Radiant Quest?

Post » Fri Jun 17, 2011 12:22 pm

So what is this Radiant Quest we have heard so little about? From what I can tell it seems to be little more than a random quest generator that randomizes quests based on your characters stats and gameplay history, is that basically what it is or is there more to it than that?
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Daniel Lozano
 
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Post » Fri Jun 17, 2011 10:42 am

Yes, essentially that's my understanding of it, but the extent of the details it is tracking is what is impressive IMO.

Will be interesting to see how it is implemented into quest mods.
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Philip Lyon
 
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Post » Fri Jun 17, 2011 9:10 pm

Its away of branding coding I suppose. Like Radiant AI, I think a straight forward term would be "dynamic."
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Jake Easom
 
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Post » Fri Jun 17, 2011 2:51 pm

There's more to it than that, but that's a pretty good generalization.



The big thing to realize, is that the quests themselves aren't random, just aspects of the quest are. The quest writer will start out with their "Story', hand crafted in as much detail as makes sense, and then it can be run through the Radiant Story system, and certain aspects given variables.

For example some variables can include

?Whether you actually receive the quest.

?Who gives the quest

?The Quest Target

?The Location

?The Enemy

?The Reward


Some quests will have many variables, other quests zero variables. It's been stated, that the most "Dynamic" quests, are the sort of "Miscellaneous" quests or "job" quests. Essentially the busywork.
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Sun of Sammy
 
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Post » Fri Jun 17, 2011 4:25 pm

If done right it could be a great mechanic. A well randomized quest can work out really well. My concern is that it will be too tailored to our characters. I'd rather just have a random encounter than an encounter specified for a battle mage or something.
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Dean
 
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Post » Fri Jun 17, 2011 4:09 pm

The radiant story might also be in some major quests, mostly with quest givers I'd imagine.
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x a million...
 
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Post » Fri Jun 17, 2011 4:44 pm

f done right it could be a great mechanic. A well randomized quest can work out really well. My concern is that it will be too tailored to our characters. I'd rather just have a random encounter than an encounter specified for a battle mage or something.


this.
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Luna Lovegood
 
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Post » Fri Jun 17, 2011 10:51 pm

I wonder if the creation engine will have the appropriate hooks for modders to integrate their custom content and dungeons into it's quest system.
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Gwen
 
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Post » Fri Jun 17, 2011 10:39 am

I wonder if the creation engine will have the appropriate hooks for modders to integrate their custom content and dungeons into it's quest system.

How do you think the quest builders make the vanilla quests?
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Ilona Neumann
 
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Post » Fri Jun 17, 2011 9:47 am

How do you think the quest builders make the vanilla quests?


I suppose I misstated my question. More accurate would be something like "I wonder if the version of the creation kit that is released for modding community will contain all the tools that the dev team had available for fully integrating their creations into the vanilla game's dynamic quest system, or if certain features will be removed to prevent mods from breaking vanilla quest progression or something?"
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Joanne
 
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Post » Fri Jun 17, 2011 11:06 am

There's more to it than that, but that's a pretty good generalization.



The big thing to realize, is that the quests themselves aren't random, just aspects of the quest are. The quest writer will start out with their "Story', hand crafted in as much detail as makes sense, and then it can be run through the Radiant Story system, and certain aspects given variables.

For example some variables can include

?Whether you actually receive the quest.

?Who gives the quest

?The Quest Target

?The Location

?The Enemy

?The Reward


Some quests will have many variables, other quests zero variables. It's been stated, that the most "Dynamic" quests, are the sort of "Miscellaneous" quests or "job" quests. Essentially the busywork.

how do you know all of this?!
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Amie Mccubbing
 
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Post » Fri Jun 17, 2011 8:33 am

There's more to it than that, but that's a pretty good generalization.



The big thing to realize, is that the quests themselves aren't random, just aspects of the quest are. The quest writer will start out with their "Story', hand crafted in as much detail as makes sense, and then it can be run through the Radiant Story system, and certain aspects given variables.

For example some variables can include

?Whether you actually receive the quest.

?Who gives the quest

?The Quest Target

?The Location

?The Enemy

?The Reward


Some quests will have many variables, other quests zero variables. It's been stated, that the most "Dynamic" quests, are the sort of "Miscellaneous" quests or "job" quests. Essentially the busywork.


Yes, but I'm curious as to if there will also be dynamic, infinite quests.
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kitten maciver
 
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Post » Fri Jun 17, 2011 11:05 am

Yes, but I'm curious as to if there will also be dynamic, infinite quests.

I hope so... that's my favorite part about Daggerfall.
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Ludivine Dupuy
 
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Post » Fri Jun 17, 2011 8:37 pm

how do you know all of this?!


The same interviews everyone has access to. Maybe I'm just a lot better at disseminating info.


Or maybe I'm missing the mark? I don't see too many ways to interpret the information we're given about Radiant Story. I personally think I hit the nail on the head, but you're right in calling me out, I need to point out that it's only how I believe it'll work, based on the information given.


I hope so... that's my favorite part about Daggerfall.


They'd be dreadfully generic, as they were in Daggerfall though. The feature itself isn't a bad idea, and they'd really be great if they were worked into the Guilds (Generic "Work" contracts are randomized radiant quests), but such features need to always be "In addition to" a vast quantity of amazing, hand-written content, never to the exclusion of.
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SaVino GοΜ
 
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Post » Fri Jun 17, 2011 5:47 pm

http://twitter.com/#!/DCDeacon/status/23821788408446977
@Silvade14 If you think Radiant Story is "randomly generated quests" then you misunderstand what it is.
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Michael Korkia
 
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Post » Fri Jun 17, 2011 11:13 am



They'd be dreadfully generic, as they were in Daggerfall though. The feature itself isn't a bad idea, and they'd really be great if they were worked into the Guilds (Generic "Work" contracts are randomized radiant quests), but such features need to always be "In addition to" a vast quantity of amazing, hand-written content, never to the exclusion of.

Actually, I'd find routine guild work (as seen in Daggerfall) to add to the versimilitude... When you've finished saving the world, and just returned from an ancient ruin, some idiot will still have let a tiger sneak into their house...
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Jessie Rae Brouillette
 
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Post » Fri Jun 17, 2011 5:00 pm

Randomly generated quests have their place. I for one would enjoy being able to do random aimless quests for the fighters guild for a few quid.
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Dean Brown
 
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Post » Fri Jun 17, 2011 10:58 am

So what is this Radiant Quest we have heard so little about? From what I can tell it seems to be little more than a random quest generator that randomizes quests based on your characters stats and gameplay history, is that basically what it is or is there more to it than that?



I wouldn't be opposed to the typical "Random" quests that involve, "collect/kill x amount of x" for gold or rewards. Put a cooldown on how many times it could be accepted, would seem plausible. Keep a business running by assisting them in gathering ore, pelts, etc. If you don't, it declines and ultimately "..." /shrugs.
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Mr. Allen
 
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Post » Fri Jun 17, 2011 10:37 am

Or maybe I'm missing the mark?


No, I've seen the same interviews and I'd say you are right on target.
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Calum Campbell
 
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