhere in the game world without having to worry about dying......thats just contrived and silly from a story point of view..............big huge monster terrorize everyone but dont worry some level 3 guy is going to save us despite all of our level 20 guards being unable to. talk about immersion breaking.
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Stephy Beck
 
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Post » Thu Apr 28, 2011 6:42 am

I think it helps a lot to think of random missions as supplementary ....
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Katy Hogben
 
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Post » Thu Apr 28, 2011 9:28 am

something I don't think people are getting is that they're not "random" per se. The quest is made but it changes in smaller ways based on your playing of the game.
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A Dardzz
 
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Post » Thu Apr 28, 2011 1:13 pm

Removing level scaling presents a whole other issue when it comes to balancing the game world. In an open world there is no way for the developers to know which way your going to go off. An unleveled world is really not an open one because then you are restricted by level to where to can successfully explore and that's in it's essence, corralling the player.


I strongly disagree. Why do you need to be able to go everywhere with a level 1 character? To me that just kills the fun of exploring and it also kills the feeling for a 'realistic' world. I never understood that concept. I mean, you can go everywhere and you should be able to do that of course. But you may not survive if you walk into the most remote mountain region that is said to be inhabited by fearsome Frost Giants. It's the worst form of hand-holding if they make every region the same only to make sure that the poor (and in that case stupid) player doesn't suddenly meet an enemy who is stronger than him. I want to have regions that are mysterious and too dangerous to visit when I start the game. Heck, even in real life there are remote regions that are dangerous because of wildlife. In the northern parts of Norway you can meet ice bears, in the backcountry of India you can meet Tigers. And so on.
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Kirsty Collins
 
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Post » Thu Apr 28, 2011 9:10 am

I think it helps a lot to think of random missions as supplementary ....

Exactly! :)
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Beat freak
 
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Post » Thu Apr 28, 2011 1:24 pm

And when you think about it these random missions may also replicate something an actual hero would experience. Each of us, for example, will assume the role as dragonborn, but not all of us will get to assassinate X or save Y. :thumbsup:
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Lisa
 
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Post » Thu Apr 28, 2011 5:05 pm


No random mission generator can beat the good old handcrafted quests we know from Morrowind, Oblivion, Fallout, the Witcher and the Gothic Series. So please(!) don't even try it because it will fail.

Conclusion: you cannot succeed with random generated quests. They are random. They have to be generic because they are random. Nobody likes generic quests.

Thanks for Reading! :)


Hopefully they won't feel like random quests..... If these quest are based on where you have not been & your skills/stats, then they are not truely random.

Anyways for the most part I agree with your take on past games and I really hope that TES V will be the exception, not the rule.
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lydia nekongo
 
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Post » Thu Apr 28, 2011 3:01 am

no issues whatsoever. i used TIE and WAC both of which unleveled everything

No they didn't. Unleveled would be static. What those did was randomize spawns which is not the same thing because you'll never know what you'll get. That means your not corralled by the memory of a certain level creature in a certain level area. Makes the world more dynamic and less repetitive on successive play throughs.
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WTW
 
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Post » Thu Apr 28, 2011 12:21 pm

I think it helps a lot to think of random missions as supplementary ....


Actually this is one of my biggest fears about the random quests. They sound a little bit like "instead of investing 1000 hours of work into quest-design we only have to invest 100 but still be able to deliver 50h of content because our random mission generator fills the hole". The result would be: 50h handcrafted quests in Oblivion. 10h handcrafted/ 40h static random(pre-generated) Quests in Skyrym. If there is really the same amount of handcrafted quests in skyrym like for example in oblivion i have no problem with a mission generator that gives me even more things to do.
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Sheila Reyes
 
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Post » Thu Apr 28, 2011 11:15 am

Pete Hines:



Seriously, even if you don't take the time to read all the information available about the game. Do you really think they would make a game in 2011 where all quests are boring randomly generated 'bring me 10 wolf pelts' quests?

EDIT: Apart from that I personally wouldn't mind a random quest system additionally to the story-driven main and side quests. It's always better to have a goal, even if it's a simple one without a full-blown story background. Better than just entering dungeons to kill all enemies and grab the loot.

i think they should have your main quests in one journal and miniscule random quests in another, so they separate and can be ignored if you choose
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Blaine
 
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Post » Thu Apr 28, 2011 7:32 am

Can also be used to hide requirements. So i.e. you like to climb the ladder in a guild, but you're not qualified yet. Instead of saying "no you don't qualify, use our trainer to get the skill needed", they send you out on a filler quest that may help you gain that required skill. They could fill any number of uses, not just random quests for the sake of being random.
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Gracie Dugdale
 
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Post » Thu Apr 28, 2011 5:18 pm

Awww, this is one of the pieces of info that got me most excited! Can't really pass judgement until I know more, but I'm definitely interested to see what Bethesda have cooked up :happy:
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Nicholas C
 
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Post » Thu Apr 28, 2011 3:02 pm

Im thinking these are not replacing the usual quests, but instead compliment them. Which is very awesome.
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Lifee Mccaslin
 
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