To be honest I'm all ready a happy camper, because radient story will be used in Skyrim. Parts of quests that are tailored closer to your character specificly, instead of being the same every time. I'm really looking forward to seeing how its used in Skyrim, and I can't wait to see it in action. To push it though, I'd like to see the beginnings of quests especially make use of this tool. I know we shouldn't have high as the stars expecations, because then we'll just be let down when realism hits us but at any rate I'd like to see the beginnings of quests often be given by people we know. Like if we're friends with npc's in town, a high disposition and all that jaz. The quest template would see that, also see that the family has a son, and then a quest pops up that the son wishes to learn how to us a sword. Training a random kid isn't as cool as training a friends kid, and stuff like that is what I hope to see a lot of for side quests. Here's hoping.
The next thing I'd like to see is evolving quests. Quests, mainly side quests, should be built in a time sensitive fasion. Not a little timer on the side of the screen for every single quest you start, good lordy no. What I mean is that quests should change after a few ingame days or weeks, depending on the nature of the quest. For instance, a caravan merchant has a bum leg and asks you to deliver some food up to a town high in the Skyrim mountains, after two ingame weeks the status you find the town in should change. It would react to your inaction, but not necessaraly fail mind you. If you went their straight away, and say one ingame day passed in getting there, the townspeople would be hungry and thankful that you arrived with the food. After the two ingame weeks pass, if you show up at the town, maybe you'll find people leaving or a few people fighting in line to get the food you have.
Basically, quests should react to inaction as well as action. Failing to finish the quest in the large amount of time alloted doesn't meen failure either, just the cercomstances would change. The passage of time should be included in order for a quest to feel real, instead of being staged.
And finally I'd like to see branching options which lead to different endings based on your actions and choices. Quests felt to linear to me in Morrowind and Oblivion. They didn't change, depending on if you were good or evil, a mage or a warrior. The only thing that would change would be the things you had your player do. There were quests for bad guys, and quests for good guys, but no real quests for the middle road. Quests should allow for different shades gray along with the black and white. Taking into account my food for the mountain town as an example, there could be people willing to pay you extra for food, and poor people asking for food for their kids who can't pay as much. Giving the food to the people with money may lead the poor people to leave town or die, while giving the food to the poor people may lead the richer to attack you, or you could try to give the food out to everyone evenly and people would walk away with the poor groaning for food and the rich grumbling about how stingy you were. Stuff like that.
So the quest system, I call it the REM system, would add uniqueness to the beginning, middle, and end of quests. Replayability would be high all around because side quests, a huge part of the TES worlds, would be different from character to character. The writing/voice acting would have to be more open, in order to accomidate for all the choices possible. I think it could be done, but probably not in this TES. Maybe to some degree, but not completely. Still, I'm hoping for the REM system or something close to it. Quests that start differently and involve different people make it so not every quest feels the same. Any npc could give you a quest, and it adds to the feeling that this is a real world with real people. Evolving quests allow for there to be a sense of time passing in the world, without pushing the player to do something when they don't want to. And some different endings to side quests based on morality could help each character feel like they really are evil, good, or somewhere in between.
These three things would make my questing experience a very unique and happy one. Anyone else hope to get something close to the REM system?