It was the system they used to give schedules to NPCs in Oblivion and Skyrim, as well as the random quests in Skyrim.
It was a marketing PR buzzword, and functionally is no different than literally most video games.
It was a little different, because the quests were procedurally generated. Unfortunately most of them were pretty boring, being either a “fetch the item” or “kill the bandits” quest. I don’t know another major game that did that.
Procedurally generated content, including quests, wasn’t close to a new idea. Games like Xcom (1994) or Elite (1984) procedurally generated most of the entire game decades before Oblivion or Skyrim.
In fact Daggerfall was almost nothing but quests and other content like that.
Just based on that thumbnail, I’m going to let it stay an unsolved mystery.