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Skyrim: Radiant Storytelling .......


soot00

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Radiant storytelling is what sets Skyrim part from previous releases. I am playing 2 different toons, one venturing toward the dark side and other the good side. Aside from the scripted Main quest plots which are identical, I can clearly notice the Radiant AI at work with the random quests...

http://elderscrolls.wikia.com/wiki/Radiant_Story

 

Radiant Storytelling appears to be a feature that Bethesda is using in their engine for Skyrim that acts as a narrator for your character in the world. It records your actions and changes things in the world according to what you have done - for example, if you murder someone, their family will find out, as well as the community. It also adjusts game difficulty depending on your skills and changes different things in quests such as different reactions or outcomes depending on how you play, like deciding to not enchant armor you're supposed to as a favor for someone out of your own money; he would then pay you back. If you sell the armor instead, Radiant Story would adjust the quest to your preference.

 

"The game eventually logs a huge storehouse of knowledge about how you've played, and subsequently tailors content to your capabilities and experiences. Entering a city, a young woman might approach you and beg you to save her daughter from kidnappers. The game will look at the nearby dungeons you've explored, automatically set the mission in a place you've never visited, and designate opponents that are appropriately matched to your strengths and weaknesses." - Raphier

 

"There's a similar balancing act at stake when it comes to the beefed-up Radiant AI, which gives NPC townsfolk a degree of independent-mindedness, and the all-new Radiant Storytelling system, which tracks your every itty-bitty decision and alters the play of options appropriately, including where and by whom you're offered quests.

 

Carelessly drop an axe in a forest during an afternoon's bear-slaying, for instance, and a merchant chum might retrieve it for you later. Behead him as punishment for running his filthy, lucre-loving fingers all over your prized weapon, and he won't be able to enlist you as a caravan escort - but his unsuspecting widow might. You get the idea." - OXM UK edition

 

New, updated Radiant AI: You won't find townspeople loitering aimlessly in town squares anymore. Each citizen performs tasks that make sense in their environment. To impart the towns and cities with a greater sense of life, Bethesda has populated them with mills, farms, and mines that give the NPCs believable tasks to occupy their day. The improved Radiant AI technology is also more aware of how a citizen should react to your actions. As you perform tasks for them or terrorize them by ransacking their home, the NPCs develop feelings about you. If you're good friends with a particular NPC and barge into his house during the middle of the night, he may offer you lodging rather than demand you leave the premises. If you swing your weapon near an NPC, knock items off their dinner table, or try to steal something of value, they'll react with an appropriate level of hostility given their prior relationship to you.

 

Radiant Story: Many quests are still completely governed by Bethesda, but the Radiant Story system helps randomize and relate the side quests to players to make the experience as dynamic and reactive as possible. Rather than inundate you with a string of unrelated and mundane tasks, it tailors missions based on who your character is, where you're at, what you've done in the past, and what you're currently doing. Radiant Story is also smart enough to know which caves and dungeons you've already visited and thus conditionalize where, for instance, a kidnapped person is being held to direct you toward a specific place you haven't been to before, populated with a specific level of enemy. Skyrim also tracks your friendships and grudges to generate missions. Do a small favor for a farmer and it may eventually lead to a larger quest. Some NPCs will even agree to be your companion to help you out in specific situations.

Edited by soot00
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  • 2 weeks later...
Yes I have noticed it, and I must say the effects are very subtle. In previous games that employ systems like this it is always very obvious how the game is changing itself to accompany you, but in skyrim I don't really notice. The most obvious radiant AI I have found is when you go into a tavern or inn and ask the bard, or innkeeper what the latest rumors are etc. It generally creates a quest to go along with it.
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I've noticed some differences in a few quests and rewards. Also, the game generates random missions from Jarls and barkeepers. Seems characters take notice of your actions a little and comment on your skills (mostly dialogue, sometimes rewards).

 

Beyond that, I expected a little more and would like to see the inner workings of the game when the editor is released.

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I don't understand what is so radiant

 

of course I saw some random quest(usually in misc quest which started by "I'm looking for work, got any lead?"),

 

and some dialogue and reaction which reflect my post activity, but I think it's too tenuous for title "Radiant"

 

not that different from other game

 

I think it's just another overstatement made by beth

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I don't understand what is so radiant

 

of course I saw some random quest(usually in misc quest which started by "I'm looking for work, got any lead?"),

 

and some dialogue and reaction which reflect my post activity, but I think it's too tenuous for title "Radiant"

 

not that different from other game

 

I think it's just another overstatement made by beth

 

Yeah they definitely pulled a Lionhead - Fable 1 type overstatement.

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Yeah they definitely pulled a Lionhead - Fable 1 type overstatement.

 

That's exactly what I thought of when I read the OP.

 

From Lionhead: "Fable 1 will be completely open world with random quests everywhere" Reality: No random quests. Invisible barriers ensure you have a range of movement consisting of back, forward, and side to side 5 feet until u hit a fence. Less open world than a Pokemon game.

 

Fable 3: Still has nothing going for it except.. condoms? Yay, protection?

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