AngryFrozenWater wrote...
Radiant Story is a new Skyrim system. In Oblivion you could not kill an NPC with a quest (there was a flag you could specify in the character creator). Many people didn't like that. Todd gave the following example: The new system allows you to specify a backup quest giver and the relation to the main quest giver. Suppose the backup is the sister of the main quest giver. You could simply specify that without coping additional quest info. All you need to do is give her the appropriate voice files and text and mark her as backup. Whenever the original quest giver dies the backup takes over, so you can still do the quest. However, when you've killed the main quest giver his sister won't be happy to see you.
According to Todd, they've added a lot of these situations to Radiant Story. When you analyze quests a lot of them behave in similar fashions. It's not that all quests behave the same now, they've analyzed parts of quests. Mixing and matching those gives enough variation. The advantage is that it prevents complex scripting and may prevent scripting bugs.
It's definitely an interesting concept, I'm just wondering how far back they'll be able to account for dead quest givers before people possibly running into the "essential NPC" problem again. The way that Bethesda designs their quests, it's not like you can run through the game killing everything and still beat the main quest. The narrative is definitely NPC driven as opposed to presenting the player with a situation and letting them run wild with the NPCs just reacting to the player. Sounds like a delight for the modders though as an extra feature.
What also interests me is how they will handle the demand/supply aspect of their economic system. I'm wondering whether how moddable such areas would be. A personal dream of mine is constructing a scenario where the narrative is basic, but the gameplay is almost limitless in it's variation due to the clever use of mechanics, as opposed to scripting multiple paths.
For example, the War-Chief of Town A wants you to kill the leader of Town B because they are at war with each other. That's it, go.
How do you go about this?
In typical RPG fashion, you slaughter your way through the town and butcher everyone, then when you arrive at Town B's Hall, you meet Mr. B Boss. In some RPGs, you're able to talk him down and he surrenders. In others, you're not given a choice.
Great RPGs will allow for two more paths: wholly diplomatic and stealth. The diplomatic path has you talking down a guard, who then leads you to the boss, blah blah. Whereas the stealth path has you going through underground tunnels that conveniently lead outside the town hall.
But why limit it to these three predetermined paths that are all accounted for?
What if you could get into the town by infiltration via the use of a Faction Disguise mechanic (New Vegas, for example)? What if you pose as a Merchant, Blacksmith or someone else? Or simple Illusion Magic.
Then, let's add a realistic economy into it. What if you destroy Town B's lumber mill, it's primary source of income and trade. Town B descends into outright anarchy over time. People on the streets, attacking each other for food and supplies. You can easily sneak in during the Chaos, a dead Guard here, a missing person there. No one would notice if you were stealthy. Playing as a Merchant, you could also make a killing on trading with these people as they are desperate money and supplies.
None of that requires any specific scripting whatsoever, just utilising the mechanics to provide a more unique and open experience.
If Bethesda could pull it off, or at least lay down the foundations for future games or modders... by God, I'd be so happy. Then, if you combine that open world and mechanics with an RPG character system with depth, along with skill checks, a great setting, lore... if someone did that...
... Well...
I'd probably be dead, because the RPG goodness contained in such a game would only be possible in Heaven.