This isn't exactly news, since I recall this feature being boasted about near the beginning of the year. Given the number of other heavily disappointing developments made for the game, (such as "we're reducing spells from the complex system used in TES I-IV to an FPS-clone") this is one of the few elements that are relevant to GAMEPLAY (and not just "shiny (console-level) graphics") that is a potential positive worth looking forward to.
Of course, the open question is how well it'll turn out; one must remember that this won't be the first TES game to feature a theoretically infinite number of quests, which can give us an idea of what might be possible.
The Elder Scrolls II: Daggerfall (1996) featured a quest system that, for all but the main questline, generated "randomized" quests; each started with one of a base "type" of quest, (track down a renegade guild mage, deliver a ransom for a kidnapped child, help a researcher find a long-lost magical relic) which then randomized all the variables to fit, (after all, the game had >1,000 cities and >2,000 dungeons) but ALSO could randomize things that could seriously alter the quest. (for instance, the relic might truly be lost forever; the quest would be adjusted so you'd discover this and reach an end there) Similarly, each quest could be played differently, with significant choices that branched to different results. (for instance, you could opt to hunt down the kidnappers and rescue the child... Or just later steal the ransom money back. Or you could instead pretend the renegade escaped you, hiding his location in return for further quest opportunities from him)
All in all,
Daggerfall had 216 possible "quest types" here, so by no means did the "randomness" simply feel get feeling stale particularly quickly. With luck,
Skyrim's so-called "RadiantStory" will manage to at least match this. We can safely presume that MUCH of the workings will have to be the same: the game will have to have an idea of what "sort" of quests are plausible; as the article itself suggested, there'll likely be a pre-set "base" for things like "assassinate someone," or "steal (insert item here)."
Beyond that, the implementation is perhaps up in the air; maybe Radiant will be able to piece together questlines here, or maybe not. At least, we can hope that it'll be able to have impacts in the way that
Daggerfall did; infinite quests was necessary in TES2 to prevent most players from quickly running themselves into a dead-end: quests had time limits (and were failed if you went beyond them) and often you'd need to do multiple extra quests simply to get an important main-quest or faction NPC to be positive enough about you in order to advance.
[citation][nom]tanjo[/nom]Why is this news? This thing isn't even new to a game, though it IS new to TES.[/citation]
Actually, it's not new to TES; as I'd mentioned above,
TES II: Daggerfall has an infinite number of quests. (coincidentally, it was also the last main-line TES game to be PC-only)
[citation][nom]alidan[/nom]anyone else fearing they skimped on the side quests in favor of an infinate quest generator?[/citation]
Actually, I'm fearing that they'd have skimped regardless, given that
Oblivion had fewer quests than
Morrowind. (232 vs. 426) In fact, it was even smaller than the list available in
Daggerfall. (248: 32 fixed main questline quests, plus 216 "randomizable" quests types that could be infinitely re-rolled much like how it'll likely be in
Skyrim)
I'd LIKE to be optimistic here, and think that
Skyrim will have more quests than
Oblivion overall, but I have the impression that it, indeed, will be fewer. It's already telling when we've found that
The main storyline has only 12 quests, which is a significant drop from the prior games. (
Daggerfall,
Morrowind, and
Oblivion had 32, 25, and 20, respectively; we've lost 5-8 each game) Given the way the achievements are laid out for the game's 6 factions, chances are they also have fewer quests... So I'd put the total estimate that, given we have 6 factions and a main quest of 12 parts, we'll have a total of around 100-130 storyline (main+faction+daedra) quests; this makes up the bulk of most games' quests.
Morrowind had the most total quests because it had 10 factions, vs. 6 for
Daggerfall and 4 for
Oblivion.
Given it's safe to say that BethSoft will likely think that the "miscellaneous" quests (those not tied to any specific storyline) could be reduced if they're repeatable, chances are we'll see them reduced by 33-66%; the previous three were almost identical in counts, (129, 127, 127) so that'll entail 42-86 further quests, bringing the total to 142-216... Which yes, does mean
Skyrim will almost certainly have fewer quests than any of the three preceding games. It'll be an open question, again, whether the "repeatable" nature of the miscellaneous quests will make up for it, or whether they'll wind up feeling stale the second time through. (for all
Daggerfall's strengths, most quests do NOT feel fresh the second time through)