> 1. Imagine a video game like Red Dead Redemption where each NPC is voiced by AI and can respond to you in a convincingly human fashion. Their responses and even the plot of the whole game can change based on your interactions with NPC's.
Have you ever gone exploring in Minecraft, or No Man's Sky? Those games are effectively infinite, but I find they run out of interesting generated content after maybe 10 or 20 hours.
The problem is, once you see the outlines of the world generation, your brain kind of fills in the space between. I've seen blue grass, and I've seen purple oceans, so blue grass next to a purple ocean isn't uniquely interesting.
Or another example would be the radiant AI from Skyrim that could automatically generate quests for the players.
I think that using an LLM to model NPCs runs into the same problem(s). In the end, there are two cases: either the behavior is constrained enough to keep the game on the rails, and thus the randomness in the dialogue only ads some flavor but there isn't enough freedom to generate new quests and directions for the story. In that case, the added space to explore really doesn't change the nature of the game or add much.
In the second case, you let the model go off the rails and have a harness around it that generates a world matching the hallucinated responses, which would allow an LLM to dynamically generate quests and such, but then the design of your game is subject to being compromised by the randomness of an LLM. E.g. it's not just Red Dead Redemption 3.0 with some funny characters, sometimes it's a historical game and other times aliens show up.
Maybe that's compelling to some people but I've done acid before and really don't need all my media to recreate that sensation of reality drifting.
#2 has been fiction for all but 0.1% or less of authors for many years.
As of a few years ago - before AI writing was an issue - the average full time author in the UK would have earned more flipping burgers (but their household incomes are above average - it's a middle class hobby for most).
And only a miniscule proportion of authors are full time.
1. Is not a gamer's dream. It's terrible and you'll find out quite fast you're not interested in everyone's background and scream to most NPC's to shut the fuck up and get to the point.
It's just as terrible as injecting 'realism' in games for the sake of 'realism'.
Agree, I'm not at all looking for #1, at all. Good dialogue is an art form.
Presumably the art in a game like that would consist in setting up the world and prompts to make the AI NPCs interesting.
> It's terrible and you'll find out quite fast you're not interested in everyone's background and scream to most NPC's to shut the fuck up and get to the point.
Many of the interactions in RDR2 are quite mundane, and despite thousands of hours of (high quality) voice acting, it can become quite repetitive.
I could very much see those micro-interactions being LLM generated, but the TTS would need to be a step above where even the best models are now to come close to RDR2s production quality.
The repetitiveness in video game dialogues is a feature, not a bug. Amongst other things, it allows you to re-retrieve information and hone in faster on what’s story and what’s relevant progression. Having each character invent their own inconsistent sloppy backstory whenever you talk to them is not a positive, it’s not good immersion when every character is a chatbot that can inadvertently give you story beats you shouldn’t be aware of yet or you missed some crucial bit of information but no one talks about it anymore (or worse, never did). In that world, those games would be made popular by people breaking the LLMs in funny ways, not the gameplay itself.
Hadn't thought about it that way, but when I look back at the mostly single player/story-based games I play I agree!
#1 is rather what unexperienced game developers think what is a gamer's dream. It isn't---in fact, unlimited freedom is a recipe for confusion.
I’m a gamer, #1 is not my dream. Games, as with any other work of art, are also an exercise in curation on the part of the developers. Without that filter, and that common experience with other players, I might as well scroll reels and get an equivalent experience.
#1 is a marketer at AAA studio's dream, not a gamer's dream. People consuming works of art appreciate quality of storytelling and immersiveness.
> each NPC is voiced by AI and can respond to you in a convincingly human fashion
This is no longer fiction - see the latest AI update of PUBG.
#1 is Dungeons and Dragons, except for the word 'video' game.
I don’t get your ambivalence, when you seem to understand that the negatives of #2 far outweigh the positives[1] of #1. That’s something that has always been really weird in these LLM discussions, it’s like that Tom Toro cartoon:
https://www.newyorker.com/cartoon/a16995
[1]: And even those are subjective. I wouldn’t want that, and the other replies so far agree that would be bad.