How I would change/improve the radiant quest system
Greetings, citizen! As you know, on the past few months this sub has been flooded with and endless wave of unfunny memes, shitposts and unpatient people going crazy, so I decided to make a long discussion post to at least express our opinions or desires regarding the radiant quests system.
TL;DR: To increase variation on the radiant quests, each guild could have 3-4 different templates, making sure that every guild offers a different experience. Tavern and noble quest could have different templates either, making sure the player can have content to do outside of the guild. To make the world more reactive, a simple reputation system could be implemented, in order to unlock or lock some radiant quests under the reputation the player character has with the guild/political faction.
It's a known issue, in the modern Bethesda games, that radiant quests haven't really improved since Skyrim. That makes those quests, which should ideally would make the game more replayable and roleplayable, a system that many people don't even engage with.
Daggerfall, in comparison, was made almost entirely of radiant quests and they don't feel as repetitive as those in Skyrim or Starfield. Thinking about that, I realized that the variation of the quests is one of the things that makes difference between the games. Daggerfall has multiple guilds and faction, each of them having their various quest templates, making sure that the quests on the Fighters Guild is different from those in the Mages Guild, for example. Another thing that makes a difference is the possibility to fail quests and the reputation system. Of course, trying to copy Daggerfall's system to TES VI is just not possible, since it would require a massive open world and number of voice lines. However, I think the radiant quest system can be more varied and fun than it already is.
My suggestion to improve the radiant quests system is, therefore, the smart use of some of the characteristics of Daggerfall, while also adapting them to the modern way of making games. To increase variety, I would make 3 or 4 templates for each guild (making a total of 16 templates for the Fighters, Mages, Thieves guilds and Dark Brotherhood), 5 or 6 for the citizen/noble missions. This would make the system less repetitive already. Some of those templates might even reutilize others, and make the radiant quests have more randomness. For example, I get a quest from the Fighters Guild to kill a local bandit chief. When I get there, I may discover the bandit chief is not at that dungeon, and that he's planning to attack a village. I, then, go to this village to stop the attack, having the possibility to fail the quest if I don't arrive there in time.
To make the guilds and nobility more reactive to our actions, I would bring back the reputation system. For example, to do a quest for the local governor I must have a specific reputation with the people of the province, with the possibility of losing reputation if I commit a crime or fail a quest. That way the world reacts dynamically to the gameplay. Also, if there's rivalry between different provinces, being in high reputation with one could lower your reputation with the rival, and so on.
Of course, I'm not a game developer and don't know if it is indeed possible to make this without taking too much resources from other systems and mechanics of the game. I tried to stay very conservative on the numbers, since radiant quest are not the focus of the game. Anyway, that's just a fun idea that I had, and I would like to know what you guys think about it.