Unlimited quests ?

Post » Wed Mar 30, 2011 3:02 am

So Bsically most of you people that are on this forum know of the radiant story thing right ? Well I understand that they chose to scale down the amount they used this technology for their quests. However I think that Bethesda could use this technology later on so when you are finished with MQ and all the other scripted sidequests you can still recieve small quests not necessarily major fun or meaningfull quests. But still big enought to keep me entertained. I'm not the type of person that searches dungeons just for the sake of searching dungeons. thoughts, please keep feedback constructive
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StunnaLiike FiiFii
 
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Post » Wed Mar 30, 2011 1:19 pm

I'm sure that Radiant Story could be used to create repeatable quests, but I have never seen a system of infinite quests that actually stopped me from getting bored.

Just because every time I throw a tennis ball against the wall it bounces in a subtly different way doesn't mean that I don't get bored.
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Chenae Butler
 
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Post » Wed Mar 30, 2011 7:17 am

Cool. It'd be pretty simple to have some "scripted" and even voiced, GENERIC quests. The "kidnapped" "stolen item" "hostage" "lost relic" "ancient item" type quests. They could even use it to help people find ALL of the dungeons. You keep getting quests and completing them, and eventually you'll get to all the locations and they start to repeat. The generic quests will keep popping only eventually they just send you places you have already visited.

Good idea!
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Ross
 
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Post » Tue Mar 29, 2011 11:00 pm

I'm sure that Radiant Story could be used to create repeatable quests, but I have never seen a system of infinite quests that actually stopped me from getting bored.

Just because every time I throw a tennis ball against the wall it bounces in a subtly different way doesn't mean that I don't get bored.


I agree but the concept of once in a while getting asked to fetch this and that or help him/her brings IMO more immersion to the game rather then all of a sudden you have NOTHING to do as the greatest person in all of skyrim
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Ellie English
 
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Post » Wed Mar 30, 2011 10:53 am

Cool. It'd be pretty simple to have some "scripted" and even voiced, GENERIC quests. The "kidnapped" "stolen item" "hostage" "lost relic" "ancient item" type quests. They could even use it to help people find ALL of the dungeons. You keep getting quests and completing them, and eventually you'll get to all the locations and they start to repeat. The generic quests will keep popping only eventually they just send you places you have already visited.

Good idea!


Red Dead Redemption had a system like this. Except they were short little tasks like rescuing someones horse, or saving someones wife.

I think the main reason it didn't work out so well probably has to do with the fact that there was no pacing to it. Mind you, a paced out random quest might make you think twice about accepting one of those quests again...
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Erich Lendermon
 
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Post » Wed Mar 30, 2011 6:58 am

I agree but the concept of once in a while getting asked to fetch this and that or help him/her brings IMO more immersion to the game rather then all of a sudden you have NOTHING to do as the greatest person in all of skyrim

Well I would rest assured that it should be extremely easy to do with Radiant Story.

Hell, didn't Daggerfall have generic, repeatable quests? Oblivion had the faction end games as well. I'm sure Skyrim will have them in some form.
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Albert Wesker
 
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Post » Wed Mar 30, 2011 9:39 am

Hell, didn't Daggerfall have generic, repeatable quests?

Yes. It becomes very noticeable after a while and it's far more immersion-breaking, in my opinion. It becomes a chore.

I guess I wouldn't really be bothered if it was just random NPCs would give these quests, because then I could ignore them, and for people who want to constantly do the same quest with slightly different scenarios, then they could.

It could go further than just "different NPCs, different dungeons, different rewards." Entire plot points could be changed. It could randomly determine if you get betrayed by your employer or if an assassin attacks you in the dungeon and a bunch of things like that, but again, after a while it just becomes too predictable and stops being new.
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Alexis Acevedo
 
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Post » Tue Mar 29, 2011 11:41 pm

Infinite quests sounds like an exaggeration, but I think it will definitely help simply making more quests (d'uh). I hope they mix it in with factions, so that we will have both fully scripted quests and some (perhaps several) random that needs to be completed before achieving a promotion. Instead of simply being promoted every rat-killing-goblincave-emptying-quest you do...
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Adam Kriner
 
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Post » Tue Mar 29, 2011 11:27 pm

I think it could but 1 thing wrong is the amount of voice acting may limit it, you would have unlimited quests, but do the same ones 8 time
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Latino HeaT
 
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Post » Wed Mar 30, 2011 6:20 am

I'd prefer that the majority of quests not be repeatable. Rather, for infinite questing, simply allow certain NPCs to give repeatable basic missions. Examples:

Mages Guild - alchemists request [X] number of [X] ingredient
Fighters Guild - contract on bandits at [X] location (like Black Bow Bandits in Oblivion)
Dark Brotherhood - contract on [X] specially-created-and-randomized-NPC at [X] location

In addition to these, players can always continue to hunt respawning wildlife or perform local jobs (smithing, woodcutting, etc) for money and entertainment.

In my view, one or two recurring quests per Faction would make for a nice character retirement.
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Katie Pollard
 
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Post » Wed Mar 30, 2011 9:25 am

I think if they give -requisites- for these "infinite" quests to initiate, it wouldn't be too bad.

So I forgot to slaughter that band of bandits outside of the village, I leave, they ransack the village and steal a few damsels. a quest pops up and I go save, them.

If I do kill them, then no quests.


I don't feel like saving little mary from the same group of bandits every week. it becomes a chore.
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Wayne W
 
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Post » Wed Mar 30, 2011 6:05 am

I dont really like the idea having to do the exact same quest with different characters over and over again. Now I KNOW that in RPGs there are only so many different kind of quests, like fetch, protect, etc. but this would really take the fun out of questing because there wouldnt really be any surprise or fun to it, knowing it was made by someone who thought something creating that quest.
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Holli Dillon
 
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Post » Wed Mar 30, 2011 2:04 am

If they let the quest templates repeat like in Daggerfall, then they are either going to have to have a lot of quest templates to keep players from feeling deja vu, or have a lot of voice acting to keep players from feeling the same thing. in a game that can span 400 hours in some cases for players, you cant make enough generic quests with unique dialog to not repeat yourself... the key is to disguise the repeating in a way that makes the player feel the quests are original,

that, my friends, is no easy task.
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stephanie eastwood
 
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