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Elder Scrolls V

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Dimmukane:
That would be sweet.  What would be even better is if he said it in character as King Osric.

A little update on what is known about Radiant Story, since it's obviously got a lot of implications:

--- Quote from: snip ---Radiant Story in which if you kill a shopkeeper and he gave a quest, his daughter might inherit the shop and if she knows that you killed her father, she may not give you the quest that her father would have given you. If you killed him inside a secluded house and no one discovered you then she won't know you killed him and thus will be willing to give you the quest.

--- End quote ---

est:
I would prefer there to be far worse implications, like her just not dealing/talking to you at all other than to shout at you to leave her alone.

look out! Ninjas!:
It seems like a bit of a co-out. Yeah, you can kill people but you can still get the same stuff.

What would be neat is if some shops did Beth's thing, some threatened you when you walked in, and some just sat there abandoned and eventually had skooma junkies camp out.

Dimmukane:
They may very well do that.  Since towns can be ravaged by dragons there's a pretty strong possibility that shops and houses might become abandoned until other NPCs find the place and move in.  It's just one scenario that was mentioned in the article; I imagine the NPCs are gonna be a bit more dynamic than I'll give you this quest/won't give you this quest because you killed my dad.  Bethsoft's probably going do some kind of video later showing just to what extent that whole system's gonna work.

KvP:
It's quite unlikely that the game will give the player permanent severe repercussions for events within the gameworld, especially when Radiant AI sort of inherently promises that such events can happen without the player's input. They've backtracked on such things consistently in the past and for legitimate reasons (most developers do the same thing, especially in this age of "diplomatic" and "harsh" solutions that chalk up to relatively equivalent outcomes). It's bad design. It's detrimental to the player experience - for evidence, read any player account of STALKER: Clear Sky, which was about as close to a Radiant AI game as we'll see. Total chaos. But it sounds good on paper.

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