But if the Radiant AI is so great as they advertise, shouldnt it be possible to get quests that are the "problems" of the guild members, and they give a quest journal in the guild where you can see all the available quests that concern that one guild (same in all guilds).
So the Radiant AI can then calculate, that one of the guild members ie. a woman gets his staff stolen by a bandit that is part of the thief guild, thus it automatically generates a quest in the mage guild charter that you can take. Retrieve the magical staff of x person and deliver it back. Alternative can be a bandit group that has successfully killed merchants in the game world and thus made merchant guild generate a quest in the merchant guild charter = get rid of the pesky bandits.
This RADIANT AI, IF it is as good as they say, why cant it make quests like that ?
Why cant the world generate automatically quests that you can go and do, and if a bandit group is killed before you get to them, bad luck, the quest just informs you that the bandits have met their end and removes the quest from the list.
And thats just the tip of the iceberg, imagine if you are part of the assassing guild and someone has lost a brother (thief brother) to a keep lord (imprisoned in the jail) and you get a quest in the assassins guild automatically that you have to kill the Lord of the keep for revange. etc etc the possibilities are endless, it is just that if they have quests like that... then they prolly wont have much DLC sales in the end when the game lives its own life.
You could prolly have quests like that are war like, mage guild vs merchant guild , if the people they inhabit just gets their problems escelated enuff vs each others. This opens a new route where one could stash false evidence to ie. mages guild house where it indicates the mages have stolen something from the merchant guild, thus leading to a start of a grudge wave that ultimately escelates to assassinations and more looting etc quests.
good ideas yes ?
One needs to be careful about how exactly Radiant Story works. It's not really a quest
generator. Rather, what's going on is that Bethesda hand-write quest
templates, where there is some range of variation in how this quest template will be implemented for any given character. So for example, one quest template might be to fetch a certain item for an NPC. But there is some variability in where exactly the item is located - is it in dungeon X or dungeon Y? What Radiant Story does is looks at where you've been and then fixes the appropriate value in the quest template. So if you've been to dungeon X but not dungeon Y, Radiant Story will put the item in dungeon Y. But the important point is that all the dialogue, and the general "shape" of the quests, are all hand done. There's nothing procedural about it.
Todd has explicitly stated that they don't want to "oversell" Radiant Story. Some people seem to think - and this somewhat comes through in your post as well - that Radiant Story will be able to generate/trigger quests based on fairly routine occurrences in the game. So, supposing we see a member of the Mages Guild have their staff stolen by a member of the Thieves Guild - and this is an unscripted event, just a "random" Radiant AI thing - one should not automatically expect there to be a Mages Guild quest to retrieve the staff. There would only be such a quest if the dialogue and the quest-conditions had already been written. The game would already need to have some sort of condition which says "There's a Mages Guild quest which is activated when one of the following members of the Mages Guild - X, Y, Z - has one of these items - A, B, C - stolen by one of these members of the Thieves Guild - U, V, W".
In short, don't think of Radiant Story as some sort of world/city simulator, but rather as just a fairly simple way that the game can subtly tailor quests to your character, based on fairly straightforward facts about your character - skills, faction, dungeons.