Lambourne
Ahn'Qiraj Raider
I think the idea has merit. I loved exploring the world in Daggerfall, which had a huge world that was almost entirely procedurally generated. Most of the world was basically empty but there were thousands of dungeons and towns.
Each town was big too. In most games nowadays a town is 3-4 houses, whereas in Daggerfall a town looked like this:
Each of those houses can be entered. They can be residences, shops, guilds etc. Some are for sale and could be owned by the player. And there were thousands of these towns, you could explore and see if they had an interesting combination of locations (a well equipped armor store to rob, with a thieves guild fence nearby for example). NPCs were done the same way.
Dungeons were made up of various standard pieces connected together (bit like LDON dungeons in EQ, except with infinite variety). Most quests were also autogenerated although the main story and it's locations weren't.
Considering this was possible with mid 90s hardware (came out 3 years before EQ) I wonder what could be done nowadays.
Each town was big too. In most games nowadays a town is 3-4 houses, whereas in Daggerfall a town looked like this:

Each of those houses can be entered. They can be residences, shops, guilds etc. Some are for sale and could be owned by the player. And there were thousands of these towns, you could explore and see if they had an interesting combination of locations (a well equipped armor store to rob, with a thieves guild fence nearby for example). NPCs were done the same way.
Dungeons were made up of various standard pieces connected together (bit like LDON dungeons in EQ, except with infinite variety). Most quests were also autogenerated although the main story and it's locations weren't.
Considering this was possible with mid 90s hardware (came out 3 years before EQ) I wonder what could be done nowadays.
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