←back to thread

868 points vuciv | 2 comments | | HN request time: 0.24s | source
Show context
dolebirchwood ◴[] No.45193344[source]
This is awesome. LLM-powered NPCs is one thing I'm most excited about in the future of gaming. Characters repeating the same scripted dialog over and over again is one of the biggest immersion breakers.
replies(13): >>45193383 #>>45193385 #>>45193639 #>>45194269 #>>45194412 #>>45195160 #>>45196348 #>>45196414 #>>45196479 #>>45196822 #>>45197099 #>>45197922 #>>45199103 #
beckthompson ◴[] No.45194269[source]
I'm unsure how useful they'll really be honestly! In many situations its very useful to know when your "done" talking with an NPC when they start repeating lines etc...

There could probably be cool uses but I don't think it will be a pure "upgrade" as the repeating dialog is kind of a feature honestly.

We'll have to see how it pans out xD

replies(6): >>45194295 #>>45194798 #>>45194966 #>>45196626 #>>45196798 #>>45199109 #
heckelson ◴[] No.45194295[source]
I guess you could just introduce a Symbol that marks the NPC as "I said everything I have" or gray out their text, or some other visual marker
replies(3): >>45194553 #>>45194675 #>>45195756 #
1. Unai ◴[] No.45195756{3}[source]
Repeating the last line of dialogue is not just a way to indicate that there's no more dialog, it often also works as a remainder, giving you the most important kernel of information ("You should go to [place] and talk with [npc]"), in case you come some time later and forgot what you were supposed to do. You can indicate there's no more dialog in many ways, but you'd lose that secondary feature. Same thing if the NPC just keeps babbling generated drivel.
replies(1): >>45196936 #
2. lexlambda ◴[] No.45196936[source]
So true. In such an LLM-driven game though, I would imagine the player would just ask the NPC: "I forgot what to do" or even "Can you explain it in other terms?" (if the quest description isn't clear enough).