Randomly generated quests?

Post » Sat Jul 24, 2010 8:45 pm

If anything, I would think it's going to be similar to Red Dead. The "random" encounters in the wild, sure there cool at first, but it's the same thing over and over. Hopefully Bethesda will make them somewhat unique, not just "go here, kill him" repeated over and over just with different caves or quest givers.

That's what I'm trying to say I hope they make the random quest system complex with thousands of options

^^^
The quest starts when you sleep in the inn which is in the ship at the imperial harbour.
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Chenae Butler
 
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Post » Sat Jul 24, 2010 9:59 am

That's what I'm trying to say I hope they make the random quest system complex with thousands of options

^^^
The quest starts when you sleep in the inn which is in the ship at the imperial harbour.


1. this game has been in development for 5 years
2. Its Bethesda..I have confidence that it will be complex
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Yvonne
 
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Post » Sun Jul 25, 2010 1:42 am

I would assume it's like Red Dead Redemption's random encounters.
Added to the immersion greatly IMO.

Also, should I remove this avatar? :s
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Andrew Lang
 
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Post » Sat Jul 24, 2010 5:26 pm

If anything, I would think it's going to be similar to Red Dead. The "random" encounters in the wild, sure there cool at first, but it's the same thing over and over. Hopefully Bethesda will make them somewhat unique, not just "go here, kill him" repeated over and over just with different caves or quest givers.


The first thing I thought of was "Red Dead Redemption" when I saw the "random quests" part. The only thing is with TES there will be more variety depending on your skill set and play style. I still think this can be a disaster but I'm hoping not. Again, it's too early to tell without actually seeing it in action.

Also, should I remove this avatar? :s


I would say a huge YES before someone with a ban hammer :brokencomputer: sees it.
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QuinDINGDONGcey
 
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Post » Sun Jul 25, 2010 2:19 am

I actually get the impression that its going to add more replay value, and even keep me playing longer. It might be implemented in such a way that it makes you feel like you never run out of things to do even after the main quest is over.

that gives me hope where i was otherwise skeptical, thanks.
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Erika Ellsworth
 
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Post » Sat Jul 24, 2010 6:29 pm

The story and everything else is premade. The only things that are not are the location and enemies; those are generated.
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Penny Flame
 
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Post » Sat Jul 24, 2010 6:26 pm

I understand it so that there will be a combination of non-random and random quests. That could prove to be very interesting, me thinks.
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Andrew Perry
 
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Post » Sun Jul 25, 2010 1:39 am

Randomly generated quests, are something that I've wanted for a long time. Whereas I've always enjoyed the fleshed out quests in Morrowind and Oblivion, the worlds always began to stagnate a bit once you were through with all of the faction quests. The system of random quests in Skyrim seems to be quite skillfully done, and for once I think Bethesda's found a good use for level scaling. These quests will help to keep you busy now and then, and add another excuse to explore around town - along with the new crafting opportunities. I've always wanted more reasons to linger around the cities other than for Radiant AI debauchery and selling my loot.

You're misinterpreting this, OP - of course there's going to be plenty of regular, hand-crafted quests. The factions will probably have their own storylines again as well, although I'm hoping that they have some random miscellaneous assignments now and then too. A guild is an organization of people united in trade and personal interest. There's supposed to be people lowly errands and busiess-oriented tasks now and then.

They aren't some boring, one-dimensional "we're the good , help us kill bad " group of vigilantes.

All the quests seemed to be so orginal with a twist but in skyrim it seems to be like hey kill this most wanted guy or i lost this item receive it from here or deliver this to here etc

Honestly, was there a single quest in Oblivion that didn't have a twist? :lol:

EDIT: Daggerfall had a few hundred random quests. Skyrim should hopefully have at least 50 types, which will still prove quite interesting if there's lots of variables. Plus, I'm sure it won't be long before modders start making their own "quest booster pack" expansions, allowing for even more unique experiences.
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BethanyRhain
 
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Post » Sat Jul 24, 2010 2:35 pm

If you think Radiant Story is "randomly generated quests" then you misunderstand what it is.

http://twitter.com/#!/DCDeacon/status/23821788408446977

Guess we are stupid. :shrug:
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Gaelle Courant
 
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Post » Sat Jul 24, 2010 6:04 pm

I highly doubt every quest will be randomly generated...so don't get freaked out about it. They probably created a ton of quests then added the randomly generated quests so people have things to do later on in the game.

Ditto. No one said the random generated quests were added at the expense of pre-scripted ones. I see it plainly as an additional incentive for people to explore non-storyline related areas and dugneons.
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El Khatiri
 
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Post » Sat Jul 24, 2010 10:36 am

I guess random quest would be nice, but they shouldn't happen like every time you go to sleep etc. But the random quests can also be short and simple like "go to cave, kill someone, come back", what would be annoying.
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Conor Byrne
 
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Post » Sun Jul 25, 2010 12:58 am

I think they'd just add this generated quest "layer" on top of the handcrafted quests we've come to know from previous games. Kinda like Fable 2, we had quests, and we had side-side quests, where we would go bounty hunting or work in civilian displacement.... btw fable kinda svcks, but they had the right idea. Just my opinion. Basically just to keep you busy even after you complete all other stuff.
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marina
 
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Post » Sat Jul 24, 2010 6:58 pm

I'm thinking that Beth just took a page out of Rockstar's Red Dead Redemption.

So I'm expecting something similar to that.
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JUan Martinez
 
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Post » Sun Jul 25, 2010 1:27 am

well random quest sound like it will be fun specialty after we complete the main quest and side quest which usually all left to do is revisit dungeons for items.

but most likely the random quest will be simple stuff like killing enemies or finding items but still better than noting.
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Ells
 
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Post » Sat Jul 24, 2010 6:55 pm

I actually get the impression that its going to add more replay value, and even keep me playing longer. It might be implemented in such a way that it makes you feel like you never run out of things to do even after the main quest is over.

Pretty much this, I'm just hoping they'll be frequent enough for end game content but not boring and repetative like WOW's daily quests.
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Shelby Huffman
 
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Post » Sat Jul 24, 2010 3:26 pm

I'm hoping the game has a ton of static quests and that the random quests are just bonus quests that are context-based. If they are all random context-based, that could be lame.
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mishionary
 
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Post » Sat Jul 24, 2010 10:52 pm

I just hope they are extremely varied so that I don't get bored, I want replay value.
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krystal sowten
 
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Post » Sun Jul 25, 2010 12:01 am

Who says randomly generated quests have to be of the boring "Go kill this monster" or "Go deliver this rock" variety? What's stopping them from creating randomly generated, branching, multi-stage subplot quests? The only limit is how much effort they put into the system.

Hopefully the CS will be powerful enough to allow modders to create new random quest generation scripts. How totally awesome would that be? :celebration:
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Ashley Campos
 
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Post » Sun Jul 25, 2010 2:40 am

Hopefully they wont be boring and/or repetitive.
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SHAWNNA-KAY
 
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Post » Sat Jul 24, 2010 1:43 pm

Go kill _____ at _____ and bring me _____ _____s.

Talk to _____ about _____ and see if _____ can _____ for _____.

Lead a _____ on an epic _____ to see _____ and find out _____ about the _____ and the _____ of _____.
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!beef
 
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Post » Sun Jul 25, 2010 2:12 am

Go kill _____ at _____ and bring me _____ _____s.

Talk to _____ about _____ and see if _____ can _____ for _____.

Lead a _____ on an epic _____ to see _____ and find out _____ about the _____ and the _____ of _____.


That's what I'm afraid of. And your probably right.
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Sarah MacLeod
 
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Post » Sat Jul 24, 2010 1:41 pm

Its possible to make an interesting quest generater in my opinion. go steal a ... at ... and bring it to me.

could be advanced to go steal a ... at... and use it to.., etc.

For example, go steal a key at the ship generated in the middle of the sea and use it to unlock the vault of clan throg. take the soulgem which has a lot enchantment and is the only thing that can kill a mob that a sorcerer/god/dragon enchanted. Travel to the cave that the mob is located and kill him. O course each stage could be something completely different. Instead of haveing to swim and sneak onto a ship you might have to go to an old temple with a hundred guards and platforms eevrywere. Or a randomly chosen dungeon with a randomly generated extra kick. Be it a mob, while you are jumping across a pit larva starts filling it up. Or maybe a lifesvcking necromantic mist [this could be done for non quest content as well]. Instead of a key it could be a poison. The poison could be the only thing that can kill a tyrant.

Also if you choose not to listen to the quest giver you could give the poison to the tyrant and name the quest giver. I guess that after a while it would seem that content starts repeating but tahn you could decide to change a bit of the story. By that time enough mods would have come out to make it interesting. Of course I'll be ignoring quests altogether.
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Neko Jenny
 
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Post » Sat Jul 24, 2010 5:19 pm

I doubt the "quest generator" will be any thing special. I hope I am wrong but it will probably a bunch of lame quests from a template. Like DaMuncha said.
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RaeAnne
 
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Post » Sat Jul 24, 2010 7:53 pm

I imagine that there will be plenty of scripted quests in addition to some repeatable randomly generated ones.

“A group of bandits is held up at such and such cave…”

…Go to random cave, kill the random bandits.

“A wolf is terrorizing such and such farm…”

…Go to random farm, kill random wolf.

Rinse, repeat.
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Isabell Hoffmann
 
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Post » Sat Jul 24, 2010 12:32 pm

http://twitter.com/#!/DCDeacon/status/23821788408446977

Guess we are stupid. :shrug:


It's not clear what's going on there... I think Silvade and Pete may have misunderstood what the other meant by "random"...
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saharen beauty
 
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