4 ms·
I'm having a hard time imagining what sort of story could survive in such a "random" system. When I play games a large segment what my enjoyment comes from the
by delusional 4y ago
I'm having a hard time imagining what sort of story could survive in such a "random" system. When I play games a large segment what my enjoyment comes from the carefully crafted story beats that gets telegraphed by artists hours in advance. I like the intricate little details that they weave into every interaction to give me the _experience_ of being there (which is different from the _impression_ of being there).
From what I've seen from these LLM systems, they don't provide anything like that. They jump from random segment to random segment, with little coherent intention behind it. Their responses is full of platitudes and cliches.
I guess it would be fun for some sort of sandbox style virtual world, but I can't help but feel like the novelty would wear off quick.
- nicolaslem 4y ago> Their responses is full of platitudes and cliches. To be fair, in most games outside of main quests the NPCs feel like placeholders. Hearing the same set of sentences a dozen times when passing by them on a horse breaks the immersion a bit. I can imagine auto-generated lines to be quite good at making such characters more alive.
- kevinventullo 4y agoIn fact, this repetition can become a meme: https://knowyourmeme.com/memes/i-took-an-arrow-in-the-knee https://knowyourmeme.com/memes/i-took-an-arrow-in-the-knee
- delusional 4y agoThat's fair. I think some variation in the generic "I'm done talking and serve no further story purpose" lines could be useful, but that's nowhere near the revolutionary gamechangers people seem to be imagining when talking about LLM's.
- simmerup 4y agoI'd prefer the place holder text to meaningless auto generated nonsense ad infinitum.
- snozolli 4y agoI could see it as limitless options for side interactions unrelated to the main storyline. Imagine RDR where, instead of taking Arthur to Saint Denis and contracting tuberculosis, you instead end up marrying an NPC, buying a home, and raising kids. After a few years of dabbling in this side-game, you go back to the storyline.
- delusional 4y agoIf that's what you're imagining I guess i can understand the excitement, but how would that work? The side interaction you're talking about requires modeling the inside of houses, child models, animations for those child models, and parenting would have to somehow provide some tangible and meaningful systems. That's basically an entire game and I haven't seen any LLM capable of anything close to that. I feel like the best you could realistically hope for is infinite variations of "and then i took an arrow to the knee".
- snozolli 4y agoThe side interaction you're talking about requires modeling the inside of houses, child models, animations for those child models, and parenting would have to somehow provide some tangible and meaningful systems. Modeling the inside of the house seems like the easiest part. I absolutely expect to see AI-generated models deployed in games in the near future. Not necessarily on demand, but at least to fill out buildings on a map like GTA. I also expect it to be used for building character models. The rest I expect to be hollow, dreamlike, and bizarre. Sooner or later, though, it should be feasible. If AI can eventually be smarter than a human, then it seems inevitable that a 'game' could be created on-demand.
- CM30 4y agoTo be fair, 90% of NPCs in most games aren't directly related to any main storyline, and their dialogue is often background flavour at best. So replacing their one or two lines of non descript dialogue with a possible conversation would do wonders at increasing immersion, and allow effort to be spent on more important characters and content instead.