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randomly generated quests tend to be "Bring me this item" or "Kill this monster".


An alternative would be.. what?

Exactly. All you can do is have a list of quest templates, places, monsters, items, rewards and some random text. Put monster A into quest B... After you've seen each template, they offer little else.

Just a sudden thought... Have the entire game with pregenerated quests, but with all of the variables random. For instance, the Cursed Abbey might be filled with undead or elementals or beasts, and the Engineer might be a mage or a corrupt monk. The Haliberd of the Rock might be a scimitar or a shield.

What might make it even better is if the difficulty of each quest could be shuffled. At the moment, it's given that you need to be level 20 to do the Cursed Abbey and level 10 to start taking on the orcs. What if you switch them by adjusting the monster stats? You would have to decide what you were capable of and try and determine a suitable route through the game. Some things would have to remain the same, such as the start and end of the game.

I remember that Blade Runner did this, although I never got around to playing it. The targets you had to identify and kill changed every time. If you killed an innocent by mistake, you lost. It would make for interesting replayability. I'm not saying add this exactly into Divinity, but it shows that the concept is possible.