Well shit…

  • WowKamui@mastodon.world
    link
    fedilink
    arrow-up
    11
    ·
    10 months ago

    @PerogiBoi @jherazob it would be interesting but require a lot of development to make sure the NPCs either didn’t know about spoiler information which may break the plot or don’t just hallucinate answers, which may mislead the player.

    “How do you get through the haunted forest?” “You need x item to get through the haunted forest” “are you sure?” “Yes thats how heros get through the forest” the item in question doesn’t even exist in the game or has no bearing on the quest.

      • Qkall@lemmy.ml
        link
        fedilink
        arrow-up
        1
        ·
        10 months ago

        yes this! i’ve seen a number of AI npc skyrim mod videos… I … I need this.

    • Ferk@kbin.social
      link
      fedilink
      arrow-up
      3
      ·
      10 months ago

      Even if they did hallucinate answers, it wouldn’t be the first game that relies on the “unreliable narrator” trope.

      • WowKamui@mastodon.world
        link
        fedilink
        arrow-up
        2
        ·
        10 months ago

        @Ferk @jherazob @PerogiBoi good point, unreliable narrator is one thing, but could harm game enjoyment especially if it’s unintended or harmful. It’s one thing to retell the history of a region with a bias or mis-remembering events, or characters lying because it’s their nature to lie “evil character” but it would get annoying if every character could convincingly just make up unhelpful rubbish, or spoil a plot twist in the game.

        • WowKamui@mastodon.world
          link
          fedilink
          arrow-up
          1
          ·
          10 months ago

          @Ferk @jherazob @PerogiBoi I’m not arguing against LLM or conversational AI in games, it could really breathe life into a game if your choices really could have organic responses, but these tools have a lot of pitfalls that scripted responses don’t have, and the dev team will need to be aware of it to not have unintended consequences.