From what I'm guessing,
RadiantStory will be a fancy way of saying "it can random-throw-together quests, relying on some permanent flags/settings that scripts have set." More or less, it makes a return of the quest system found in
Daggerfall: you could trigger random quests by talking to people, who'd mention some NPC or other needed something, and you could go for a specific quest that was generated on the spot. (though in specific,
Daggerfall quest objectives, including monsters, items, and NPCs, only spawned the moment you accepted said quest) This was actually rather nice for the game: ironically, it had a LOT of "basic quest types," comparable to the number of TOTAL quests in
Oblivion; DF had 216 "random quest types," (plus 32 fixed quests for the main questline) vs. 232 total quests in
Oblivion, and 437 in
Morrowind.
I'm honestly hoping it's NOT any more ambitious than that: that'd just give the game way more places to glitch and bug up, akin to how
RadiantAI was faught with randomly-induced problems in
Oblivion. I don't want it generating significant, world-altering storylines, since I'd be willing to bet that sooner or later, one of them would irreversibly screw up the game world for me. I'd be fine with relatively "meaningless" quests: i.e, any NPCs killed or items used would be otherwise not found outside of said quest.
This would also provide a good means of implementing a lot of replayability in otherwise "one-shot" quests. A few examples:
- Artifact quests - This is how Arena and Daggerfall implemented them: artifacts were never fixed in spot, to be gotten at level 1 in Morrowind, or necessitating level-scaling/requirements as in Oblivion. Rather, the artifact didn't even exist until you were lucky enough to get a quest for it: whereupon its location was random, as was the quest to seek it out: the only way to find it was to actually do the quest properly. This also allowed for artifacts to VANISH as they occasionally did in Daggerfall: it'd just add it back to the list of possible ones you could find again, as the artifact had grown too tired of being owned by one person for so long.
- Redemption Quests - Some of us got kicked out of a guild. Maybe many times. Previously, this meant you either got ONLY a single second chance quest, or no quest at all. Random-generating the quests as in Daggerfall let you get kicked out, and then re-prove yourself.
- Curse Quests - Specifically, for vampirism and lycanthropy. The latter ones were particularly memorable in Daggerfall, as they revolved around a search for a cure, with the threat of a famous lycanthrope hunter coming to personally kill you. (after sending waves of his minions)
- Random Townsfolk Quests - Occasionally townsfolk find they have a situation where they need an adventurer. Daggerfall had plenty of these, such as http://www.uesp.net/wiki/Daggerfall:The_Ransom, and http://www.uesp.net/wiki/Daggerfall:The_Escort. Other noteworthy quests aren't necessarily tasks, but events like http://www.uesp.net/wiki/Daggerfall:A_Mix-Up. (the lack of creative names in Daggerfall is because the quests aren't actually named)