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_Very_ good point. I had not fully considered that, same deal with conversation trees vs free-form entry/response.
by joshstrange 1y ago
_Very_ good point. I had not fully considered that, same deal with conversation trees vs free-form entry/response.
- acdha 1y agoIt’s a really good point. One thing which comes to mind is the way some games distinguish between UI blocking dialog and background color, which could be a great place to start: imagine walking through a city like Baldur’s Gate only it has actual thousands of people who are saying different things when you walk by, and some of those are based on things your party has done recently with specific details about appearance, gear, and actions which would be too hard to do with traditional dialog approaches (e.g. kids talking about a battle and who they thought was best like real kids talk about sports, a good priest wondering what a paladin was doing spotted talking to a notorious thief, etc.). Something like that could add color and immersion without affecting gameplay or wasting anyone’s time, and you could extend it to things like vendors (“saw you put that axe to good use…” or “were you wearing these boots when you freed those slaves? I bet my brother will want buy them!”) to flesh out the approach before using it for load-bearing purposes.
- joshstrange 1y agoI really like that idea, the "passive" dialog can use the LLM but main dialog is a little more "on the rails". IIRC Skyrim has "background" dialog change subtly throughout the game as you progress but after 1-2 times hearing it, it feels repetitive. Using LLMs to keep that "fresh" would be interesting. > a good priest wondering what a paladin was doing spotted talking to a notorious thief, etc.) Love this and the other examples you gave.