全 112 件のコメント

[–]poopinasock 129ポイント130ポイント  (28子コメント)

Fallout 4 would've been a lot better if random NPCs around the world provided these quests rather than the same few NPC dishing out a thousand quests. The idea is awesome, the implementation in fallout was shit. I haven't played mafia yet so I can't speak for that game.

[–]DrakoVongola1 27ポイント28ポイント  (18子コメント)

Couldn't agree more. There are some many named NPCs in Fallout 4 that are just completely pointless, you can't even really talk to them :/

[–]TurmUrk 22ポイント23ポイント  (17子コメント)

You can't talk to any of them any way, the whole game is yes I will help you/no I won't help you/ douche way of saying I'll probably help you

[–]DrakoVongola1 33ポイント34ポイント  (14子コメント)

So true. Voiced protagonists is the worst thing that's happened to Fallout, I hope they don't continue it :/

[–]TitusVandronicus [スコア非表示]  (5子コメント)

I hope they improve on it rather than ditch it completely. It has a lot a lot a lot of potential to be good, they just need to work on having better dialogue options instead of "Yes," "Sarcastic Yes," "No but Yes" and a hard "No."

There were a lot of times that Fallout 4's voiced protag falls short, but there are also times when it shines through and shows how strong it can be. For instance, the way the voice actor changes his (or her?) tone to sound like an old-timey superhero when dressed as The Silver Shroud. Or the occasional times when something dramatic happens and the voice actor can convey actual emotion.

My point is, I think there is a lot more room for voiced protagonists to grow, whereas returning to a silent protagonist seems like it could become stagnant.

[–]DrakoVongola1 [スコア非表示]  (4子コメント)

Voiced protagonist will always be worse IMO. It fundamentally limits the dialogue choices, in New Vegas and 3 you had tons of options but that wouldn't have happened if the protagonist was voiced because voice actors aren't cheap and Bethesda obviously isn't willing or able to shell out the money to voice a lot of options.

Voice acting can't do anything that roleplaying and imagination can't do better. Sure it was funny to hear the protagonist talk like the Silver Shroud but it would have been just as funny to read it that way in my head.

[–]Crack-The-Skye [スコア非表示]  (3子コメント)

The reason we are playing video games is because we don't want to imagine it, we want to see it in as high of quality, detail, and resolution as possible.

[–]Bamith [スコア非表示]  (0子コメント)

You can't really say such a thing is as black and white... Video games are a very malleable art form.

Dark Souls as an example more or less relies on its community to fill in the missing pieces. The games were very inspired by Hidetaka Miyazaki's fascination with western "Choose your own Adventure" books... But he couldn't read/translate them very well. So he filled the parts he couldn't read with what he thinks happened... This translates very much into his series of games.

[–]SirShrimp [スコア非表示]  (1子コメント)

That's why no one plays roguelikes ...

[–]Magnon [スコア非表示]  (0子コメント)

No one has been playing nethack for over 20 years... yeah... no one.

[–]TheWinslow [スコア非表示]  (7子コメント)

They would be idiots not to. Fallout 4 sold very, very well.

[–]_Meece_ [スコア非表示]  (5子コメント)

Not for that reason. Even bethesda/Todd admitted the dialouge gameplay was poorly done.

[–]SageWaterDragon [スコア非表示]  (2子コメント)

And they worked on improving the options in the DLCs. Far Harbor in particular did it extremely well.

[–]Aleitheo [スコア非表示]  (0子コメント)

They had to work on improving it, the base game used it in an unavoidable way. I hope that Bethesda see this as "way too much effort required to do this justice" and go back to what worked.

[–]GreenVanilla [スコア非表示]  (0子コメント)

But having to buy an expansion to fix something they messed up on release doesnt appeal to alot of people. Shoulda just not fixed what wasnt broken before.

[–]TheWinslow [スコア非表示]  (1子コメント)

They admitted that the dialogue was poorly done, not the voice overs.

[–]DrakoVongola1 [スコア非表示]  (0子コメント)

They could have shit in the box and it would have sold well, the sales had nothing to do with voiced protagonists. Most people I've talked to agree that it was a mistake because it heavily limits your dialogue options which is half the fun of these games.

[–]SpaceJesusHitler [スコア非表示]  (0子コメント)

It's more 'Yes', 'More conversation branches that lead to yes', 'douche way of saying yes', and 'No(SURPRISE STILL YES)'

[–]TJ_Henry_Yoshi [スコア非表示]  (2子コメント)

On the flip side, if you're trying to avoid radiant quests, knowing they all come from one NPC makes it easier.

[–]poopinasock [スコア非表示]  (1子コメント)

Good point. However, a simple solution would be a "fuck off, im busy" dialog option.

[–]TJ_Henry_Yoshi [スコア非表示]  (0子コメント)

I mean, it'd certainly only be a minor convenience, but it's more the feeling of disappointment when you think you've found a new questline but it's actually just a radiant quest.

Or having the world chock full of quests and having to dig through them all to find something interesting.

I'd rather know when I encounter a new quest giving NPC in the world that I'm going to get something at least moderately interesting.

[–]RobotWantsKitty [スコア非表示]  (1子コメント)

The idea is awesome

Is it really? When not backed up by interesting new gameplay elements or good writing, quests become a massive chore. Witcher 3 has hundreds of quests, yet most of them have something engaging about them, be it some mystery, a tragic story, comedic value, or unique presentation. "Go kill 10 ghouls" over and over isn't fun, no matter who hands out these quests.

[–]Simmery [スコア非表示]  (0子コメント)

"Witcher, [my brother] was killed at [the old mill] by [a werewolf]. I liked [my brother] so I am upset about this. Go kill [a werewolf] and bring back [my brother]'s [pantaloons] as proof and I will reward you with [my grandfather]'s [luxuriant perfume bottle]."

What, that doesn't sound exciting to you?

[–]badsectoracula 1ポイント2ポイント  (0子コメント)

I might be wrong, but i think this is how Bethesda themselves had it in Daggerfall.

[–]Bamith [スコア非表示]  (0子コメント)

You would like it to be more like Red Dead Redemption? I wouldn't mind it like that. It would be more interesting to have it play out in this sense... But should still be a rare occurrence. Don't want to save a Damsel tied up on train tracks too often.

I was reasonably fine with how Skyrim did them, they kept the radiant quests kinda off to the side with innkeepers and the like. Some were a bit on the nose, especially the Dark Brotherhood one at the end of their quest line, but they at least kept them sorta reasonable.

[–]yaosio 21ポイント22ポイント  (6子コメント)

Radiant Quests is BGS' name for randomly generated quests. This goes back pretty far in gaming, Arena and Daggerfall both had random quests. The first game I personally played with random quests was Wing Commander: Privateer. It's very surprising people are suddenly anti-random quests when they've been in games, especially space games, for such a long time. I was under the impression people liked them. I was unaware Mafia 3 has randomly generated quests.

I think in Fallout 4 there's only two random quests you have to do, they occur when you first meet the BOS at the police station. This would appear to be a way to introduce the player to them, but the game doesn't indicate they are random and infinitely repeatable. There is a pip-boy image for radiant quests, but the game doesn't tell you this. I've read posts from people that didn't know the quests were random.

[–]DU_HA55T [スコア非表示]  (2子コメント)

Mafia 3 doesnt. Seems OP is equating repetitive with randomly generated.

[–]interiorlittlevenice [スコア非表示]  (0子コメント)

Yes. It's like saying Assassin's Creed has radiant quests. It doesn't. Random generation doesn't equal to shit quest design.

[–]SwordOfTheNight[S] [スコア非表示]  (0子コメント)

I'm actually not too sure looking back why I put Mafia III down, my mistake. I was trying to find some recent examples off the top of my head that were more than just Bethesda games and I got the mixed up repetitive Mafia III missions with radiant ones.

[–]Jakokar [スコア非表示]  (0子コメント)

I was actually very let-down by those BOS radiant quests at the police station. They seemed like they would be a "do some jobs for us, prove your worth, then we'll see about more important things" - as much as the reveal of the Prydwen was cool, I wish there were an alternate way to progress through the BOS.

[–]Calijor [スコア非表示]  (0子コメント)

I think the environment has to be right for it. As an impetus to explore in space games, while providing some explanation for the random combat, works for some reason while in RPGs, it does not.

[–]ofNoImportance [スコア非表示]  (0子コメント)

I've read posts from people that didn't know the quests were random.

That's sort of scary, actually. But it does mean the quests are doing their job. They're masquerading as 'real' content to make the game larger without needing extra work done.

An easy solution for preventing the player from being "trapped" into repeating them endlessly is to put a delay between them. Right now if you finish a random quest and return to the quest-giver, they'll give you another immediately. If, instead, there was a delay before the next time you receive one it would make the problem go away. The player wouldn't be given another instance of that quest without asking for it.

[–]JTDJTDJTD 12ポイント13ポイント  (0子コメント)

Padding in open-world games is something I'm torn about. On the one hand I think that tight, focused games that try to keep doing unique things for their entire runtimes are definitely "better," but on the other hand I remember barely being able to afford any games, and wanting to prioritize ones that I could make last as long as possible. And if someone really connects with the basic mechanics of a given game, you do want to give them a lot of opportunities to play around (I liked doing the all side stuff in DA Inquisition because I just really enjoyed inhabiting that world, for instance). So I don't think there's necessarily an easy answer here.

With respect to Fallout 4 in particular, though: yeah, they went overboard with the radiant stuff. I think the biggest problem is that the game treats radiant quests exactly like story quests, to the point that you might not even realize a quest is radiant until you're actually doing it. Skyrim had radiant quests too, but they all got filed under the miscellaneous tab rather than appearing as major quests in your journal, which made it a lot easier to just ignore them as you saw fit.

The other thing about Fallout 4 (and I should stress that I really like the game in general, and have over 200 hours in it) is that the factions kind of stink. Unlike Skyrim, they don't really have their own story arcs, but all get tied into the main quest instead, and so at a certain point they just kind of end and you're left with nothing but endless radiant quests until you go continue the main story. Likewise, if you're focusing on the main quest, you'll reach a point where the story grinds to a halt and you're told "Eh, go do faction stuff I guess." Never have I seen a story shoot itself in the foot as thoroughly as Fallout 4 does when you get to the Institute. So, in the absence of strong faction quests, the radiant stuff is even more grating. Hopefully they'll take the feedback into account for TES6, though.

[–]DrakoVongola1 31ポイント32ポイント  (0子コメント)

I despise Radiant quests, they're everything I hate about RPG quests. Just pointless fetch quest bullshit that does nothing to serve the story nor does it provide interesting gameplay

[–]LastBestHopeF3 30ポイント31ポイント  (6子コメント)

Skyrim's radiant quest system was just abysmal, and the way they talked about it in interviews made it seem like the game was going to be endless because of it. Finishing the Dark Brotherhood quest line to find out you will have random contracts generated sounded great. More assassinations and more income, awesome right? It was interesting in theory, but not in practice. I did a few of these random contracts until I assassinated the same lumberjack in the same town in the same spot, twice in a row. Randomly generated content can be pretty cool sometimes, but once you spot the seams of that system it all falls apart. Also, one radiant quest had me delivering a basic helmet to a lord for a reward of 25 gold. Why would I want to continue doing those quests with objectives and rewards as boring as that?

[–]CricketDrop [スコア非表示]  (0子コメント)

I don't actually understand the endgame Bethesda had in mind. Coming up with a radiant quest system that's actually good seems like more work than adding more quests by hand.

[–]The00Devon [スコア非表示]  (2子コメント)

I think the problem was more the implementation, rather than the quests themselves.

Take the College of Winterhold (works with the others, but this is the worst offender). When you join, you're immediately hurled into this epic line of awesome quests, full of twist and turns, interest and intrigue, until you're the leader of the entire faction. There's a few extra quests on the side, but it's obvious that they're separate and mostly optional. Then, you're the leader of the faction, and have boring mundane quests forevermore.

Imagine, instead, if the radient quests were mixed in with the main ones. When you join, you're initially forced to do the boring and the mundane; you go collect alchemic samples, track down old books, go investigate possible magical disturbances, all that jazz. Then, when you're magical skills have developed enough, they begin to drip feed in the interesting quests; not obviously, maybe you're investigating some rogue mages, and stumble across the Saarthal Amulet, and suddenly a quest you think you've done before suddenly errupts into something much greater. And this continues, every now and then continuing the main questline. Until finally, after trails and tribulations, and with a true mastery of magic, you become Arch Mage. And at that point, you still have the option to do the mundane tasks, but why would you? You've had your finale; you're the Arch Mage; now to go find a new adventure.

Of course, I do see why they don't. Many casual players don't want to do radient quests at all. They want to tear through the story as quick as possible, so they can finish the game in time for the next big release. They don't mind that their axe-wielding warrior can become Arch Mage in a day - to them, that's time well spent, no questions asked. And even for hardcore players, it would be difficult to balance. Some players may want to do ten radient quests to progress, some might one want a couple. By making radient quests the reward, they're sure not to lock any content behind the stuff people don't want to do.

Still, I do hope they find a way to make it work one day.

[–]Jakokar [スコア非表示]  (1子コメント)

The funny thing is, the Thieves' Guild came very close to working exactly like that - to become the Guild leader you have to go through a series of radiant quests proving your worth as a thief. Unfortunately, Bethesda separated the actual story quests from that system entirely.

The Companions are another guild line that almost got this system right. After you get inducted into the Companions, you have do radiant quests before the story continues. Unfortunately, the story comes way too fast and hits the point of no return almost immediately, rendering the entire radiant quest system in the Companions pointless.

With the way Beth implemented radiant quests, they may as well have just handcrafted everything.

[–]XaeVS [スコア非表示]  (0子コメント)

You were supposed to get the Guild Masters armor for completing the quests for the Thieves guild.

Instead they give it to you after they give you the Nightingale armor, which is completely superior to the Guild Masters set.

[–]Gyossaits 1ポイント2ポイント  (1子コメント)

Are there any mods that add more quest variants or at least reduce/remove repeats? I'd like to keep an eye out for any when Skyrim Remastered comes out.

[–]LastBestHopeF3 2ポイント3ポイント  (0子コメント)

I don't know of any, but wouldn't be surprised to find one on Nexus Mods.

[–]frogandbanjo 80ポイント81ポイント  (18子コメント)

Radiant Quests are the worst of two worlds, and gamers can ferret them out in a heartbeat. They don't have a firm connection to an emergent story because they definitionally can't, and they wouldn't be an efficient system to add to a game if the Radiant Quests boasted greater sophistication than the hand-crafted quests. Again, it almost seems absurd to imagine a design environment where that could become true.

If there were such a thing as an "Open World Game Design Community," I'd strongly advise it to stop thinking about scope and to start thinking about depth - and not just hand-crafted depth, which we know is a budgetary dead end, but procedurally-generated depth.

The first things on the chopping block to explore that new path are voice acting, script writing (as in movie script, not code script,) and anything else that paints a veneer of human-like intelligence upon a bunch of puppets. We need to go back to basics to get the gameplay right, and then deal with the subsequent - and much more pernicious - problem of automating the veneer-painting.

[–]GumdropGoober [スコア非表示]  (2子コメント)

Except-- in Fallout 4 especially, Bethesda has put a bunch of work into make almost every location you visit have story elements, some minor, some quite large. People want this, its awesome to discover, etc. They've come a long way from the cookie cutter caves that filled so much of Oblivion.

But then the question becomes: how do we make players actually go there? So many gamers are used to having their hand held or at least a giant arrow put on their minimap to follow, and its almost criminal how few outside the dedicated will pop into a building just because its there.

So that is what the radiant quests help with-- they provide a means of inducing players to explore these otherwise ignored locations, such as the school full of raiders with the leader descending into madness, or the bowling alley full of ghouls that was experimenting with bowling ball launchers.

Altogether I think many players here are seeing the destination in a radiant quest: the fetch item or whatever, and getting bummed, while forgetting the probable journey they went on to get there, and the cool settings/whatever they encountered along the way.

[–]DrakoVongola1 [スコア非表示]  (1子コメント)

Bethesda has put a bunch of work into make almost every location you visit have story elements, some minor, some quite large.

They have? I recall quite a few locations that seemed interesting (The place you meet the irish chick, the raceway, and a few others) but just ended up being random raider dens with little to no story :/

[–]Jakokar [スコア非表示]  (0子コメント)

Most of the 'raider dens' in Fallout 4, to my memory, had their own - usually self-contained - story. Some were connected to each other, and that story progressed as you cleared each location - which was cool, though I wish there were more of way to interact with it other than killing dudes.

I liked exploring the locations in the game - it was the strongest part, for me.

[–]mishiesings 10ポイント11ポイント  (13子コメント)

The only way that will happen is when the developers concede that they are creating god instead of playing god. The sandbox must have variables and scope, and you MUST allow it to break itself. Say, its okay if the player never experei ces this one quest line how we wrote it. Because whatever insanity broke the quests logic is BETTER than what we could have written.

[–]hotweels258 4ポイント5ポイント  (12子コメント)

Easier said than done

[–]Luxeroy [スコア非表示]  (9子コメント)

Morrowind did it. Skyrim could have done it easily. Make all characters non-essential and warn the player. You can reload if you have to.

[–]kn0ck [スコア非表示]  (6子コメント)

In the markets where companies make the most profits, people want to be spoon-fed, you can't design games like that anymore.

[–]Bior37 [スコア非表示]  (5子コメント)

Then explain Minecraft

[–]goal2004 [スコア非表示]  (0子コメント)

Simple rules with complex applications versus complex rules and environment with simple applications. The compromise for having some complexity in certain areas is the simplification of others. You then use the simple stuff to lure people in, and the complex stuff to retain them. That's a gross oversimplification of the idea, but that is it in a nutshell.

[–]avgmr [スコア非表示]  (3子コメント)

Minecraft doesn't have any modicum of a story...

[–]Bior37 [スコア非表示]  (2子コメント)

Actually, it DOES have story now, but that's besides the point. Sandboxes sell and the player can be trusted with their own worlds

[–]DrakoVongola1 [スコア非表示]  (1子コメント)

Then you would have people bitching about how they fucked up their game because they were too stupid to realize killing an NPC would mean they don't get their quest

[–]mishiesings [スコア非表示]  (0子コメント)

Definitely, but that is the threshold to be crossed.

[–]Icemasta [スコア非表示]  (0子コメント)

The big problem with Radiant quest is that they add nothing to the game world. "Oh no we're getting attacked! Come and defend us!" gets old pretty fast when you can't track down who is attacking you or doing something about it. As you put it, we're very good at recognizing pattern. What on paper is 100,000 different quests is only 10 different quests with 100 different enemies with 100 different layouts.

Take Witcher 3, afaik, all the quests/contracts were handcrafted. The world is filled to the brim with quests, and they all add a little something to the world. I loved every single bits of it.

[–]wahoozerman 12ポイント13ポイント  (9子コメント)

Developers seem to think that radiant quests are what gamers want with a RNG system of "Do X at Y because Z"

No developer actually thinks this. This is a result of the current trend where 'sandbox' or 'procedurally generated' gameplay is a marketing buzzword because it conjures up images in consumer's heads of a product that simply does not exist.

When the back of a box says "the game procedurally generates infinite quests" nobody immediately assumes that all of those quests involve going into one of 5 caves to kill one of 5 enemy types and find one of 5 lost trinkets. They think of an infinite number of quests that are of equal caliber to the hand crafted ones made directly by the development team. It creates the perception that a game has hundreds of hours of good gameplay, whereas the competition without radiant quests only has a dozen or so. When the reality is that the game has hundreds of hours of mediocre gameplay with a dozen or so hours of good gameplay hidden somewhere in it.

This is slowly starting to change as more and more games come out that promise this kid of stuff and people realize that the unlimited content they were promised is, at best, mediocre. Until enough people realize this though, games are going to continue being padded out like this simply because the marketing draw of throwing out huge quantities and letting people assume quality is very appealing, and is making people a lot of money.

[–]INDIANA_POTATOHEAD 4ポイント5ポイント  (8子コメント)

It hits on the problem of when you've got the capability to make the big huge world, how do you fill them with stuff to do while being efficient with developer time. The nemesis system in Shadow of Mordor is another example.

I doubt if a developer went out of their way to say "smaller world, less quests - but they're better, honest!" people would pay much attention to that game, especially if it's side by side with another huge game where they can advertise huge numbers.

For all the flak open world games with radiant quests get, they're still selling fucking huge numbers, so people give them what they want.

[–]GreatBigJerk 6ポイント7ポイント  (0子コメント)

The nemesis system was more or less a success though, it was a system uniquely designed for open world games. Radiant quests were a way of forcing random content into the same framework of normal quests.

[–]Christian_Jake [スコア非表示]  (0子コメント)

What's crazy is they don't really have to fill it with stuff to do. I suspect it isn't just my opinion that a big part of the appeal of open worlds is being able to mess around in an environment where the worst consequences are waking up in a police station or at the hospital. I don't know what made devs lose sight of that and decide we wanted grindy bullshit. I guess some of us just did want that.

[–]Zaphid [スコア非表示]  (5子コメント)

Witcher had the best solution so far. Nowhere near perfect, but the side quests took you through the world and the question marks were anything from a simple chest to landmark to a short treasure hunt, while remaining completely optional.

[–]interiorlittlevenice [スコア非表示]  (4子コメント)

The Witcher had a ridiculous volume of quests because they could afford to hire 300 people for 4 years to make the game for the price of hiring 200 people for 2 years in the West. Polish game dev salaries are about 1/4 of what they are in the United States.

[–]INDIANA_POTATOHEAD [スコア非表示]  (0子コメント)

And at the end of the day, it ended up at the same problem by another means. I can't remember a fraction of the side quests in W3 because they blurred into monotony, you don't really have enough player actions to make them interesting, they didn't really write compelling stories for more than a handful. Ultimately however you slice it they're an excuse for "go to location X and do gameplay stuff" and after too many I'd almost prefer if they're transparent about it.

[–]wiwefak [スコア非表示]  (2子コメント)

This just doesn't take into consideration so many things. Also do we have any numbers how many people worked on Witcher 3 compared to FO4? Witcher 2 was released in 2011 and Witcher 3 was released in 2015. Fallout 3 was released in 2008 and Fallout 4 was released in 2015 also. (Bethesda as developer). What the Witcher managed to do in those 4 years is much more than Fallout with their 7 years. Also take into consideration that Fallout is a much bigger franchise than the Witcher. I would expect them to but more effort into it. Engine CD Projekt RED created a new engine for the Witcher and yet Bethesda is using the same engine. By that logic FO4 should have more content, because it is the same engine they have been using for years and they should be comfortable with it.

I expected alot more from Bethesda with FO4.

[–]interiorlittlevenice [スコア非表示]  (0子コメント)

Also do we have any numbers how many people worked on Witcher 3 compared to FO4?

Actually we do. Bethesda has one of the smallest AAA teams in the industry. Their full time development staff is iirc just under 100 people. And Elder Scrolls and Fallout are the same team. So the full cycle was four years.

[–]Trashcansnare [スコア非表示]  (0子コメント)

Just ignore Skyrim why don't you. Bethesda had that smack in the middle of your 7 year window.

[–]imaprince [スコア非表示]  (1子コメント)

I'm actually a big proponent of radiant quests. To me, any game needs vegetables and rice to go with the meat of a game, and I think radiant quests fill that role nicely. Also as long as they aren't forced into the main storyline (that makes it awful) or are given a good reason to occur I think they work well. Take for example, the Thiefs Guild in Skyrim. You can finish the main storyline for the guild, but you have to do a lot of stealing to prove yourself as a fitting Guild leader. That's a great use of those kinds of quests.

[–]SwordOfTheNight[S] [スコア非表示]  (0子コメント)

The Thieves Guild example is a way that they can be used right. My whole post is just more of the general use of them as an excuse of "look how many hours of gameplay you can have!" way that the industry has been recently and how they really make the game feel less fun in examples such as the use of them in the main story of Fallout 4.

[–]N7_Scarecrow [スコア非表示]  (2子コメント)

I actually kind of like radiant quests. Obviously I'd rather have a fully fleshed out questline with branching dialogue, multiple paths to different resolutions, etc. but we can't always get everything we want.

Anyway, I like the way that radiant quests can immerse me in a job. Say I join a faction of thieves. It certainly makes sense for them to send me out to steal some shit for them, doesn't it? Not every mission has to be some epic heist. Not every mission for a guild of bounty hunters has to be some epic confrontation. It's more believable to me that I can show up to a guild, ask if anyone has some work, and be sent on my way if I choose to engage the quest. It's a nice excuse for me to spend more time engaging with the game world in my role.

In summary, I think radiant quests work best as an optional, supplementary source of activities rather than a replacement for full quests.

[–]DrakoVongola1 [スコア非表示]  (1子コメント)

This is fair. They're honestly not terrible by themselves, I didn't mind them in Skyrim's Thieves Guild for instance because they made sense to exist there, but in Fallout 4 they took it way too far and it feels like that game had more radiant quests than it did real ones :/

[–]Zeal0tElite [スコア非表示]  (0子コメント)

It's a shame too because I really like the quests that are there in Fallout 4 that aren't radiants. The USS Constitution and the Secret of Cabot house questline were just so weird and entertaining that I can help but smile when I think about them.

Even stuff that isn't a quest at all but rather just something they let the player find out like little backstories and hidden rooms in certain areas.

They just need to find a good balance. Skyrim I thought had a nice balance of them.

[–]Captain_Freud [スコア非表示]  (1子コメント)

The best innovation on the infinite / Radiant Quest system was seen in Shadow of Mordor. Instead of creating never ending fetch quests, they attached consequences to the actions you perform regularly in the game.

It's all about framing. The game could have used a more traditional format: take down a set number of encampments and slowly take over the map (aka: most open-world games). But adding a hierarchy to the Orc leadership and making death diegetic created opportunities for meaningful consequences. All the rivalries and mind-controlling were still windowdressing for a pretty basic game, but it showed just how valuable continuity can be. Killing a tough boss can be fun, but killing him after he's canonically killed you a few times already and has the scars to prove it? That's awesome.

Ironically, the Fallout series already had this kind of smart design. New Vegas uses the exact same tricks with Obsidian's writing and Faction system. You weren't just clearing out bandit camps, you were impacting your relationship with a faction that could alter your narrative choices later in the game. For me, it's what makes the game better than anything Bethesda has done.

TL;DR: Radiant Quests aren't a problem if they create an interesting gameplay arc. Taking down a randomly generated group of bandits in Skyrim would be a lot more engaging if the game also randomly generated some lore about them.

[–]SwordOfTheNight[S] [スコア非表示]  (0子コメント)

You've pretty much summed up exactly what comes to mind for me when I think of good uses of radiant quests.

[–]Unit88 [スコア非表示]  (0子コメント)

Pad out? There are not nearly enough radiant quests for me to call it padding out, especially since they're just random meaningless side things you can do to farm some rewards if you feel like it. There's a few for each faction and that's about it. The worlds are still full of interesting, compelling and important quests.

[–]secantstrut [スコア非表示]  (0子コメント)

Nah, radiant quests is a good idea when used right. They just dont have good interesting gameplay or variations of it.

[–]heretoxploityou 1ポイント2ポイント  (0子コメント)

Not necessarily. It simply depends on the execution. Basically all the quests in Mount and Blade Warband are radiant yet they don't feel like chores and are tied up to the game world

[–]jlange94 0ポイント1ポイント  (0子コメント)

It's a good way of generating XP in any game but that's it. They're too repetitive and break immersion immediately when they start cycling through ones you've already done. I would honestly rather have unique quests and then one large, overarching quest of doing tasks and finding items that actually ends instead of radiant quest after radiant quest.

[–]dontthrowmeinabox [スコア非表示]  (0子コメント)

Imagine a Zelda game with Binding of Isaac style generated dungeons with bonus items that had a one time use (but a duration of at least 20 minutes in game).

[–]lukeLOL [スコア非表示]  (1子コメント)

I agree, especially with the recycled radiant quests in Fallout 4.

No RPG has done such varied and interesting quests like SKOTR. Damn, now I gotta go install that game again.

[–]SwordOfTheNight[S] [スコア非表示]  (0子コメント)

I feel like Fallout New Vegas did a pretty damn good job of it all.

[–]xdownpourx [スコア非表示]  (3子コメント)

It killed Fallout 4 for me. I got to a point 50 hours in where my only quests were the main story and 10 radiant quests I had no interest in doing. Minutemen radiant quests, Brotherhood of Steel radiant quests, etc. I despise Bethesda's radiant quest system in F4 and Skyrim. Skyrim though felt like it had a massive amount of unique quests though. Fallout 4 didn't.

[–]SwordOfTheNight[S] [スコア非表示]  (2子コメント)

Skyrim's radiant quests seemed to be the minority in amount and were just used for questlines as a secondary thing to do compared to Fallout 4 where they were the majority.

[–]2enty3 [スコア非表示]  (1子コメント)

Skyrims radiant quests usually served a purpose in most cases. It's been a while so correct me if I'm wrong, but I feel like they were handed out when you needed to "gain reputation" in a city to buy the home. Moreover, I feel like you only got them when you asked for them from the barkeep. In FO4, preston just keeps giving them to you, and you get absolutely nothing for doing them.

[–]SwordOfTheNight[S] [スコア非表示]  (0子コメント)

Yeah, pretty much how the two differ with them. Bethesda seemed to be toying with the idea in Skyrim and then went overboard in Fallout 4. Also not sure why I got downvoted on that comment.

[–]omegashadow [スコア非表示]  (3子コメント)

Do the Rockstar miniquests/encounters count? Red Dead Redemption managed to make those feel like part of the world even though they were very repetitive and GTA V had some really cool ones where the actual task you had to do was trivial but you would get some novel dialog from the NPC as you drove them home.

[–]SwordOfTheNight[S] [スコア非表示]  (2子コメント)

I'm not exactly sure regarding both, can you give me an example of a mission from both games that you think would fall in the category?

By radiant quests I'm more talking about the ones that are generated by having a structure of "Go to X, Do Y and return to Z" where each X/Y/Z has a list of places/tasks/people that are mixed together. The example I use mainly for this is the settlement help quests in Fallout 4 which consist of "Go help X settlement with Y problem at Z location" and can lead to X settlement being harassed by enemies at Z location which are the other side of the map.

I wouldn't really count missions where there's dialogue during it such as the GTA ones as it's required to have the lines written and voice acted more than, keeping with Fallout 4 as my example, "another settlement needs your help, I'll mark it on your map." Which then sends you to do a load of quests that only differ with X, Y and Z variables.

[–]omegashadow [スコア非表示]  (1子コメント)

Yeah that makes sense, the rockstar encounters were often in the form of "Ohh no my wallet has been stolen the thief is running away" then you kill him and that is it, but they sprinkled a few more interesting ones in to.

[–]SwordOfTheNight[S] [スコア非表示]  (0子コメント)

Oh yeah, forgot about those tiny robbery bits but they aren't really missions/quests per say and instead are just tiny interactions that give the world a bit more life.

[–]MumrikDK [スコア非表示]  (0子コメント)

Honestly, it's a very straight forward "yes" to me.

They never feel like more than MMO quests, and those make me want to drop the game.

[–]Nevek_Green [スコア非表示]  (0子コメント)

It is not so much that the idea is bad, but the implementation is often done lazily to extend the longevity of a game. If done properly with a connection to the consequences and outcomes in the world then it could be particularly enjoyable.

Example: working for a faction and hearing that they need help defending a camp/town/outpost. Ignoring this quest results in casualties at best and the outpost being overran at worse.

Example 2: NPC asks you to kill some hostile entities at location x so they can scavenge there. If you do so, the local economy does better, if you don't do so desperation forces the NPC to venture their on their own and you could find their dead body.

Having consequences and the world being altered as a result of radiant quests, even if it is as simple as I need X and having a small boost in productivity or happiness, make the quest feel like it has meaning. Typically it is go there kill this, retrieve that and get reward, rinse repeat. It's fun to an extent as it gives you things to do, but isn't that rewarding.

[–]flipdark95 [スコア非表示]  (0子コメント)

Not really. Radiant quests maybe need a bit more care when it comes to placing them with NPCs. For instance having some such as saving a random NPC be given by a random NPC from your faction or just friendly to you would be great.

And personally I think the radiant quests in Fallout 4 are a huge step up from what they were in Skyrim. A lot of radiant quests in Fallout were related to the faction you were supporting, and they gave great incentives for going out and exploring locations and seeing new parts of the map.

The idea is great but the implementation still needs some work.

I also find it odd that people think radiant quests were put in place of more handmade quests. They weren't. They even work on a completely separate system from handmade quests.

[–]PsiloCybinPunk [スコア非表示]  (0子コメント)

You mean that thing that was in like 2 or 3 games, all by the same developer?

Maybe in their games (and even then, only arguable Fallout 4). Open-world games as a whole? No.

[–]Slothbrothel [スコア非表示]  (0子コメント)

I don't think the Witcher is a good example of radiant quests but Skyrim definitely is and it had some pretty copy and paste quests, however these quests would come from random villagers and inn keepers, members of your faction, and such. This really helped create more of an open world and allowed you to be more immersed. Mods definitely helped keep this game relevant and by no means are these radiant quests unique after the 20th time you've completed one.

[–]iwishiwasEtho [スコア非表示]  (0子コメント)

I'll throw in a dissenting opinion and say that when done right, I think they can have a tremendous benefit. My favorite example, and I think the one that popularized it in current games, is Skyrim. Skyrim had a pretty sizable world to explore. There were dozens of fairly detailed, well structured quests scattered trhoughout it to just stumble upon that would send you across the map to some fantastic locations, but at the end of the day the number of locations far outweighed the number of those well-structured quests. To compensate, Bethesda created Radiant quests that would specifically target locations that you hadn't visited yet, lending a helping hand to finding more secretive and hidden locations that might be difficult to stumble upon in such a large world. SKyrim's world design so well-done that it took some time for them to feel as repetitive as they really were just because you might be engrossed in the area itself or the potentially emergent storytelling.

It had the side benefit of feeling a bit more like adventuring as well. Not every location had some large intricate quest and legend with a powerful narrative attached to it, which gave them more opportunities for the storytelling through environment that Bethesda is (sometimes) so good at, which helped the world feel more fleshed out and alive, while also making the larger designed quests feel more significant and important. I think most importantly, they were never the crutch or core of any storyline or gameplay. The primary quest lines were all more carefully plotted and purposefully designed, while most radiant quests served as afterthoughts under the "miscellaneous" tab for simple grinding, exploring, or time-filling after the primary questlines had been finished, or as a clear aside from more important things.

I think where they fail right now is that theyre too linked to primary narratives, so the simple repetition and lack of a crafted narrative actually hurts quest lines, or the environments aren't detailed or unqiue enough to distract you from the raw simplicity of the systems. It's just lazy design using a decent tool poorly.

[–]Wb14245 -1ポイント0ポイント  (1子コメント)

Witcher 3 is guilty of this every quest in that game is the same. "Help me get this thing oh no it's cursed." EVERY TIME. oh i forgot people are still crazy biased about this game and still think it has no problems.

[–]Ald_Muatra [スコア非表示]  (0子コメント)

Lore-wise, that's kind of the point. I'm inclined to forgive Witcher 3 its few shortcomings in the repetitiveness department, because at least every location is unique and varied, compared to say Skyrim where it's the same five copy-pasted dungeons with different floorplans and various grades of oh look another mountain that looks exactly like the last one except for this one which just so happens to be bigger. Take a walk through Novigrad or Beauclair then Whiterun or Solitude. Puts things into perspective.

[–]k8faust [スコア非表示]  (0子コメント)

Pretty sure if we just get rid of the quest log/journal, devs will start to design better, simpler, and richer quests.

[–]thatsthesoundofthepo [スコア非表示]  (0子コメント)

Radiant quests suck but they are just a small part of a bigger trend towards padding gameplay hours and amount of content, which means less focused writing and level/quest design. Mafia 3 for instance doesn't use radiant quests but it certainly feels like they do. Side missions are all super basic, simple, and repetitive with little setup, and most of the main missions are still repetitive but at least have a little bit more set up with the story and cutscenes.

One of the things I loved about Oblivion and FO3 was that all the quests were hand-made, unique, and interesting (let's not talk about oblivion gates...), and there was still a lot of them to do.

I think being able to easily fill up your game world with repeatable filler content makes devs less encouraged to provide those more interesting hand-made quests and overall makes their game worlds seem a lot less engaging and a lot less memorable when such a large percentage of it is just repeatable filler content that you want to avoid.

When I think of Oblivion I remember things like the DB party quest and the troll painting quest. When I think of Skyrim all I can remember is running around in the snow and in crypts and slaughtering a bunch of skeletons and bandits. Not saying that Oblivion and FO3 were picture perfect and only had amazing quests, or that Skyrim/FO4 didn't have any memorable quests, but those games overall were a lot less memorable and fun to me because they lean on filler content so much.

I think Bethesda should go back and focus more on depth in their quests (whether that's mechanical or story depth) instead of pushing radiant AI and questing so much and trying to make it "good", because by its nature of being randomly generated, it will never be good, you just can't randomly generate a story or quest that is focused and deep enough to be interesting.

[–]Dusty8 -3ポイント-2ポイント  (0子コメント)

Radiant quest are the worst thing that ever happened to open world games. They're being put in place of actual, interesting quests just so studios can say their game is "endless".

Even worse is the fact that they're sometimes unmarked, there should be a big "REPEATABLE QUEST OF SHIT QUALITY" warning so I don't start something that is absolutely not worth my time and I can follow quests that were made by people and not fun hating algorithm.