this post was submitted on 07 Jun 2025
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[–] Kolanaki@pawb.social 15 points 1 month ago (3 children)

It was the system they used to give schedules to NPCs in Oblivion and Skyrim, as well as the random quests in Skyrim.

It was a marketing PR buzzword, and functionally is no different than literally most video games.

[–] catloaf@lemm.ee 6 points 1 month ago (2 children)

It was a little different, because the quests were procedurally generated. Unfortunately most of them were pretty boring, being either a "fetch the item" or "kill the bandits" quest. I don't know another major game that did that.

[–] Kolanaki@pawb.social 9 points 1 month ago* (last edited 1 month ago) (1 children)

Procedurally generated content, including quests, wasn't close to a new idea. Games like Xcom (1994) or Elite (1984) procedurally generated most of the entire game decades before Oblivion or Skyrim.

[–] taladar@sh.itjust.works 4 points 1 month ago* (last edited 1 month ago)

In fact Daggerfall was almost nothing but quests and other content like that.