Hopes for Radiant Story

Post » Wed Sep 01, 2010 7:56 pm

Um, that *IS* what Daggerfall does. The only potential possible difference here is that, while ENTIRELY unknown, the RadiantStory quests could turn out to be "one-shot," vs. the "repeatable" nature of Daggerfall's quests. DF's 'random' quests were fully written, with it merely selecting randomized "objectives." As an example, in the http://www.uesp.net/wiki/Daggerfall:Banish_Daedra quest, you ALWAYS must go to a dungeon, and it's ALWAYS a frost daedra, and you ALWAYS cast the exact same spell. The variance is the dungeon/location within the daedra will be, the "name" of the daedra, (pulled off of a randomized list, not unlike many NPC names) and, of course, the reward; it's ALWAYS a book, but it's selected at random. (which could be done in Oblivion simply by making the quest reward be a "leveled/random item" instead of a direct item reference)

Yes, you are correct, that is essentially what Daggerfall does. My point is that in essence, Daggerfall has no set sidequests (that I can recall). All sidequests are completely randomly chosen from a list of templates, assigning them to various people with non-specific roles, completely randomly (most quests are just fetch or kill quests).

Radiant Story, however, doesn't appear to draw from a list of arbitrary templates. Instead, Radiant Story draws from a list of actual quests, tailors specific elements to your character, and then gives you the quest. It's not a random-quest generator like Daggerfall- it's a quest making tool. It actually sounds to me like ALL quests are made in Radiant Story, even the very very specific and hardcoded ones.

Daggerfall throws a random quest at you- Radiant Story examines you, determines the individually designed and unique quest for which you'd be most appropriate, determines a few variables (questgiver, destination, etc.), then gives it to you. There are no random templates that it has- it has a set number of quests, most of which appear to need certain conditions.

For example, with your Banish quest, the quest generator randomly selects that template, chooses the dungeon, a random name, and gives you the quest. Radiant Story would ask "is the player suited for this quest?", "where is the nearest dungeon that the player hasn't visited", "let's populate that dungeon with appropriate monsters", "put the Atronach in a very specific place and tailor it to the player's level". Once the player completes that quest, it's done. It will never come back. There are tons of times in Daggerfall I seem to remember getting the exact same quest.

In other words, you WILL run out of quests eventually. But each one of those quests is uniquely handcrafted, not just grabbed from a list of templates.

One thing about this that does excite me is the possibility that you'll now be able to receive quests from EVERY guildhall. Take Oblivion for example. In the Fighters Guild, you only recieved quests from three people- the Orc in Cheydinhal, the Redguard in Anvil, or Oreyn in Chorrol. Now, maybe each guildhall will have a specific list of quests for that individual guildhall, but there will be a list of generic quests that can be received anywhere. Similar to Daggerfall, but also similar to Oblivion. A step beyond Daggerfall, if you will.
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Petr Jordy Zugar
 
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Post » Wed Sep 01, 2010 1:21 pm

So how is that any different? The only other difference implied is that the "randomizable variables" are potentially adjusted based upon other pre-existing flags/variables in the game. That, and the one-shot nature, are the only real differences, and with the way it works, excepting the one-shot nature, are not really huge ones. The downside of the one-shot nature (is that confirmed or just assumed?) is that you'd run out of quests real quick: as I mentioned, Daggerfall had 216 templates for random quests, while Oblivion had 211 quests outside the main questline. The major difference there is that DF's quests could be repeated, while OB's could not.

Yes, it might be an step beyond Daggerfall, but not a tremendous one: perhaps you can no longer repeat the same template, sure, and perhaps the variables might be slanted to better suit you, though in all fairness, Daggerfall actually had some of that too, at least in regards of ensuring quest difficulty was kept down:
  • Daggerfall tended to have level-scaling almost as harsh as Oblivion, so any dungeons you were sent to would never be wildly above your level. As example, Daggerfall Kingdom's (possibly) highest-level-dungeon, the Morgyn Coven, will spawn top-end daedra at high levels, but at low levels, you'll meat vastly-weaker mythical creatures like harpies and nymphs instead.
  • Many Daggerfall quests were, in fact, restricted to specific requirements, so that a novice guildmember or such couldn't get in over their head. The "Banish Daedra" quest, according to UESP, requires the highest reputation of any quest, at +40; that's the equivalent of completing 8 GOOD quests, and enough to take you to the rank of "Magician."

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Rex Help
 
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Post » Wed Sep 01, 2010 8:39 pm

I hope it does exactly what it is supposed to. Tailor quests according to my play style. Simple as that.

What I'm wondering is how will RS affect the strategy guide? How can they possibly write the guide with all the outcomes of RS?
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Kellymarie Heppell
 
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Post » Wed Sep 01, 2010 10:36 pm

People are overhyping Radiant Story and it's only going to be their faults.
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Alexxxxxx
 
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Post » Thu Sep 02, 2010 12:54 am

People are overhyping Radiant Story and it's only going to be their faults.

Exactly. It's meant to tailor certain quests to your play style. That's it.
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Stacey Mason
 
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Post » Thu Sep 02, 2010 12:57 am

I would like a random quest generator to be included in the game, as an alternative to doing the other written quests. It would be pretty fun (kind reminds me of the bestiary from FFX)

however, i don't think that this is how Radiant Story is going to be used.
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dav
 
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Post » Wed Sep 01, 2010 11:50 am

(kind reminds me of the bestiary from FFX)

Why?
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Rachel Cafferty
 
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Post » Wed Sep 01, 2010 4:15 pm

Why?

IDK it'd just be something to do after your done with everything else.
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Rachel Tyson
 
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Post » Wed Sep 01, 2010 10:36 am

i pray to the nine it is how you describe i actually want to be around to hear the praises of the masses for fending off the world eater alduin
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Rachyroo
 
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Post » Wed Sep 01, 2010 8:58 am

Infinite random quests huh... I like the idea of that. I typically play well after I've finished everything anyway just to keep RP'ing and have a blast doing it.

If there are random quest to tackle I don't really care if they are a little repetitive or what have you because I can just fill the blanks with my imagination and it'll still give me something to do.

Personally I hope that random quests will be done infinitely as written quest become more scarce. If I can choose when to stop playing the game and not just run out of content and be forced to start over that's a huge plus in my book.
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Haley Merkley
 
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Post » Wed Sep 01, 2010 5:04 pm

you know, I was very unenthused about this at first but now I am thinking this could be great for PC users, because if the radiant quests feel to watered down or repetative I could always use mod made quests. although, quests are not really the biggest part of the game for me. sure at first, but after I have done two or three characters that go through as much as the game as I think possible I start doing a heavy amount of RP'ing and quests become fairly irrelevent for me then.
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Francesca
 
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