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Automotive Cult Antagonist

@pluralistic I’d even say dialog for video game NPCs is an unsuitable task for LLMs.

As a writer, you know how important it is to say exactly what needs to be said to move the story—in advancing the setting, characters, or narrative.

An LLM just cranking out “kind of fits” dialog really doesn’t do any of that, and if anything, makes it harder to deal with knowing if you caused a state change you were supposed to or learned something you needed to know.

4 comments
Jiří Fiala Total Landscaping

@thedansimonson might be good for barks and/or tertiary and bystander NPCs

Automotive Cult Antagonist

@stooovie you would think—but think about that for a second. Most bystander NPCs sort of grunt, act confused, or maybe say a comment to you that you’ve heard before. These are all signals that NPC doesn’t have much to add to the progression of the story—it’s an indicator that they’re a leaf on the game tree, not a branch.

Putting all of ChatGPT, its weird sycophancy, its infinite desire to blab—does that add anything to the game? Maybe the first time, but not the fifth.

Robin Adams

@thedansimonson @stooovie Reminds me of the parlor walls in Fahrenheit 451. Instead of books, people spend all their time on semi-interactive soap operas where you can talk to the characters.

Jiří Fiala Total Landscaping

@thedansimonson I agree to an extent. It probably could be curtailed to react to some events with one or two sentences and not spew too much BS. It's a balancing act as everything but what we have now is either repetition or a game that only the likes of Rockstar can actually produce.

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