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Original post by Omegavolt
This would all be a part of the way a dynamic world would work, however. If these NPCs were all a part of a city, then most of them had jobs right? Now theres vacancies for these jobs. That could affect the player. Plus, I would think that other NPCs who had relationships with the dead NPCs would find out about the deaths, and want to take some sort of action. If this action is something the player could do, it could turn into a new quest, or line of quests really, for the player.
Still, I think you might be overlooking the amount of stuff that needs to happen in between the AI's "doing their thing" and it turning into a quest that is presented to the player in a way he can understand. Voiceover is right out; you can't record dialogue for dynamically generated plot. You'd probably need some sort of dialogue-writing AI, similar to the conversation-having AI's out there, which is a huge effort in and of itself. (And don't even think about localization...) There are other ways to do it without creating a dialogue synthesizer, like the way the Sims does it... having the characters communicate in abstract picture bubbles, and directly showing the player their emotions and desires in abstract thought bubble pictures. I thought this was really clever (and the fake language was a good way to avoid localization), but I don't think it would work to present a standard RPG-style "quest" to the player.
I guess you could do a fill-in-the-blanks style dialogue, but I've never seen it done well. Something like:
Guard: "Hello. It appears that <Bob> was <murdered>. I heard that <Sam> was <angry>. I heard that <Susie> was <jealous>. Find the <killer> and I will give you <100 gold>."
But if you limit yourself to fill-in-the-blank style dialogues like that with pre-decided ideas for what sort of quests you are going to present, like the guards asking you to find a murderer for money, then I think the game would be vastly more interesting if you just pre-scripted a series of partially random, repeatable "Find the murderer for money" quests. All the development trying to get the AI to decide to murder on its own is a waste of time since the only difference the player will see between your game and the other is that yours has much worse dialogue.