• Azzu@lemm.ee
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    1 year ago

    I mean there’s probably people out there, but who’d want to do more meaningless, non-interesting quests? The fact that there’s infinite quests that can be generated does not mean all of those will be good quests, there’s infinite ways to arrange letters but only a few specific ones worth reading.

    I don’t want to shit on the mod maker or anything, and I also haven’t tried the mod out, but I simply can’t imagine that with our current technology it’s possible to generate any larger amount of fun side-quests. You’d probably do one or two of every “type” the mod maker came up with, and then you’re done. That might be the intention, but in that case, this is definitely not “news-worthy”.

    But also maybe I’m just too negative…

    • redcalcium@lemmy.institute
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      1 year ago

      Dynamically generated quests can be fun if it’s diverse enough so you don’t notice repeating pattern on the quests. Once you start noticing the repeating pattern it stopped being fun.

    • Ibaudia@lemmy.world
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      1 year ago

      Reading the description it sounds more like it’s just basic stuff like kill, gather, or deliver X things at Y location. Maybe it will get better in the future or people will make add-ons for it or something.

    • Gekkonen@sopuli.xyz
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      1 year ago

      This works in Mount & Blade, I suppose, at least for the first x hundred hours. The difference is that Mount & Blade makes grinding actually fun and you don’t notice to be grinding for a good while.

  • ThyTTY@lemmy.world
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    1 year ago

    The biggest advantage of New Vegas over F3/F4 is that it had actual meaningful quests with multiple paths of resolution. I’m not sure if there’s audience for fetch quests in Mojave but YMMV

    • Paranomaly
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      1 year ago

      This is all I can ever think of when games brag about so much procedural generation.

        • Voroxpete
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          1 year ago

          It’s a fair question.

          A while back one of the teams on Star Citizen was talking about an interesting idea they had for quest design where you would create distinct “chunks” of quests that the game would then be able to assemble on the fly. So, for example, it might start with “go to X, fetch Y”, then add “Dropoff point gets changed during the mission” and “Enemies try to intercept on the way.” But another time you might get “The dropoff was an ambush” or “The cargo is dangerous” (or both of those at the same time). Create enough building blocks, and you can start to disguise the machinery under the hood a little. Computationally this is very cheap because the computer is just doing the equivalent of rolling a handful of dice (I literally have tabletop RPG books that use this idea, with actual tables and dice).

          I think some of this has even made it into the game. There were some quests they did with branching paths, that sort of thing. It’s an interesting idea that I’d like to see pushed further.

  • ricecooker
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    1 year ago

    I would be onboard if I can kill Benny an infinite number of times