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OnceLost Games, a team that includes the original Elder Scrolls I and II creators, are making every old school RPG lover's dream game. A spiritual successor to Daggerfall.
Their latest devlog is amazing:
they have a dynamic questing system that revolutionizes radiant quests, among other incredible stuff; they're even going the Vuntra City route of using an image texture, with the fragment coordinates for ID and RGB colors for world-space position, to constantly calculate the position of millions of NPC in the world in a GPU-friendly way.

I invite any Daggerfall lover, or old-school computer RPG lover in general to check this devlog out; mind-blowing to say the least!

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in reply to lauseta

Oh, I'll have to keep my eye on it!

The issue I have with "complexified random quests" is simply that the player has to be able to generate meaning from it.

While it sounds good on paper to say that random stuff collides with stuff the player did before in nearby places, the simple truth is that if it doesn't connect to the player's concept of their personal story, it's not going to be any better than completely random stuff.

I don't hear them talking about that concept, so...

in reply to Craig P

The point of "spicing up" random quests is to make them carry the player further along their personal journey rather than just being there to waste the player's time.

For example, if the player is a magician, the player will naturally want to advance along that path - not just becoming a better magician, but also earning respect and friendship from magicians, learning about and opposing magician's enemies, laying the groundwork for new magic guilds- etc, etc.

in reply to Craig P

But what the system they're describing would do is generate random trash quests, then arbitrarily touch them against locals - perhaps people you're interested in, like local magicians, or perhaps people you don't care about at all, perhaps remnants of battles you've already put behind you and forgotten-

Not everything you pass through on your journey has staying power. Most of it is grist.

Bringing back those discarded husks doesn't help. It just means you never actually advance.

in reply to Craig P

It can be tweaked, massaged to try and connect to the player's interests - but they don't mention such considerations.

So they're gonna have a rough time.