Randomness/Level of procedurally generated content of Radian

Post » Sat May 28, 2011 11:05 am

Hey guys.
Just had a question on RS. I know how it will 'mold' quests to your specific character, but I was just wondering of that entailed procedurally created quests, such as:

'Gee I don't like that shopkeeper as he made lots of money, let me hire that guy who I know kills the everything to go do his thing"

Or more template based configurations, meaning that there will always be a quest to hunt the dear, the game just decides,
based on your character, time/manner of unlock, where, and how many laser eyes they may or may not definitely will have.

Thanks in advance!
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Alister Scott
 
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Post » Sat May 28, 2011 5:04 am

http://www.gameinformer.com/games/the_elder_scrolls_v_skyrim/b/xbox360/archive/2011/01/17/the-technology-behind-elder-scrolls-v-skyrim.aspx?PostPageIndex=2

Does that help?
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Cat Haines
 
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Post » Sat May 28, 2011 12:18 pm

This makes no sense to me. I'm not even sure its English?
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Rex Help
 
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Post » Sat May 28, 2011 5:32 am

Sorry for the confusion.

I meant more as in will there be random quests essentially.
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Charlotte Buckley
 
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Post » Sat May 28, 2011 10:06 am

What exactly is the question? What do you mean by laser eyes?
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Leanne Molloy
 
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Post » Sat May 28, 2011 4:47 pm

There won't be random quests. Rather, the way certain quests are implemented in-game will be calculated from your character history: what skills you've emphasised, where you've been (and haven't been), who you're friends with, etc.
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Charlie Ramsden
 
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Post » Sat May 28, 2011 3:00 pm

I understood him fine, don't overreact just because he doesn't have perfect grammar. :/

He means will the quests be -
A. suited to reputations you've built - a ruthless killer/mercenary would be asked to kill while maybe a more diplomatic character might be asked to negotiate
or
B. adjusted for the relative power of your character - the where, when(how early, if you level faster vs. slower), and how powerful(lazer eye comment) the enemies are would be what changes.
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Lynne Hinton
 
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Post » Sat May 28, 2011 7:20 pm

http://www.gameinformer.com/games/the_elder_scrolls_v_skyrim/b/xbox360/archive/2011/01/17/the-technology-behind-elder-scrolls-v-skyrim.aspx?PostPageIndex=2

Does that help?


reading that was almost as good as six ty
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Mrs. Patton
 
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Post » Sat May 28, 2011 8:17 pm

I understood him fine, don't overreact just because he doesn't have perfect grammar. :/

He means will the quests be -
A. suited to reputations you've built - a ruthless killer/mercenary would be asked to kill while maybe a more diplomatic character might be asked to negotiate
or
B. adjusted for the relative power of your character - the where, when(how early, if you level faster vs. slower), and how powerful(lazer eye comment) the enemies are would be what changes.

Agree. Me too.

Anyway, I suspect both, but more generally handing out quests will be based on your actions or that's what I gather from the info so far.
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Stefanny Cardona
 
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Post » Sat May 28, 2011 4:06 pm

I also did not understand what the op was trying to ask.

Both will be taken into account. I am still not sure if these are random quests(hope so) but based on the mentions of Daggerfall and Red Dead I think they are, albeit more sophisticated and less transparent.
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Gill Mackin
 
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Post » Sat May 28, 2011 6:14 am

I'm pretty sure there will be some random quests, although I'm hoping they aren't so easily triggered that every other woman will be running up to you in town telling you that her child's been kidnapped. Hopefully we'll be able to create our own random quest "templates" in the Creation Kit as well, so we could see some very interesting community quest packs adding countless new possibilities.
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T. tacks Rims
 
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Post » Sat May 28, 2011 7:56 pm

I'm pretty sure there will be some random quests, although I'm hoping they aren't so easily triggered that every other woman will be running up to you in town telling you that her child's been kidnapped. Hopefully we'll be able to create our own random quest "templates" in the Creation Kit as well, so we could see some very interesting community quest packs adding countless new possibilities.

That would be badass! The article mentioned concerns about going over board with these kinds of quests, its a hard balance, having them to often and breaking the illusion of them being legit quests or not often enough and rarely getting to even try them.
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Lily
 
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Post » Sat May 28, 2011 10:54 am

Random is the wrong word to desrcibe it because it is not random in any way. Basically Radiant Story = Dynamic Quest Implementation.
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rebecca moody
 
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Post » Sat May 28, 2011 7:42 am

This new radiant story sounds to good to be true. It will probably be really minor or really repeatative. You can only do so much with it. Although I wish it would be a major part of the game. Just somethings to extend my gameplay or to entertain me after my storys finished.
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Austin Suggs
 
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Post » Sat May 28, 2011 5:44 pm

Random is the wrong word to desrcibe it because it is not random in any way. Basically Radiant Story = Dynamic Quest Implementation.

So in other words there is only a limited number of them, and there is not some template guiding what is going on? The dungeon aspect alone makes it some like a random quest.

I reread the article this quote stands out:
“Now there is a template for an assassination mission and the game can conditionalize all the roles – where it happens, under what conditions does it take place, who wants someone assassinated, and who they want assassinated. All this can be generated based on where the character is, who he's met. They can conditionalize that someone who you've done a quest for before wants someone assassinated, and the target could be someone with whom you've spent a lot of time before.”

That sounds like a random quest to me, just an evolution of the system,instead of the mad lid type were by you get to kill X person in X place for X reward we get something less transparent.
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Tom
 
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Post » Sat May 28, 2011 7:52 am

What exactly is the question? What do you mean by laser eyes?

:laugh:

lmao
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Miguel
 
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Post » Sat May 28, 2011 9:34 am

So in other words there is only a limited number of them, and there is not some template guiding what is going on? The dungeon aspect alone makes it some like a random quest.

I reread the article this quote stands out:
“Now there is a template for an assassination mission and the game can conditionalize all the roles – where it happens, under what conditions does it take place, who wants someone assassinated, and who they want assassinated. All this can be generated based on where the character is, who he's met. They can conditionalize that someone who you've done a quest for before wants someone assassinated, and the target could be someone with whom you've spent a lot of time before.”

That sounds like a random quest to me, just an evolution of the system,instead of the mad lid type were by you get to kill X person in X place for X reward we get something less transparent.


This is the part that makes me think that the Radiant Story draws from a premade set of variables.

The quest logic automatically picks up with pre-recorded voice work because Bethesda already assigned her that contingency role.

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(G-yen)
 
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Post » Sat May 28, 2011 4:37 am

I'll try and answer what I think you're asking

I think you're wondering if bethesda just whipped up like 30 quests and it randomly gives you one, or if it's more of a template.
if this is the case, then it is a template
the engine will start with something like

-person- approaches character and -interaction- resulting in quest to -fetch, kill, find, etc- in -location-

and then fill in the blanks making a ton of combinations
at least this is what I gathered from the GI article, then again their writing is atrocious
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yessenia hermosillo
 
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Post » Sat May 28, 2011 6:17 am

This is the part that makes me think that the Radiant Story draws from a premade set of variables.

Yes but the voice work can be vague and open ended. For example like Oblivion the compass can be relied on to direct you to were you need to go,etc.
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M!KkI
 
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