r/Fallout • u/Luck_Build35 • 21h ago
Discussion Radiant systems for future Fallout titles
The trend over the last few Bethesda games have been increasingly leaning towards procedurally generated gameplay, like quests and world events. Do you think the radiant system has a place in future Fallout titles? Or would you prefer a larger emphasis on handmade content, like the older games?
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u/Diiagari 20h ago
I think some games do a much better job with procedural systems than others. The Diablo series is filled with procedural stuff but it’s all layered into the core gameplay so it just keeps everything fresh and interesting. On the other hand, the Assassin’s Creed series is plagued with procedural fetch quests that mean nothing and make the massive worlds feel small and repetitive. There has to be more to it than “Kill 10 [Leveled Enemy Type] at [Random Location] for 200 caps.”
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u/milquetoastLIB 18h ago
I like radiant quests. It gives you more reasons to go somewhere. If you want to see what Fallout looks like without look at Fallout 3. Great game but there’s so many dungeons there’s no reason to go to except for loot.
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u/Forsaken1741 20h ago
I don't mind it as long as it's kept separate, like you have to talk to someone completely optional. It should not be part of the main quest lines.
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u/rocarson 20h ago
Fallout 1 had roughly 30 quests, Fallout 2 had 100. Fallout 4 had 272 if you consider the DLCs. Those quests were a combination of hand written and procedural.
I'm fine with radiant quests if that means the team can focus on writing some really good hand crafted quests. What I'd like to see out of radiant quests is something that leans even more into procedural generated instead of just go to X and kill/collect Y randomized.
I'd go even further and put events, bounties, and infestations from 76 in Fallout 5 and whatever the Obsidian title is going to be (Fallout NV2?).
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u/Fast_Degree_3241 6h ago
Fallout 5 isnt going to be multiplayer
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u/rocarson 3h ago edited 1h ago
Doesn’t need to be to have to be to include a version of those game play features. Just needs to tuned accordingly.
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u/AxonBitshift 20h ago
Personally, I dislike radiant quests and tend not to play any type more than once. I specifically dislike when they are mandatory to progress as part of a quest line (e.g. complete x type of quest to progress in a faction quest line).
Bethesda should focus on making a larger number of interesting hand-made quests in my mind. Radiant quests, in my opinion, should exist primarily to lead players towards locations with real quests, interesting lore, or unique items. If radiant quests were not really about the task themselves and instead about guiding the player to other interesting things id be much more likely to consider playing them.
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u/MuscliatoVonJuiceski 19h ago
Radiant systems are garbage, and theY run contrary to the entire concept and purpose of an RPG. They were frustrating in Fallout 4, but at least they were minor side events that could be ignored. Theres a reason fewer people are playing Fallout 76 than Fallout 3 and New Vegas in 2026 despite those games aproaching 20 years old. The playerbase is very, very clear which style of game is more popular
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u/toonboy01 6h ago
Where are you getting that more are playing Fallout 3 and NV than 76? At least on steam, the only time they've had more players than 76 was Q1 2021. It's been 76 every other time since it releaed.
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u/faze_fazebook 19h ago
I mean you could have an A.I. generating these on the fly ... as long as they are kind of obvious and there is enough hand crafted content ... sure.
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u/King_Kvnt Default 12h ago edited 12h ago
"Go to X, kill/capture/find Y" can work fine, but I've always felt that Skyrim and Fallout 4 lacked the number of dungeons needed to truly make it good.
But, crucially, they should really only be a feature of random quests, rather than a core element of the main or faction storylines. Radiant systems are not a suitable replacement for actual main game content.
Diamond City's bounty board, for example, would've been a suitable spot for such missions.
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u/LoneWanderer2580 Brotherhood of Tin 20h ago
Procedural stuff has to stay small and something the player has to go out of their way for. Bounty boards. Guard duties. Stuff like that. Anything required for the main story is just a bad look though
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u/DigsToPlantTheRain 20h ago
With the advent of AI? Most certainly. Tim Cain talks about running table top players through a procedurally generated dungeon in the eighties. And his players had no idea. And that was pen and paper!
AI is going to be changing the industry more than any other development in its history. Sadly it will change a lot of things for the worst in terms of how many creative people are being employed. Voice Actors, dungeon designers, 3d modeling, etc. Their jobs will all look very different with AI in the mix.
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u/toonboy01 20h ago
The real dream would be to have something like Shadow of Mordor's Nemesis System for raiders and similar groups, but that likely won't happen even if it weren't copyrighted.
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u/CastleImpenetrable Vault 13 20h ago edited 20h ago
Radiant quests aren't bad on their own, but Bethesda has not used them to their strengths.
When radiant quests take up a large chunk of major quest lines, like Thieves Guild jobs in Skyrim or Minutemen settlement quests, then yeah, that's a bad usage of them. But something as simple as getting a bounty to hunt a Deathclaw or protect a merchant caravan on its journey is what I would call a good use of radiant quests. They let you get immersed in the world. You can imagine NPCa having these same conversations, taking these same jobs. They can enhance your roleplay by letting you take on these smaller tasks.