The randomized missions does really sound interesting. Finally, someone is thinking procedurally about quest handling. It's been a long time in coming. It's cool that game will tailor the random quests you're offered according to what you've been doing. I just hope they don't do it in a ham fisted manner that they've done other mechanics.....like if you do 2 assassination quests, suddenly that's ALL you're doing and you're locked into part of the game now.
The Radiant AI bit though....meh. I read no difference between what's been promised before and what was actually presented. NPCs have routines. They'll do these routines in believable places. They'll have good animations. I can't help but compare that design philosophy to the same one that put 14,000,000 containers in Bethesda game worlds. Sweet, we are faced with realistic amounts of containers. It still gets boring after 10 hours though, and you get sick of going through everyone's house, checking every container. Will populating a world with fields and mines expressly for NPCs to work in really be all that interesting? Or is it more the obsession with having a filled out world that still results in something uninspired? Will you even notice or care about the highly realistic NPC routines after a few hours?
NPCs tracking your behavior isn't new, it's scripting 4 modes of NPC attitudes and using a flag system to track how they should change. I'm not saying it's not an improvement....it just sounds like Bethesda may finally be catching up to do something other than a cookie cutter design. Maybe.
The screens are looking quite nice. Like Oblivion, they seem hung up on visuals again though. Ditching Speed Tree was probably a good thing but....at the cost of writing a system to do their own trees? All that...for trees?
Like the last few Bethesda games, I'm just gonna have to wait to see if they actually put their money where their mouth is. Because they never really have since Morrowind, in my book.