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868 points vuciv | 3 comments | | HN request time: 2.398s | source
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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.
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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

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mgaunard ◴[] No.45194966[source]
It would require a completely different design to video games.

Current video games are designed around streamlining content. As a player, your job is to extract all content from an area before going to the next. That's why most areas are designed as linear corridors so that there is a straightforward progression, and most NPCs interactions are meant to offer something meaningful so as to not waste the player's time.

But imagine if interaction with NPCs wasn't just a content delivery mechanism, but instead could sometimes be rewarding, sometimes useless, dynamically adjusted in how you interact with the world in non-predictable ways.

The player would just waste their time in their usual approach of canvasing each new area, which would become unsustainable. There would be no reliable way of ensuring you've extracted all the content. All he/she could do is roam around more naturally, hoping the glimpses they catch are engaging and interesting enough.

Maybe a new player skill would be to be able to identify the genuine threads of exciting content, be it designed or emergent, within the noise of an AI-generated world.

Realistically though, how do you build an exciting player experience with this framework? A starting point might be to approach it as something more akin to LARP or improvisation theater, you'd give each NPC and player a role they need to fulfill. Whether players actually enjoy this is another thing entirely.

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1. latexr ◴[] No.45195788[source]
> But imagine if interaction with NPCs (…) instead could sometimes be rewarding, sometimes useless, dynamically adjusted in how you interact with the world in non-predictable ways.

That’s a slot machine, and the same mechanism which also gets us hooked on social media. Sounds like something which would immediately be exploited by vapid addiction-as-a-feature games à la FarmVille.

> The player would just waste their time in their usual approach of canvasing each new area, which would become unsustainable. There would be no reliable way of ensuring you've extracted all the content.

Sounds frustrating. Ultimately games should be rewarding and fun. Constraints are a feature.

> All he/she could do is roam around more naturally, hoping the glimpses they catch are engaging and interesting enough.

Good reminder to go take a walk outside. Take a train to somewhere we haven’t been. Pick a road we’ve never crossed. We don’t even need a mini map, and sucks that we don’t have teleportation back to base, but we do have a special device which always points the way back.

> Realistically though, how do you build an exciting player experience with this framework? (…) Whether players actually enjoy this is another thing entirely.

Agreed. Though not enjoying it and abandoning it is fine, I’m more worried about people not enjoying it but feeling unable to quit (which already happens today, but I think the proposed system would make it worse).

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2. woodrowbarlow ◴[] No.45197756[source]
>> There would be no reliable way of ensuring you've extracted all the content.

> Sounds frustrating. Ultimately games should be rewarding and fun.

this seems to assume that the only way to feel rewarded / have fun is by comprehensively extracting content from the game. in order to have fun in an "emergent" generative game of this nature, you'd need to let go of that goal.

i do agree with the risks surrounding engineered engagement.

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3. latexr ◴[] No.45198305[source]
> this seems to assume that the only way to feel rewarded / have fun is by comprehensively extracting content from the game.

Not my intention, that is not something I believe. I’m not a completionist (I get those who are, but to me it can get boring or stressful) and I see the appeal in sandbox games (even if I don’t usually play them).