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This is brilliant! I think a game with LLM NPCs would be crazy cool. Agree with the other commenter I would probably need a playable demo to pull the trigger th
by ryebread777 2y ago
This is brilliant! I think a game with LLM NPCs would be crazy cool. Agree with the other commenter I would probably need a playable demo to pull the trigger though.
Also, I didn’t realize from the website that it actually uses voice? That should probably be highlighted, unless I just missed it.
One other thought, your title says it’s a game about social persuasion. In the examples on the site it seemed like many of the challenges just involved coming up with lies. If there are no consequences to just making up lies it seems to kind of flatten the strategy. Though I’m just speculating. Thanks for sharing!
- mbforbes 2y agoSuper great observation about the objectives! It started out with lies (er, let’s say “excuses”) but it’s broadened into more conversational goals. I need to highlight this more. Specifically, re: flattening the strategy, spot on and I’m excited to introduce more long term repercussions for lying. There are some long-range dialog repercussions now, but not many. Having to craft a consistent narrative across the whole game (“Overboard” comes to mind if you’ve played that) would be wildly interesting. Loud and clear re: demo and highlighting voice!
- all2 2y agoThis would be a fascinating evolution of the old point and click detective games. A mystery solving game driven by dialogue? And maybe a narrator (a different voice)? And you might be able to play it with friends? a playable Scooby-Doo episode?!
- ryebread777 2y agoMy wife and I tried the game out over the weekend. Overall the game does a lot really well. I'd say it's a well-done game, in the same vein as one of those games where you select dialogue choice options. My wife quite enjoyed it (gave it 8/10) but I expected something a bit different (5/10). In particular, I was hoping there would be a lot more freedom to guide the game, or at least guide conversations, through language. In reality, most of the dialogue was about accomplishing a pretty specific and simple objective. Ie. compliment this person, agree with their viewpoint, etc. The game was just about figuring out the objective of each challenge and then completing it. There was no balance (ie compliment him but also seem genuine. Don't offend him, but also don't be a pushover) or opportunity for creativity (ie. you can lie your way out, or appeal to their pity, or distract them, any of these could work). If someone likes games where you select dialogue choices this might be a good game for them. But I was hoping for something that felt more natural and self-driven. At the very least, I think making the conversations longer and more open ended would be nice, even if the outcome doesn't affect the story. One of my favorite challenges was booking the dinner reservation, just because I ended up having a short conversation with the man about the pasta bolognese that didn't feel like it was part of any script. Everything else (graphics, voices, dialogue, interface, story, transcription) worked great and I don't think need to be improved. But the main mechanics of the game feels like a thin layer of LLM on top of a rigid skeleton of scripted scenarios with fixed outcomes. I'd love to see the language model on a longer leash. Thanks for sharing and huge kudos for creating a playable game that was legitimately enjoyable! I look forward to the next parts of the story.
- nanidin 2y agoIt's fun but I don't feel like I'm in a real situation. I would love to see something like this in VR aimed at gamifying social skills.