Those are the exact aspects where an artist's vision matters the most. A phrase like "the lighting in this game is incredible" is only true because someone spent an inordinate amount of effort on it. Same for writing, or landscaping, or even scripting, no matter how invisible it may seem. It's nuts to suggest that those are the parts we want to outsource to a lifeless, frictionless machine.
Don't be afraid to say that there is no good use case for AI, "a solution in search of a problem" is not meant to be responded to with "challenge accepted."
HarkMahlberg@kbin.earth
rursta@retrolemmy.com
MurrayL@lemmy.world 2 weeks ago
The fact you think NPC dialogue is something ’basic’ shows how little you know about narrative design, unfortunately.
metermatic26@lemmy.world 2 weeks ago
No, not at all. I was referring to LLM’s as ‘basic’ applications of AI.
And I’m not talking about having ChatGPT write your dialogue, but more subtle applications like having your player enter their own questions or responses, running the input through a language model and then selecting the most appropriate (pre-defined) response.
In other words, creating the illusion of a more authentic interaction even though you are still railroading the player.
To be fair, you don’t need an LLM for that. The earliest text-based RPGs operated on free text input from the player, which would trigger actions based on keywords. (e.g., “go north”, “pick up lantern”, etc.")
You could do the same thing with dialogue. It’s just a bunch of work and kinda clunky, but so is talking to a chatbot.
Oh no, not this idea again. Nvidia already pitched this concept a few years ago. Leaving aside the security blunder of giving a player an unbounded text box attached to an unpredictable machine, it was apparent immediately that it would become a reflecting pool for the absolute worst player behaviors. Every single female NPC would be instantly derailed by trolls asking to see her boobs. I don't think even Nvidia bothered with the concept after it's first showcase.