Radiant AI

Last updated

The Radiant AI is a technology developed by Bethesda Softworks for The Elder Scrolls video games. It allows non-player characters (NPCs) to make choices and engage in behaviors more complex than in past titles. The technology was developed for The Elder Scrolls IV: Oblivion and expanded in The Elder Scrolls V: Skyrim ; it is also used in Fallout 3 , Fallout: New Vegas and Fallout 4 , also published by Bethesda, with 3 and 4 being developed by them as well. [1] [2]

Contents

Technology

The Radiant AI technology, as it evolved in its iteration developed for Skyrim, comprises two parts: [1]

Radiant AI

The Radiant AI system deals with NPC interactions and behavior. It allows non-player characters to dynamically react to and interact with the world around them. [3] General goals, such as "Eat in this location at 2pm" are given to NPCs, and NPCs are left to determine how to achieve them. [4] The absence of individual scripting for each character allows for the construction of a world on a much larger scale than other games had developed, and aids in the creation of what Todd Howard described as an "organic feel" for the game. [3] [5]

Radiant Story

The Radiant Story system deals with how the game itself reacts to the player behavior, such as the creation of new dynamic quests. [1] Dynamically generated quests are placed by the game in locations the player hasn't visited yet and are related to earlier adventures. [6] [7] [8]

Related Research Articles

The Elder Scrolls is a series of action role-playing video games primarily developed by Bethesda Game Studios and published by Bethesda Softworks. The series focuses on free-form gameplay in an open world. Morrowind, Oblivion and Skyrim all won Game of the Year awards from multiple outlets. The series has sold more than 58 million copies worldwide.

<i>The Elder Scrolls III: Morrowind</i> 2002 video game

The Elder Scrolls III: Morrowind is a 2002 action role-playing game developed by Bethesda Game Studios and published by Bethesda Softworks. It is the third installment in The Elder Scrolls series, following 1996's The Elder Scrolls II: Daggerfall, and was released for Microsoft Windows and Xbox. The main story takes place on Vvardenfell, an island in the Dunmer province of Morrowind, part of the continent of Tamriel. The central quests concern the demigod Dagoth Ur, housed within the volcanic Red Mountain, who seeks to gain power and break Morrowind free from Imperial reign.

<i>The Elder Scrolls IV: Oblivion</i> 2006 video game

The Elder Scrolls IV: Oblivion is a 2006 action role-playing game developed by Bethesda Game Studios, and co-published by Bethesda Softworks and 2K Games. It is the fourth installment in The Elder Scrolls series, following 2002's The Elder Scrolls III: Morrowind, and was released for Microsoft Windows and Xbox 360 in 2006, followed by PlayStation 3 in 2007. Taking place within the fictional province of Cyrodiil, the game's main story focuses on the player character's efforts to thwart a fanatical cult known as the Mythic Dawn that plans to open portal gates to a demonic realm known as Oblivion.

<span class="mw-page-title-main">Todd Howard</span> American video game designer, director, and producer

Todd Andrew Howard is an American video game designer, director, and producer. He serves as director and executive producer at Bethesda Game Studios, where he has led the development of the Fallout and The Elder Scrolls series.

<i>The Elder Scrolls IV: Knights of the Nine</i> Expansion to the video game The Elder Scrolls IV: Oblivion

The Elder Scrolls IV: Knights of the Nine is an expansion pack for the role-playing video game The Elder Scrolls IV: Oblivion. Announced on October 17, 2006, for release on November 21, 2006, the expansion was developed by Bethesda Game Studios, and published and released in North America by Bethesda Softworks; in Europe, the game was co-published with Ubisoft. The Microsoft Windows version is available either as a downloadable plug-in from the company website or as part of the retail-released Oblivion Downloadable Content Collection CD—a release that also includes all previously released official downloadable content available for Oblivion. The Xbox 360 version is available via Xbox Live Marketplace, and the PlayStation 3 version of Oblivion includes Knights of the Nine in its packaged release.

<i>The Elder Scrolls IV: Shivering Isles</i> Expansion to the video game The Elder Scrolls IV: Oblivion

The Elder Scrolls IV: Shivering Isles is the second expansion pack for the role-playing video game The Elder Scrolls IV: Oblivion. Announced on January 18, 2007, the expansion was developed, published, and released over the Xbox Live Marketplace by Bethesda Softworks; its retail release was co-published with 2K Games. It was released for Microsoft Windows in a boxed retail edition on March 26, 2007, while the Xbox 360 version was released digitally on the Xbox Live Marketplace. Shivering Isles takes place on the eponymous isles ruled by the Daedric Prince of Madness, Sheogorath. The player becomes Sheogorath's protégé, and together they try to defeat the Daedric Lord of Order, Jyggalag, thus preventing the isles from being destroyed; this main quest can be ignored for as long as the player wishes to interact with the new world. It is often considered to be Bethesda's best expansion, as well as one of the best expansions in video game history.

Development of <i>The Elder Scrolls IV: Oblivion</i> Development of 2006 video game

The development of The Elder Scrolls IV: Oblivion began in 2002, immediately after its predecessor, The Elder Scrolls III: Morrowind, was published. Rumors of a sequel to Morrowind started circulating in June 2004; the sequel's title was identified on September 10, 2004, the date of its official announcement. Oblivion was developed by Bethesda Game Studios, and the initial Xbox 360 and personal computer (PC) releases were co-published by Bethesda Softworks and Take-Two Interactive's subsidiary, 2K Games. According to interviews with Bethesda staff, the publisher-developer relationship—one of the few independent relations in the industry—worked well, and Bethesda was not subject to excessive corporate guidance. Initially scheduled for a November 22, 2005, release, in tandem with the Xbox 360's launch, Oblivion was delayed to a March 21, 2006, release for Windows PCs and the Xbox 360.

Adam Adamowicz was an American video game concept artist, best known for his work on The Elder Scrolls IV: Oblivion, Fallout 3, and The Elder Scrolls V: Skyrim at Bethesda Softworks. He grew up on Long Island, New York and was of Polish descent.

Emil Pagliarulo is an American video game designer who works at Bethesda Game Studios.

<i>The Elder Scrolls V: Skyrim</i> 2011 video game

The Elder Scrolls V: Skyrim is a 2011 action role-playing game developed by Bethesda Game Studios and published by Bethesda Softworks. It is the fifth main installment in The Elder Scrolls series, following The Elder Scrolls IV: Oblivion (2006), and was released worldwide for Microsoft Windows, PlayStation 3, and Xbox 360 on November 11, 2011.

<span class="mw-page-title-main">Creation Engine</span> Video game engine

Creation Engine is a 3D video game engine created by Bethesda Game Studios based on the Gamebryo engine. The Creation Engine has been used to create role-playing video games such as The Elder Scrolls V: Skyrim, Fallout 4, and Fallout 76. A new iteration of the engine, Creation Engine 2, was used to create Starfield. The Creation Engine has been tailor-made for large-scale open-world RPGs.

<span class="mw-page-title-main">SureAI</span> German video game developer team

SureAI is a German team of video game developers, best known for creating several total conversion mods of Bethesda Softworks' The Elder Scrolls and Fallout series.

"I used to be an adventurer like you. Then I took an arrow in the knee...", or simply "arrow in the knee", is an Internet meme that originated from The Elder Scrolls V: Skyrim, an action role-playing video game developed by Bethesda Game Studios and published by Bethesda Softworks. Originally a procedurally generated line of dialogue conceived by Senior Bethesda game designer Emil Pagliarulo and spoken by non-player characters (NPC's) who act as guards, the phrase became unexpectedly popular among Skyrim players. The phrase and its variations, such as "arrow to the knee", have since found popular reference outside of the game's original context, as well as media unrelated to The Elder Scrolls franchise.

<i>The Elder Scrolls V: Skyrim – Dawnguard</i> Expansion for the video game The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim – Dawnguard is a downloadable content add-on for the action role-playing open world video game The Elder Scrolls V: Skyrim. It was developed by Bethesda Game Studios and published by Bethesda Softworks. The Xbox 360 version of Dawnguard was launched in English-speaking territories on June 26, 2012, and in France, Germany, Italy, and Spain in mid-July 2012. It was released on Microsoft Windows via Steam on August 2, 2012. Due to performance issues, the PlayStation 3 release of Dawnguard was delayed until February 26, 2013.

<i>The Elder Scrolls V: Skyrim – Dragonborn</i> Video game add-on

The Elder Scrolls V: Skyrim – Dragonborn is the third and final add-on for the action role-playing open world video game The Elder Scrolls V: Skyrim. It was developed by Bethesda Game Studios and released by Bethesda Softworks on the Xbox Live Marketplace on December 4, 2012. The Microsoft Windows version was released on February 5, 2013, and the PlayStation 3 version was released on February 12, 2013.

<span class="mw-page-title-main">Nexus Mods</span> Website for sharing computer game modifications

Nexus Mods is a website that hosts computer game mods and other user-created content related to video game modding. It is one of the largest gaming mod sites on the web, with 30 million registered members and 1733 supported games as of June 2022, with a single forum and a wiki for site- and mod-related topics.

<i>Fallout 4</i> 2015 video game

Fallout 4 is a 2015 action role-playing game developed by Bethesda Game Studios and published by Bethesda Softworks. It is the fourth main game in the Fallout series and was released worldwide on November 10, 2015, for PlayStation 4, Windows, and Xbox One. The game is set within an open world post-apocalyptic environment that encompasses the city of Boston and the surrounding Massachusetts region known as "The Commonwealth".

Skyrimmodding refers to the community-made modifications for the 2011 fantasy role-playing video game The Elder Scrolls V: Skyrim. One of the most modded video games of all time, it has nearly 70,000 mod submissions on Nexus Mods and 28,000 in the Steam Workshop. Many of these mods were created for utility reasons, patching numerous bugs left in the game by Bethesda Softworks, while also improving the game's usability and character movement. Other mods add new quests and characters, or update the game's graphics and animations. As the vanilla game has a reputation for outdated mechanics, it is common for players to mod Skyrim even prior to their first playthrough.

References

  1. 1 2 3 "The Technology Behind The Elder Scrolls V: Skyrim". Game Informer. 2011-01-17. Retrieved 2012-01-29.
  2. "Cannabalism, Slavery and Sex in Fallout 3". Kotaku. 2008-07-08. Retrieved 2012-01-29. Like Oblivion, we use our Radiant AI system, so most of the NPCs eat, sleep, work, etc
  3. 1 2 Houghton, Mat. "Developers Corner: The Elder Scrolls IV: Oblivion". Game Chronicles. Retrieved 2007-08-11.
  4. Husemann, Charles (2005-06-02). "Elder Scrolls IV: Oblivion Interview". Gaming Nexus. Retrieved 2007-08-11.
  5. "What's new in Skyrim: New Radiant AI and Radiant Story". Bright Hub. 2011-04-18. Retrieved 2012-01-29. "The other thing it does is give the game a more organic feel than scripting could. NPC's won't always be standing there doing the exact same thing at the same time. The fact that your experience and what's going on in the world around you in your game is a bit different than other people is pretty cool. The conversations you'll overhear and subsequent quests you'll be able to get as a result will vary. It makes the world feel much more realistic and alive."
  6. "Bethesda's Nesmith reflects on the difficult birth of Skyrim's 'Radiant Story' system". VentureBeat. 2012-01-27. Retrieved 2012-01-29.
  7. "Five Changes from Oblivion to Skyrim". IGN. 2011-04-26. Retrieved 2012-01-29. "We can use it for miscellaneous quests, you go into town, you want to make friends with somebody, we'll generate a little quest for him that seems simple and that it's ok to go through the radiant story system. For a bigger quest, we want somebody who you're enemies with. We want to use him in that quest in some way. We'll pick the closest person who hates the player. He fills in that role."
  8. "Is Skyrim's AI Storytelling the Future of Gaming?". GameSpy. 2012-02-01. Retrieved 2012-01-29. To add meaning -- and perhaps drama -- the system determines which NPC should be captured by examining your character's history and picking an NPC that you've actually had a relationship with in the past.