My first comment had nothing to do with the technical measures for creating a game, it had to do with the properties of the game. I was referring to persistent changes in the game world as a result of your combined actions. Yes, there was some of that in Morrowind and Oblivion, but only for the main quest and specific guild memberships. For example, if you made it a habit of killing vampires, eventually other clans should know you - and they should get harder to kill. If you typically free slaves, areas with lots of slaves should keep a closer eye on you. Sure, if you never got caught, and never missed a witness, you might could go on like nothing happened, but how often does that happen?
I dunno, it's getting hard to define in here - but what I'm looking for is a system where the world, and its inhabitants, alter the way they react to you based on the entirety of your decisions - not just specific quest lines - and in a more subtle way than is presently done. It would also be nice if NPC's reacted to each other in this way as well, but then we get back off into AI and emergent behavior topics again.
Bottom line, all actions should have consequences. Not just the ones that show up in your journal.
I dunno, it's getting hard to define in here - but what I'm looking for is a system where the world, and its inhabitants, alter the way they react to you based on the entirety of your decisions - not just specific quest lines - and in a more subtle way than is presently done. It would also be nice if NPC's reacted to each other in this way as well, but then we get back off into AI and emergent behavior topics again.
Bottom line, all actions should have consequences. Not just the ones that show up in your journal.
To some degree it does but mostly with relations as friends will help you in a fight, someone who hates you might attack on sight.
Enemies starting to hunt you would have to be scripted somehow if nothing else to avoid having all enemies at once starting to track you They planned to have goblins track their totem but it was dropped, probably because of unpredictable damage then they tried to enter towns.
Megatown in Fallout 3 had this problem with random enemies, at high level raiders might be able to getting past the gate defence and kill a lots of people in the town.
Yes I would like to see more of this, perhaps also fear, if you had killed a lots of bandits, groups might hunt you but single highwaymen would get out of your way as they know you are dangerous.