Random Quests

Post » Wed Aug 18, 2010 4:24 pm

So it seems that I read in GI that they will have the game develop random quests, and that you and I may not have the exact same experiences. Am I remembering this correctly or did my imagination impart something into my mind that I just *really* want.

I've felt for a long time that this game needed some continuing, side missions. I want something like a bounty office, where no matter how far you are through the game they're still looking for goblin skulls. Every time you kill a goblin you get their skull or some other totem (ear, staff, goblin specific weapon), something that I can then turn in for an appropriate reward. Maybe it's a hunting lodge where you turn in pelts, or an alchemist who is looking for specific ingredients, or maybe delivery quests for an early form of postal service. Any quests that will promote exploration and player autonomy outside the MQ. If you don't want to participate, you're not missing out on anything, but you could get some rewards (gold, potions, scrolls w/e).

Some game experiences I could liken my idea to:

Red Dead Redemption -- had some static challenges that every player recieves (hunting, plant-finding, treasure finding)
KotoR -- (not sure how many will remember this) you could turn in Gaffi sticks that you picked up off of sand people on Tatooine
Fable 2/3 -- (God forbid someone mention a positive about this game on this forum) >.< Bounty hunter quests / slave rescue, Capture the prisoner quests

If anyone can link the quote I was thinking of I'd appreciate it, as I'm at work the websites I can visit are restricted. Also please share any ideas, and whether or not you like the one I've laid out.
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Alexandra walker
 
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Post » Wed Aug 18, 2010 11:26 pm

So far we know:
Ramdom quest are there a la Daggerfall (Awesome) (Petty quest (or not) allowing you to travel trought Skyrim and make some cash)
Each time a random quest is given to you the game will look at where you ve been and send you somewhere else (Pathetic);
Each time you go get a ramdom quest the game will look at your character sheet and give the quest in accordance to your higher skill (Pathetic)
*** These 2 features are the equivalent of Oblivion Level scaling***
If the quest receptor (the one you should give the quest) is killed another will step in (ARGHT - if i kill him on purpose i can complete the quest!!!)
If the quest giver is killed somedody else will give me the same quest (ARGHT - If i kill the quest giver on purpose somebody else inherit it and will present it to me)
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Tamara Primo
 
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Post » Wed Aug 18, 2010 12:04 pm

Yep, it's called Radiant Story - here's a link to some info:

http://www.thenexusforums.com/index.php?/topic/287829-skyrim-gi-transcript/
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Samantha Pattison
 
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Post » Wed Aug 18, 2010 1:01 pm

Two different things here if not three, first is some npc who pays for items like books or scrap metal this is not really a quest but more a special trader. Nimrot was a quest as you got stronger potions as you brought in more plants. Same with upgrading the trader in paradise falls but it was just one step.
Next you have the radiant story quests as I understand it, quest is one time but triggered on a condition like trust and fame, you are given a nearby location based on your level. I guess you also get a random fitting reward.
This is pretty close to Daggerfall who had unlimited random quests for guilds, you asked the quest giver and he gave you one quest of a set, get item in dungeon, kill monster in dungeon, kill monster in house deliver item(you would be ambushed). However Daggerfall dungeons were level scaled like Oblivion and respawn on exit so they could just pick a random one.
You could fail or not manage it in time and take a reputation hit.
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elliot mudd
 
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Post » Wed Aug 18, 2010 3:23 pm

Wohoo thanx for the info! Im gona start droppin forks around the cities! UNLEAH THE EPIC
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Mark
 
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Post » Wed Aug 18, 2010 4:33 pm

One good idea would be that guilds worked more like in Morrowind; you needed skill reputation to get higher in the guild. Guild has a mix of Oblivion’s story based quest and radiant story quests, you might fail or skip some of the story based it you took more random ones. Higher up you get a quest chain you only get story based quests. Think the quest series at the end on Oblivion. However you still has access to random quest and can get a new set as guildmaster.
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Prue
 
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Post » Wed Aug 18, 2010 10:14 pm

Thanks for the clarification guys.
That's a very good idea Zaria.

I'm not sure how I feel about the radiant story quest giving. It seems like it could be awesome or it could be a big pile of fail. I'm just excited to have the game offer me more side quests away from the MQ
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dean Cutler
 
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Post » Wed Aug 18, 2010 1:11 pm

I definitely like the idea of relatives of your victims possibly coming after you to avenge their murder - and the idea of being challenged to a duel by other mages who have heard of my (mis)adventures. :happy: I'm pretty sure there's quotes about assassination quests based on R.S. coming into play too - where you will be asked to off someone who you know, and may have some sort of connection to. Should mean you get more out of playing as different characters too.
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Nicole Coucopoulos
 
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Post » Wed Aug 18, 2010 11:46 am

The randomized quests in Daggerfall didn't work too good imo, the only random thing about each quest template was the questgiver and the questlocation, the story was always the same. Todd said in the Gameinformer Podcast (about 30 min into it) that they can add dynamic elements to quests by using Radiant Story. I hope they take full advantage of that. Quests with dynamic elements won't be easy to write, but their unpredictability could add so much replay value.
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meg knight
 
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