Imagine if everything was radiant.

Post » Sat Aug 11, 2012 1:31 pm

I've been through the first dungeon a ridiculous amount of times, to the point of knowing where every enemy and trap is. Imagine if every quest had radiant locations:
Spoiler
the first quest to find the golden claw could be in another nearby dungeon, the first dragon fight could be in another location, etc.

This could open up a few more bugs, but I'd love to have a RPG game where you can't get familiar to the quests or locations. You could potentially have a mechanic which creates the dungeons layout before you enter them, so no one dungeon would be the same on different characters.

I'd also love more generic people in the cities, who you can't have proper dialogue with but say basic greetings like 'good day'. Expendable people that are slowly replaced if they die with another generic created NPC.

Just an idea.
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Trey Johnson
 
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Post » Sat Aug 11, 2012 4:15 am

I don't think that would work very well for some reason, but yeah I would love more NPCs, even if they don't do anything.
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Peetay
 
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Post » Sat Aug 11, 2012 7:12 am

More NPCs would be cool, but I don't think having all the quests like that would be a good idea. I have a feeling the quests would have to be pretty shallow to accommodate this and I would rather have well though out hand-made quests.
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Phillip Hamilton
 
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Post » Sat Aug 11, 2012 3:40 pm

I've been through the first dungeon a ridiculous amount of times, to the point of knowing where every enemy and trap is. Imagine if every quest had radiant locations:
Spoiler
the first quest to find the golden claw could be in another nearby dungeon, the first dragon fight could be in another location, etc.

This could open up a few more bugs, but I'd love to have a RPG game where you can't get familiar to the quests or locations. You could potentially have a mechanic which creates the dungeons layout before you enter them, so no one dungeon would be the same on different characters.

I'd also love more generic people in the cities, who you can't have proper dialogue with but say basic greetings like 'good day'. Expendable people that are slowly replaced if they die with another generic created NPC.

Just an idea.

The Npc idea is spot on. Other games have done this. Why TES fails to do this is beyond me. Just would be nice for extra atmosphere in the game.
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Carlos Rojas
 
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Post » Sat Aug 11, 2012 11:38 am

More NPCs would be cool, but I don't think having all the quests like that would be a good idea. I have a feeling the quests would have to be pretty shallow to accommodate this and I would rather have well though out hand-made quests.
That's a point, they'd probably remove even more depth when adding this feature.

But it could be done without affected how how shallow the quests are.

I'd also like bigger cities, even if they had buildings you can't enter. The "cities" in skyrim are pathetically small.
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Angel Torres
 
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Post » Sat Aug 11, 2012 9:19 am

the radiant idea sounds pretty good, but seems like it would be hard to implement. but if it was possible i'd love for it to be added, it would add alot more replay value to skyrim. and with the npc's they could have voiced essential npc's for quests etc. then other npc's with text based dialogue who could talk to you about lore. that way there could be more npc's and possibly more dialogue options
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Oceavision
 
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Post » Sat Aug 11, 2012 5:26 am

Daggerfall was all radiant, what a mess
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lolli
 
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Post » Fri Aug 10, 2012 11:58 pm

I'm all for more people, but radiant quests needs to go the way of the Dodo. I'd much rather they actually write a good story and quests, rather than let the game randomly generate them.

Radiant AI is already questionable enough, radiant quests is a failure on all accounts.
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Brad Johnson
 
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Post » Sat Aug 11, 2012 10:10 am

Another problem is that you would probably need the compass much more as NPCs would give much less direction, and a lot of the game would be follow the marker (if not already).
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Christine
 
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Post » Sat Aug 11, 2012 3:53 pm

Radiance would be quite nice, implementing it might be a bit difficult and interesting to see.
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Joe Bonney
 
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Post » Sat Aug 11, 2012 1:32 am

More NPCs would be cool, but I don't think having all the quests like that would be a good idea. I have a feeling the quests would have to be pretty shallow to accommodate this and I would rather have well though out hand-made quests.
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joeK
 
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Post » Sat Aug 11, 2012 2:07 pm

NPC: Part of the Polygon budget.
Radiant Story: A new twist on the good old random text parser from days agone.

You can forget more NPC's until the next generation of consoles, assuming -they- have more than 512megs of ram (they =should=, but at this point, well.....). Or unless they develop for the PC and its resources first, then cut down to console resource pool size on the next one. Which doesn't seem very likely.

Radiant has some more lab time coming if they intend to depend on dynamic quest creation that fits into a specific culture/story framework. Remember that they have to craft each and every quest condition for the parser to assemble; if the tables are not done well, the result will royally svck falmer snot. If the assembling rules are not built around coherent story telling rules (and they do seem to be lacking there), then you get a weak mish-mash of a storyline. Add to that, they would have to generate NPC spoken scripting that could fit into such a random assembly system well for it to not stand out like a shaved troll in the square at Solitude. Plus, if they don't alter those rules for a new game, then the newbies might coo, but all the old sweats would be going 'You do know that we've seen this exact same thing before, don't you....?'. That tends to make for crankypants.....
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Cassie Boyle
 
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Post » Sat Aug 11, 2012 1:05 pm

It sounds good only in theory.

Do you realize how many problems the radiant quests already created? "Rescue a citizen" when the citizen in question was killed weeks ago. "Clear a cave" that's already cleared and won't respawn for the next month. Bethesda can't make it work properly on such a small scale, they won't be able to pull it off in a whole game.

How do you imagine writing dialogue for all of this? What directions would the player receive, what hints if the writers have no idea where a quest is to take place? We'd have even less descriptions than we have now, even more blindly following the marker.

Daggerfall was randomly generated. Did you like it? It's much better to have a smaller world, but crafted with care and creativity, than a huge but soulless one.

The only point I agree with is more generic people in cities. Right now cities are not only small, but empty; there should be more farmers, more travellers on the roads, more regular, unimportant citizens just sitting in a tavern drinking mead.
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Emma Louise Adams
 
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Post » Sat Aug 11, 2012 9:45 am

I would rather have a smaller amount of amazing quests then a GARGANTUAN amount of mediocre,repetitive,mindless,soulless, uninspired (you get the idea) fetch quests. Now if they even manage to pull off what you said then it would probably be pretty cool for some quests, but as stated earlier radiant quests do have many problems and there are many variables to consider.
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Peter lopez
 
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