The Radiant AI technology, as it evolved in its iteration developed for
Skyrim, comprises two parts: General goals, such as "Eat in this location at 2pm" are given to NPCs, and NPCs are left to determine how to achieve them. 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.{{cite web | url=http://uk.xbox360.ign.com/articles/116/1164074p1.html | title=Five Changes from Oblivion to Skyrim | date=2011-04-26 | publisher=
IGN | quote=''"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."'' ==References==