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Slimebeast said:

Iam happy about your dedication.

I spent roughly 700 hours on Morrowind and between 1500 - 2000 hours on Oblivion (lots of goofing around like you describe, especially with the PC version and mods. I spent hundreds of hours on Alchemy and ingredient picking alone. And I will pick up the PS3 version of the 5th Anniversary edition of Oblivion next week).

I estimate I will spend at least 1000 hours with Skyrim, but if the new dynamic quest system in Skyrim increases replayability even more and if it draws me in like Oblivion did it might become double that. My social life will definitely suffer in the coming year but hopefully I will be able to stay sharp at work.

 

wow, 2k hours, that is insane. ive been playing dota for 6 years+ and im at 5k hours+.

The radiant quest system can increase replayability, but to make that happen you must start a new game, and play it diffrently then your other playthrough.

Also radiant story is just for side quests and possibly guild quests. but i skyrim this is going to be 5/6th of the game.

Here is an explantion of radiant story:

"This latest deluge of info focuses primarily on the swanky-sounding Radiant Storytelling feature, which churns out random encounters that ultimately lead to quests specifically tailored to your character’s experience. 


"Traditionally in an assassination quest, we would pick someone of interest and have you assassinate them," revealed Bethesda’s Todd Howard.

"Now there is a template for an assassination mission and the game can conditionalize all the roles - where it happens, under what conditions does it take place, who wants someone assassinated, and who they want assassinated."

"All this can be generated based on where the character is, who he's met. They can conditionalize that someone who you've done a quest for before wants someone assassinated, and the target could be someone with whom you've spent a lot of time before."

Design director Bruce Nesmith further expounded on the system, revealing many of these encounters are highly interactive, though a few of them aren't. He also offered a few examples in regards to what players can expect from random events.

"There are a wide variety of these random encounters," he commented.

"Many of them are things the player can interact with, some are not. You might save a priest who then tells you about a dungeon where there are people trapped that need saving. You might run across mammoth beset by a pack of wolves."

 

And another explanation:

"Every person and location in Skyrim has been sorted into categories, and the game will rifle through these categories when coming up with new quests, so each and every player gets brand new content. 


Here's how it works: you might stroll into a town after a specified number of pre-requisite events have taken place; the Radiant Quest dynamic will grab a nearby character who fits specific mission giving criteria - say, a mother whose child has been kidnapped - and you'll be asked to journey to an unseen grotto to complete the task."



Being in 3rd place never felt so good