What stealth and infiltration quests did BG2 have?
Thieves guild quests, e.g., take a necklace away from a Talos cleric. There were several other quests you could sneak past enemies, but that's not really what we're talking about.
BG1 had the endgame, where you had to sneak past the flaming fist or else fight them in order to avoid arrest.
You...intercept agents of the Absolute en route to Moonrise? There's no schedule, you just do it as part of the quest if you join the Harpers. It's an event. Alternatively, you could be the one intercepted, if you chose to side with the Absolute.
Yes, missed opportunity. Arcanum had a lot of half arsed things in it, from this to combat.
More like it wasted time on things that weren't core gameplay. Some of which I enjoyed immensely, mind you.
Like, why generate giant landmasses and let the player travel over them in real-time, when you can just simulate it with the automap?
I'm glad it did, otherwise it would have been entirely boring with it's random loot, scaled enemies and copy pasta quests/areas, which were the games real killers. Nothing more hilarious than screwing around with the AI in many games. With that said, just giving up and turning every game into a quest dispenser is hardly the right answer either.
Except that's all Oblivion NPCs were. Radiant AI wasn't immersive and was only used in gameplay to do gay stuff like the stupid poisoned apples.
It wasn't a proper roguelike. It was just broken and stupid.
I still think it is something that should be trialed though.
Sure. But it depends on the sort of game you want to make and what role the AI will play. If all you want to do is make the world feel alive, you don't need an AI. If all you want is infiltration quests, you don't need an AI.
Even Hitman, where NPC schedules are part of the core gameplay, mainly used prescripted routes for NPCs, not a real AI. Because only in Oblivion's idiotic system is someone going to see a random apple and just eat it because it suddenly appeared in their pocket.