• @Potatos_are_not_friends
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    1610 months ago

    But a lot of NPCs one-lines, when done correctly, delivers valuable plot. I’m thinking classic RPGs.

    A lot of open worlds made it shitty with garbage like, “Looks like rain today” or “I need a vacation”, which honestly I could do without.

    • @GlitterInfection
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      1210 months ago

      But isn’t that what they’re saying they’re trying to address?

      Imagine if the stray looks like rain today actually preceeded rain? Or you could ask them follow-up questions about how they know, which could lead to vital information about their family history of wizardry and a location of a lost item or something.

      For me, I love immersive open world games and this is the most exciting potential ai use-case.

      • @Potatos_are_not_friends
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        1110 months ago

        Or you could ask them follow-up questions about how they know, which could lead to vital information about their family history of wizardry and a location of a lost item or something.

        Imagine AI suddenly giving backstory that was not at all related to the story the developers were trying to tell. The quest to defeat the Demon lord, and this AI creates unrelated lore?

        Sounds like a major mistake.

        • @cynar
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          310 months ago

          You would need a properly layered engine. The full lore is baked into the global engine. Each NPC gets their own biasing in the engine. A subset of knowledge they have, as well as things they explicitly do or don’t know.

          Generating the underlying knowledge set, in a way that is easy to work with will be the challenge. It’s ok for AI to fill in the gaps, but the story designers will need an easy way to get them to behave properly.

          There will also be a lot of unintended consequences. A good team would be able to do amazing things with this. A bad team would produce a complete mess.