Game studio executives love AI slop — because they despise paying artists and writers. The execs hire art directors who also love AI slop: [Aftermath] He’ll just keep prompting an AI for imag…
i read it, i am just imaginative enough to think around the issue and find ways to improve upon the error.
and an impossible game?
so there is thing that has existed in games since the first NPC was created, in pong. it is a set list of functions and responses that the NPC can do, known as the NPC AI, or game AI.
what i am suggesting, is that we introduce a limited “generative chat” function that has certain outcomes that have already existed in games since their inception.
we create a profile for the NPC or a personality. and then based on what you say or do to it. like the sims, it has a reaction . however, this version just has world specific responses and actions (like in the already existing game, the sims) however it generates world specific responses with some limited variations without ever breaking character, and would also have limited responses before defaulting to something like “im tired, i dont want to talk anymore” to save on space. similar to how an LLM says you “reached enough tokens for the day” which is also something current NPCs do in game when you reach their limit of content. for example baldurs gate 3, when you talk to someone, and exhaust their dialogue, they give you limited or repeated responses. same as many, many other games. however their reasoning behind why differs in the way of “no more additional content” to “limited by your allowed usage” such as with an LLM
it still would be a simple response system, just more complex than what we currently have. and would adapt to your play style. kind of like the xenomorph in alien isolation, or other horror games that use your play style against you. again, just more complex. its essentially a longer list of “if, and, then” statements for NPCs to follow
there are games that currently exist that have “reactive worlds” this is just another branch of that. which adds further complexity. in a game like zomboid, which is already working on an NPC system, which is a highly moddable game (one of the main reasons people come back to it) and when other moddable games have already added similar features like what i listed, through mods. (bethesda games mainly, skyrim, fallout4, etc) using outsourced AI systems like chatgpt for their generative content. (i am not a fan of this method) however, i can guarantee once NPCs become available. someone will use such a system for their NPC mod if they find the current one limited or unsatisfactory to their playstyle. it is very personal and specific choice. one you would be likely able to switch on and off, like most features in zomboid.
i think creating a game specific AI system that essentially looks at the games content, follows strict character and world driven directives and limitations, and gives responses to your input is not something incredibly “new” its a development of existing systems just slightly more complex and varied.
specifically for a game like project zomboid, having a text window with a max text limit, say maybe 50 or 100 characters would be completely feasible with the right system, and much easier to create than a full chatgpt clone made just for gaming.
it would also allow players to enjoy more in game content without modding in outsourced LLM that wasnt built specifically for that game.
i just want more complex AI systems for replayability and complexity in a game that struggles to find its footing in prolonged end game content.
right now in zomboid you make your base, get set up, fight zombies, and survive for as long as you can. thats the end game. you die, and then do it all again, its play style is meant to be highly tailored to your specific preferences as well, modded or unmodded. with the addition of NPCs in the upcoming update, that changes things. but i can already tell you the devs are working on creating a similar yet perhaps less complex system of thought, memory, action, and reaction for the NPCs they are currently developing, compared to what i have in my minds eye.
generative text in a game is not a new thing.
peoples minds cannot seperate between traditional game AI, and chatgpt AI. and they do not know the difference. i feel like perhaps im not explaining myself well enough for you to understand. and i would like to, because i feel based on my initial comment i was misunderstood, but again this probably isnt the sub to suggest such “devil speak” lol.
i want a reactive text and action based system with simple (yet more complex than expected) systems for the game project zomboid. for replayability and randomization.
and whether you like it or not, gaming in general has always improved and created new ways to implement NPC or gaming AI into their games, and will continue to improve them and their complexity as time passes. Rim world is an excellent example as well, it just doesnt have text responses, just emotes and reactions. as would be the stalker series in the case of a reactive world dictated by the actions of its already existing in game AI systems.
if the writers of the game create a back story, and build the world, the AI system i suggest would just give responses, albeit more randomized and varied, based on that information alone, and player input. in the game project zomboid, it is based in 1994 kentucky. so essentially it would be based on what a super simplified person living in that part of the world at that time may understand, and what you could teach them as the player character. based on the willingness of their personality type. for example, you could maybe teach a NPC how to read or write, do basic math, maybe even teach them a bit about philosophy. the limited number of NPCs in that setting, based on your preference and hardware capabilities could allow for more complex in game relationships and dialogue. you could also turn uo the amount of NPCs make them dumb, or smart, like you can already do with the zomboids in game.
its more complex, sure, but not impossible. im just spitballing some ideas here for a better system. one that if you dont enjoy, you dont have to use. its your playstyle that dictates the version you play.
i read it, i am just imaginative enough to think around the issue and find ways to improve upon the error.
and an impossible game?
so there is thing that has existed in games since the first NPC was created, in pong. it is a set list of functions and responses that the NPC can do, known as the NPC AI, or game AI.
what i am suggesting, is that we introduce a limited “generative chat” function that has certain outcomes that have already existed in games since their inception.
we create a profile for the NPC or a personality. and then based on what you say or do to it. like the sims, it has a reaction . however, this version just has world specific responses and actions (like in the already existing game, the sims) however it generates world specific responses with some limited variations without ever breaking character, and would also have limited responses before defaulting to something like “im tired, i dont want to talk anymore” to save on space. similar to how an LLM says you “reached enough tokens for the day” which is also something current NPCs do in game when you reach their limit of content. for example baldurs gate 3, when you talk to someone, and exhaust their dialogue, they give you limited or repeated responses. same as many, many other games. however their reasoning behind why differs in the way of “no more additional content” to “limited by your allowed usage” such as with an LLM
it still would be a simple response system, just more complex than what we currently have. and would adapt to your play style. kind of like the xenomorph in alien isolation, or other horror games that use your play style against you. again, just more complex. its essentially a longer list of “if, and, then” statements for NPCs to follow
there are games that currently exist that have “reactive worlds” this is just another branch of that. which adds further complexity. in a game like zomboid, which is already working on an NPC system, which is a highly moddable game (one of the main reasons people come back to it) and when other moddable games have already added similar features like what i listed, through mods. (bethesda games mainly, skyrim, fallout4, etc) using outsourced AI systems like chatgpt for their generative content. (i am not a fan of this method) however, i can guarantee once NPCs become available. someone will use such a system for their NPC mod if they find the current one limited or unsatisfactory to their playstyle. it is very personal and specific choice. one you would be likely able to switch on and off, like most features in zomboid.
i think creating a game specific AI system that essentially looks at the games content, follows strict character and world driven directives and limitations, and gives responses to your input is not something incredibly “new” its a development of existing systems just slightly more complex and varied.
specifically for a game like project zomboid, having a text window with a max text limit, say maybe 50 or 100 characters would be completely feasible with the right system, and much easier to create than a full chatgpt clone made just for gaming.
it would also allow players to enjoy more in game content without modding in outsourced LLM that wasnt built specifically for that game.
i just want more complex AI systems for replayability and complexity in a game that struggles to find its footing in prolonged end game content.
right now in zomboid you make your base, get set up, fight zombies, and survive for as long as you can. thats the end game. you die, and then do it all again, its play style is meant to be highly tailored to your specific preferences as well, modded or unmodded. with the addition of NPCs in the upcoming update, that changes things. but i can already tell you the devs are working on creating a similar yet perhaps less complex system of thought, memory, action, and reaction for the NPCs they are currently developing, compared to what i have in my minds eye.
generative text in a game is not a new thing.
peoples minds cannot seperate between traditional game AI, and chatgpt AI. and they do not know the difference. i feel like perhaps im not explaining myself well enough for you to understand. and i would like to, because i feel based on my initial comment i was misunderstood, but again this probably isnt the sub to suggest such “devil speak” lol.
i want a reactive text and action based system with simple (yet more complex than expected) systems for the game project zomboid. for replayability and randomization.
and whether you like it or not, gaming in general has always improved and created new ways to implement NPC or gaming AI into their games, and will continue to improve them and their complexity as time passes. Rim world is an excellent example as well, it just doesnt have text responses, just emotes and reactions. as would be the stalker series in the case of a reactive world dictated by the actions of its already existing in game AI systems.
if the writers of the game create a back story, and build the world, the AI system i suggest would just give responses, albeit more randomized and varied, based on that information alone, and player input. in the game project zomboid, it is based in 1994 kentucky. so essentially it would be based on what a super simplified person living in that part of the world at that time may understand, and what you could teach them as the player character. based on the willingness of their personality type. for example, you could maybe teach a NPC how to read or write, do basic math, maybe even teach them a bit about philosophy. the limited number of NPCs in that setting, based on your preference and hardware capabilities could allow for more complex in game relationships and dialogue. you could also turn uo the amount of NPCs make them dumb, or smart, like you can already do with the zomboids in game.
its more complex, sure, but not impossible. im just spitballing some ideas here for a better system. one that if you dont enjoy, you dont have to use. its your playstyle that dictates the version you play.