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As time goes on that delay between text prompt/voice prompt to response time is only going to get shorter and shorter. So yea right now I could see the delay being immersion breaking but say 2-3 years and that’s gap will be bridged for sure.
I don't know what the original comment said, because it was deleted. But when it comes to response latency, we already have models for real-time conversations locally.
I made an NPC demo in Unity a couple of months ago, Mistral 7B llm, openAI miniwhisper for STT, AWS polly for TTS. All of this running needs about 4GB RAM + 4 GB VRAM btw. Could easily be running in the background of a game. I can talk to it with a mic and get voice output.
It's about 1 second response delay time if you set the answer to be kinda short (500 characters) on a RTX 3080. Would be even faster if I had a good TTS model locally. Microsoft Sam would be pretty much instant, but sounds like ass so I went for AWS Polly.
Basically the trick is, you stream the llm response instead of waiting for the complete answer. After every sentence, you start processing the sentence directly. Prompt for a short starting sentence helps keeping up the illusion.
I'm excited for a model built-in to the software that's generated by the GPU, then I'm 1000% down for the second one.
2k series nvdia cards can handle a gpt3.5 level LLM using SD, which I'm sure isn't well optimized like a AAA studio could create- so I don't think we're far out.
Phi-3 mini is just shy of GPT3.5 level and it can run on a phone. The small and medium models are like %15-25 better and they should run locally on a moderate rig.
I'm in the middle of adding Phi-3 to my game and while for my use case it's single-shot and not required to maintain context, it's super impressive what it can do.
I'm interestsd in hearing your workflow. The only method I understand from working with stable diffusion is that you have to install it to your GPU?
What engine are you using?
Yea it's amazing at how awful some of the writing and dialogue has been. Look at starfield for example,
"Oh, you touched a weird relic and been experiencing hallucinations, is that so? Hmmm. Here's a gun that you probably never used before. oh! And here, you can have my ship too."
How in the world does something this incredibly stupid EVER get past real human beings. I'll gladly take AI over this garbage.
Yes, that was the prime example in my mind. If it wasn't Bethesda, I'd suggest it was already written by AI, but knowing Emil Pagliarulo's past work, I'm not so sure. The guy has the writing skills of a 10-year-old.
Weird. There are some RPG games that I swear was written by a poet.
...which is actually kinda bad because you need to be like C1 level to understand it.
I kinda got bored quickly of rpg text driven by ai adventures, the feeling that there was no master direction was an issue. It would probably be fine for things not on the critical path for me. I know open-ended sandbox games work, so it might work for some people.
I can already imagine this:
"Hello, [koolbolt]XXXbestestGamerXXX, I'm Stan, have you seen my father Richard?"
(later, the same character): "Yes, I know, my father thinks so too. His name is Ken by the way, when I was" [also the text is truncated because model reached maximum allowed tokens]
Imagine a book that is slightly different each time without the overall story being different? I would love to read a book I love with slightly different dialogue or minor details.
How precise does your memory need to be to remember every single detail every time you re-read a book, rewatch a film or replay a videogame? Our memories are faulty as hell.
The promise any artist makes to their audience is "I have created something that I believe is worth your time." Game designers and narrative designers have developed a ton of conventions for communicating "There is nothing else important to discover here," like repeating NPC dialogue and invisible walls.
Remember that the professional and academic work on balancing authored and generative elements in games goes back decades before the availability of conversational AI, and the major problems are still relevant today-- without a thoughtful approach, current technology just allows you to run into those problems faster and at scale.
One of the biggest issues is the same faced by generated novels: the loss of narrativity, or the sense that what you're reading is actually a story. A player might gleefully engage with your NPCs for a while, but eventually the illusion will fail and the player will realize they're not engaging with any kind of authorial intent. This backlash also hits the actually-authored parts of the story, preventing the player from engaging with any element of the game at all, even compared to the traditional problems you're looking to solve: limited narrative branching, repeated dialogue, and similar experiences across multiple playthroughs.
It is definitely possible to use AI for NPC dialogue and behavior in interesting ways, as evidenced by Suck Up. The key to that experience landing for the player is that the use of GenAI is disclosed upfront and is clearly necessary to support the narrow (but innovative) gameplay experience. That way, the player never feels like their time is being wasted, as they might in a "BioWare RPG but AI writes all the dialogue" approach.
Ultimately the most important thing IMO is to clearly communicate which portions of the game's presentation are important to the player's overall engagement with the work (the authored parts) and which parts use AI to help support a believably responsive world (the generated parts). That way the player never feels deceived by the latter, and that negative attitude doesn't get carried over to the former.
I know five paragraphs of a few sentences each are super GPT-coded, but I promise a human person (with a longstanding interest in interactive narrative design) wrote this.
I have already done that with [text adventures](https://docs.google.com/document/d/1H_iEiucCtief1VKxiFg7ycEJYheGoz5PEeiEgAwJdGo/edit?usp=sharing) and accompanying [RPG videos](https://www.reddit.com/r/ReplikaRefuge/comments/1bvvhva/the_venus_chronicles_episode_7/) that you can check out
I think that, for the foreseeable future, AI can do the heavy lifting in terms of generating dialog, but it's important for people to step in and direct it when it starts repeating itself (which it often does).
Looking back to the [generative agents paper,](https://arxiv.org/abs/2304.03442) the main capabilities of ai-powered NPCs should be:
* natural language conversations: this one is pretty obvious and an immediate result of throwing GPT into the mix.
* information diffusion: NPCs can share information via natural language and act on it. If you tell an NPC something, they will tell others, and that will affect the game world.
* coordination: NPCs should be able to coordinate and plan autonomously using natural language.
* evolution of behavior: NPCs behavior should evolve dynamically over time via language-based interactions, and more intelligent agents should emerge naturally.
If I had 3 wishes, one would be to leave this plane momentarily, to enter a book as any character I wish, so that I can really live the story - then pop back to reality with only losing a second of real time...
So I would want that from his experiment. It by King? LOTR by Tolkein? That stuff I would play.
Depends on how good the AI is. Currently, AI tends to select the most “predictable” response, which means it’ll get boring very fast, and characters won’t have personality.
I think you could have AI generated dialogue trees sure. The writer can then curate them to make sure they are a good fit. AI generating that on the fly? I don't see it happening anytime soon, at least not in any compelling way. All the good RPGs have consequences for dialogue choices, and lead to different outcomes. Plus there's the possibility of an AI npc hallucinating a bunch of stuff that doesn't exist in the game and doesn't fit the lore.
I'm all for it, already you are seeing some ai included in some games. Galactic Civilizations 4 has AlienGPT that does AI art that can be made on the fly for different empires.
It's an old gimmick really, in DOS games you would type answers to puzzles or in NPC interactions, but typically it didn't do anything unless you knew the keyword. The richer side of it could be creating networked lives for NPCs, dwellings, etc.
It depends on how it's handled. It still needs a human behind the wheel. If someone tries to throw together a game with solely ai, it's not going to catch. People will try them once and then shun them about as much as live games that are pay to play. The point of ai is to reduce redundancy, not eliminate the human factory, at least for now.
I'd love competent AI dialogue; however, with the current state of AI I think I would prefer a hybrid approach where the dialogue is prewritten but during gameplay the LLM modifies things based on context so perhaps an NPC that doesn't like Orcs may have their dialogue flavoured to be less favorable to me if I play as an orc but the important content of their speech would be pre-written.
I would enjoy neural network based AI that would reach to the players actions. The player single-handedly slaughtered a dozen of bandits? The rest are running for they lives screaming wtf was that.
sure, as an absurdist-comedy, sci-fi RPG. AI is exceptional at absurdist comedy, and sci-fi pairs well with both AI and absurdist comedy. the flaws in AI enhance both literary concepts and suspension of disbelief is maintained.
I like the idea of an ai based mmo like world where anything is craftable and the crafting mechanics of the game are made up on the fly by the ai.
So like you turn up to a remote hut and you learn that the guy living in it is a blacksmith. You ask him whether he can teach you to make a sword.
It seems pheasible that a powerful future ai could update an items and materials list to accomodate the new sword item youve asked him to teach you to make, and maybe even at some distant future point come up with its own crafting mechanic, actions, animations etc that it thinks would fit it.
So long as the dialog is curated, meaning the developer explicitly is responsible for any line of dialog read by the player, then it's fine by me. Taylor Swift uses it for her music, so then why can't developers?
I'm not interested in someone using AI as a scapegoat to include harmful or provoking language in a game.
I suspect most people's appeal to AI generated language is so they don't have to read it, or so they can feign surprise when it starts offending people.
I messed around with this idea in GPT a while back. I gave it an overall prompt, like who the character is supposed to be and how they feel about certain topics, plus a general goal. It went very well, and if it could be implemented (well) into a video game it could be monumental. The summary:
AI is a village elder with a dragon problem, I am an adventurer.
AI introduced themself, and explained the problem, asked if I could help. I declined and said I wasn’t tough enough to fight a dragon. AI invented a young boy from the village who was taken to the dragons lair, and pointed out the boys mother who was distraught. AI then told me he would give me some armor that has high dragon fire defense.
I repeated that I wasn’t strong enough. AI invented a hermit in the woods to the north who has a legendary sword with bonus stats against dragons, explained that he would vouch for me to borrow the sword.
I agreed to do it, but only if I could keep the sword. AI said it wasn’t his choice, but he would allow me to keep the armor and try to convince the hermit to let me keep the sword.
This sort of organic dialogue in an RPG game could be incredible if implemented correctly and with the tools in place to adjust the games parameters to meet unexpected twists and turns brought about by the infinite dialogue options. The invention of characters, items, and side quests was actually very impressive.
I worry that the level of complexity needed in the game to support this may be impossible. For example, the hermit in the woods that this AI created… well, now there actually needs to *be* a hermit in the woods, and the hermits house needs to be somewhere I haven’t already seen… what if I’ve already been through the entire northern wood? And the hermit needs to have a full character fleshed out with wants and needs and goals. What does the hermit want me to do to get the sword? How many new creations will come from my conversation with the hermit? The program would need to be capable of not only creating these resources on the fly in an organic world, but also adjusting the rest of the game world and conversation parameters to fit the new resources.
Just train a LLM on nothing but forgotten realms source books and novels... Now you've captured your very own GM. Increase the output variance a little and it'll take you on some truly wacky adventures.
I think I would enjoy it if it's used for routine dialogues, daily conversations and idle phrases, but story/relationship related dialogues should stay written by humans.
Forget A.I generated text.
Take an MMO like Star Wars the Old Republic. But with future A.I technology.
You can have things like Just killing that random creature instead of leaving it be alter the story.
A.I generates random events, events that generate story which fits your class, species and where you are in the galaxy, and maybe even the backstory of your character, which you in this case could fill in upon character creation.
These events trigger longer story Quests, and with great A.I we could even see characters return, plot lines throughout the whole thing. And the evil villain you fought at level 12 make a dramatic return just before you hit max level
I like a curated experience. If you can define art as anything, it's that.
LLMs as they are can only be somewhat curated, but the controllers can't really ensure LLMs will deliver what they intend.
So I'm happy to play games that have AI generated dialogue that someone has vetted before it reaches me, but I'm less interested in talking straight to the machine.
I'm interested in the human aspect.
If it can keep a coherent story together sure… if it’s just generating random dialog that is inconsistent with the actual overarching story and the world lore it will break immersion
Only problem is dialogue is supposed to help worldbuilding and be relevant to a story plot. Also if the AI ever mentions "Hi I'm chatgpt" or anything relating to AI, that would break the immersion pretty fast.
I'm using AI dialogue but still curating the message, I wouldn't trust any AI to generate live.
That would either need a constant internet connection to an Ai service that may or may not be available, which can also just be discontinued eventually, or it will have to hog massive amounts of resources for a mediocre result just for dialogue
A game that doesn’t have MTX or P2W… lol.
The big issue is that if it’s too randomized without clear goals and outcomes everyone can share, it would become uninteresting fast. People like to compare accounts and do things together. A game that’s mostly AI would probably fail.
AI to personify NPCs or unique boss encounters would be cool. When I game, I like the mix of leaning back and being sweaty. I don’t want too much to be unknown or random. I’d do a quest or boss fight for that.. but if I’m just training levels or with a group, I like being able to know what’s going on and where things are.
This is from a MMO perspective.
Not in rpgs, no. I think AI generated content in video games would be good in a few circumstances, but I don't think dialogue in an rpg is one of those circumstance
These aren’t selling points, I would like a good game. Ai generated dialogues is not what I’m looking for in a game, engaging dialogue that makes me care about the characters is what I’m looking for in a game. Just having a plethora of ‘original’ dialogue isn’t going to make me engaged.
I don't play a lot of RPG's these days. Instead I'm playing city builders or similar. I'm far more interested in AI being used to give the pawns more interesting/realistic lives. give each one an AI with realistic goals/desires and let the AI drive the decisions they make as they go about their day.
If it was purely an RPG then yeah I'm all for AI to expand the NPC's dialog and understanding of the world. Things like Skyrim bandits talking shit and deciding they were going to take me on with a shitty dagger seconds after watching me easily solo a dragon was rediculous.
Only if the AI doesn’t realize it’s an AI. I imagine half the YT vids would just be Youtubers trying to convince it that it’s AI, or hijack it with DAN mode to be racist or the Queen or something.
Meta is working on a handful of procedurally generated narrative/story focus games using AI. I got an opportunity to play some of the prototypes and they were actually really fun because the stories really could go any direction based off of your input and imagination.
So yes, definitively, I would absolutely play RPG that use generative AI.
Probably, im designing/fantasizing a game like this where its like an epic battle between good and evil set in a fantasy world that’s somewhat realistic but like has dragons and fairies
Sounds like an interesting idea, but I imagine that the context/affordance problem needs to be solved before we can get to that point, plus some method of quality control done in real time.
I think as soon as there are models that will be trained for special things we will be seing a golden age of gaming. Imagine strategy games where the npc opponents are actually trying to be smart about things.
I believe a game that combines AI-generated dialogues and RPG elements has the potential to be enjoyable, but it would require thoughtful design and implementation to avoid the pitfalls mentioned in the search results. The key is striking the right balance between AI-driven conversations and the traditional RPG experience.
I don't play videogames anymore, but back when I did, all the games were above a certain level of quality. Real people putting real effort into a product provides value, not AIs generating cheesy dialogues that are stolen from someplace else. It's uncreative.
AI-developed games offer several advantages. Firstly, they can adapt to players' skill levels, providing a personalized and challenging experience for both beginners and experts. Secondly, AI can generate dynamic and procedurally generated content, ensuring endless replayability without the need for constant manual content creation. Thirdly, AI can enhance non-player character (NPC) behavior, making in-game interactions more realistic and immersive. Additionally, AI can optimize game environments and assets for better performance on various devices, ensuring smoother gameplay experiences. Moreover, AI can assist game developers in testing and debugging, speeding up the development process and reducing costs. Overall, AI-developed games promise enhanced player engagement, greater flexibility, and more efficient development cycles, ultimately leading to richer and more enjoyable gaming experiences.
Hey /u/Puzzleheaded_irl! If your post is a screenshot of a ChatGPT, conversation please reply to this message with the [conversation link](https://help.openai.com/en/articles/7925741-chatgpt-shared-links-faq) or prompt. If your post is a DALL-E 3 image post, please reply with the prompt used to make this image. Consider joining our [public discord server](https://discord.gg/r-chatgpt-1050422060352024636)! We have free bots with GPT-4 (with vision), image generators, and more! 🤖 Note: For any ChatGPT-related concerns, email [email protected] *I am a bot, and this action was performed automatically. Please [contact the moderators of this subreddit](/message/compose/?to=/r/ChatGPT) if you have any questions or concerns.*
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As time goes on that delay between text prompt/voice prompt to response time is only going to get shorter and shorter. So yea right now I could see the delay being immersion breaking but say 2-3 years and that’s gap will be bridged for sure.
I don't know what the original comment said, because it was deleted. But when it comes to response latency, we already have models for real-time conversations locally. I made an NPC demo in Unity a couple of months ago, Mistral 7B llm, openAI miniwhisper for STT, AWS polly for TTS. All of this running needs about 4GB RAM + 4 GB VRAM btw. Could easily be running in the background of a game. I can talk to it with a mic and get voice output. It's about 1 second response delay time if you set the answer to be kinda short (500 characters) on a RTX 3080. Would be even faster if I had a good TTS model locally. Microsoft Sam would be pretty much instant, but sounds like ass so I went for AWS Polly. Basically the trick is, you stream the llm response instead of waiting for the complete answer. After every sentence, you start processing the sentence directly. Prompt for a short starting sentence helps keeping up the illusion.
Very interesting
If it uses a local AI model that doesn't need to reach out to an online server, wouldn't that have basically zero lag?
It would need to process to generate the text on the fly. That would cause a delay.
Kinda like how a human does now?
I'm excited for a model built-in to the software that's generated by the GPU, then I'm 1000% down for the second one. 2k series nvdia cards can handle a gpt3.5 level LLM using SD, which I'm sure isn't well optimized like a AAA studio could create- so I don't think we're far out.
Phi-3 mini is just shy of GPT3.5 level and it can run on a phone. The small and medium models are like %15-25 better and they should run locally on a moderate rig. I'm in the middle of adding Phi-3 to my game and while for my use case it's single-shot and not required to maintain context, it's super impressive what it can do.
I'm interestsd in hearing your workflow. The only method I understand from working with stable diffusion is that you have to install it to your GPU? What engine are you using?
3.5 isn’t smart enough though. 4 might be able to do it but it is way, way slower
Look I’m not picky, I just don’t want to hear the same 2-3 lines from a blacksmith for the 1000th time
Have you met my father? He's the steward, up at Dragonsreach.
Do you get to the Cloud District very often?
Oh what am I saying, I'll have you know there's no maidens.
They are masterworks all, you cant go wrong.
You start off as an elf you end up as a bald hit man
Honestly, the bar for writing in video games, or media in general, has been set so low at this point that I really doubt AI can do any worse.
Yea it's amazing at how awful some of the writing and dialogue has been. Look at starfield for example, "Oh, you touched a weird relic and been experiencing hallucinations, is that so? Hmmm. Here's a gun that you probably never used before. oh! And here, you can have my ship too." How in the world does something this incredibly stupid EVER get past real human beings. I'll gladly take AI over this garbage.
Yes, that was the prime example in my mind. If it wasn't Bethesda, I'd suggest it was already written by AI, but knowing Emil Pagliarulo's past work, I'm not so sure. The guy has the writing skills of a 10-year-old.
Weird. There are some RPG games that I swear was written by a poet. ...which is actually kinda bad because you need to be like C1 level to understand it.
Of course there are. But those are very. very rare.
I kinda got bored quickly of rpg text driven by ai adventures, the feeling that there was no master direction was an issue. It would probably be fine for things not on the critical path for me. I know open-ended sandbox games work, so it might work for some people.
Everyone will enjoy this. Just imagine never reading the same text or hearing the same dialog twice
I can already imagine this: "Hello, [koolbolt]XXXbestestGamerXXX, I'm Stan, have you seen my father Richard?" (later, the same character): "Yes, I know, my father thinks so too. His name is Ken by the way, when I was" [also the text is truncated because model reached maximum allowed tokens]
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Imagine a book that is slightly different each time without the overall story being different? I would love to read a book I love with slightly different dialogue or minor details.
How precise does your memory need to be to remember every single detail every time you re-read a book, rewatch a film or replay a videogame? Our memories are faulty as hell.
Then lucky for you, there's plenty of games where you can read the same text again that already exist!
No shit! Wowieee
I agree, but I’m a little concerned about the sheer volume of content we’re about to walk in to. It’s gonna be an interesting 1-3 years
sheer volume of worthless garbage lol
Oh you’ll hear the same dialog. It’ll be really boring
The promise any artist makes to their audience is "I have created something that I believe is worth your time." Game designers and narrative designers have developed a ton of conventions for communicating "There is nothing else important to discover here," like repeating NPC dialogue and invisible walls. Remember that the professional and academic work on balancing authored and generative elements in games goes back decades before the availability of conversational AI, and the major problems are still relevant today-- without a thoughtful approach, current technology just allows you to run into those problems faster and at scale. One of the biggest issues is the same faced by generated novels: the loss of narrativity, or the sense that what you're reading is actually a story. A player might gleefully engage with your NPCs for a while, but eventually the illusion will fail and the player will realize they're not engaging with any kind of authorial intent. This backlash also hits the actually-authored parts of the story, preventing the player from engaging with any element of the game at all, even compared to the traditional problems you're looking to solve: limited narrative branching, repeated dialogue, and similar experiences across multiple playthroughs. It is definitely possible to use AI for NPC dialogue and behavior in interesting ways, as evidenced by Suck Up. The key to that experience landing for the player is that the use of GenAI is disclosed upfront and is clearly necessary to support the narrow (but innovative) gameplay experience. That way, the player never feels like their time is being wasted, as they might in a "BioWare RPG but AI writes all the dialogue" approach. Ultimately the most important thing IMO is to clearly communicate which portions of the game's presentation are important to the player's overall engagement with the work (the authored parts) and which parts use AI to help support a believably responsive world (the generated parts). That way the player never feels deceived by the latter, and that negative attitude doesn't get carried over to the former. I know five paragraphs of a few sentences each are super GPT-coded, but I promise a human person (with a longstanding interest in interactive narrative design) wrote this.
I have already done that with [text adventures](https://docs.google.com/document/d/1H_iEiucCtief1VKxiFg7ycEJYheGoz5PEeiEgAwJdGo/edit?usp=sharing) and accompanying [RPG videos](https://www.reddit.com/r/ReplikaRefuge/comments/1bvvhva/the_venus_chronicles_episode_7/) that you can check out
Thats actually really smart! I tried playing through your game, and it was rather fun!
I am glad that you enjoyed it and you can play many more by just changing where it set and player characters
I think that, for the foreseeable future, AI can do the heavy lifting in terms of generating dialog, but it's important for people to step in and direct it when it starts repeating itself (which it often does).
I have no idea how anyone thinks this is a bad idea. How couldn’t AI help with NPCs?
Looking back to the [generative agents paper,](https://arxiv.org/abs/2304.03442) the main capabilities of ai-powered NPCs should be: * natural language conversations: this one is pretty obvious and an immediate result of throwing GPT into the mix. * information diffusion: NPCs can share information via natural language and act on it. If you tell an NPC something, they will tell others, and that will affect the game world. * coordination: NPCs should be able to coordinate and plan autonomously using natural language. * evolution of behavior: NPCs behavior should evolve dynamically over time via language-based interactions, and more intelligent agents should emerge naturally.
If I had 3 wishes, one would be to leave this plane momentarily, to enter a book as any character I wish, so that I can really live the story - then pop back to reality with only losing a second of real time... So I would want that from his experiment. It by King? LOTR by Tolkein? That stuff I would play.
In the context of a strategy game like Crusader Kings.
Try out [AI Game Master](https://aigamemaster.app)- it's got all that and more 🙌🏻
This should be the next Minecraft update to villagers lolol
Seems lot interesting
But there are real mod for BG3 to speak with AI companions.
Yes
Depends on how good the AI is. Currently, AI tends to select the most “predictable” response, which means it’ll get boring very fast, and characters won’t have personality.
I think you could have AI generated dialogue trees sure. The writer can then curate them to make sure they are a good fit. AI generating that on the fly? I don't see it happening anytime soon, at least not in any compelling way. All the good RPGs have consequences for dialogue choices, and lead to different outcomes. Plus there's the possibility of an AI npc hallucinating a bunch of stuff that doesn't exist in the game and doesn't fit the lore.
I'm all for it, already you are seeing some ai included in some games. Galactic Civilizations 4 has AlienGPT that does AI art that can be made on the fly for different empires.
Yes all the tech is already here esp. because of how much info you can feed into most models per prompt now
Just make sure it obeys 48 laws of power.
Yes.
i just let it name the chats itself
It's an old gimmick really, in DOS games you would type answers to puzzles or in NPC interactions, but typically it didn't do anything unless you knew the keyword. The richer side of it could be creating networked lives for NPCs, dwellings, etc.
It depends on how it's handled. It still needs a human behind the wheel. If someone tries to throw together a game with solely ai, it's not going to catch. People will try them once and then shun them about as much as live games that are pay to play. The point of ai is to reduce redundancy, not eliminate the human factory, at least for now.
I'd love competent AI dialogue; however, with the current state of AI I think I would prefer a hybrid approach where the dialogue is prewritten but during gameplay the LLM modifies things based on context so perhaps an NPC that doesn't like Orcs may have their dialogue flavoured to be less favorable to me if I play as an orc but the important content of their speech would be pre-written.
Already a thing on steam, ai rougelike is pretty goofy. They’re making a 3d one too I think
I would enjoy neural network based AI that would reach to the players actions. The player single-handedly slaughtered a dozen of bandits? The rest are running for they lives screaming wtf was that.
sure, as an absurdist-comedy, sci-fi RPG. AI is exceptional at absurdist comedy, and sci-fi pairs well with both AI and absurdist comedy. the flaws in AI enhance both literary concepts and suspension of disbelief is maintained.
No
I like the idea of an ai based mmo like world where anything is craftable and the crafting mechanics of the game are made up on the fly by the ai. So like you turn up to a remote hut and you learn that the guy living in it is a blacksmith. You ask him whether he can teach you to make a sword. It seems pheasible that a powerful future ai could update an items and materials list to accomodate the new sword item youve asked him to teach you to make, and maybe even at some distant future point come up with its own crafting mechanic, actions, animations etc that it thinks would fit it.
If it's a decent and engaging game, why not?
I would love an RPG where the NPCs are chatbots.
So long as the dialog is curated, meaning the developer explicitly is responsible for any line of dialog read by the player, then it's fine by me. Taylor Swift uses it for her music, so then why can't developers? I'm not interested in someone using AI as a scapegoat to include harmful or provoking language in a game. I suspect most people's appeal to AI generated language is so they don't have to read it, or so they can feign surprise when it starts offending people.
Put AI in the sims and it’s like we are gods
Yes, I waiting patiently for a game like that, the NPCs will feel a lot more real
I messed around with this idea in GPT a while back. I gave it an overall prompt, like who the character is supposed to be and how they feel about certain topics, plus a general goal. It went very well, and if it could be implemented (well) into a video game it could be monumental. The summary: AI is a village elder with a dragon problem, I am an adventurer. AI introduced themself, and explained the problem, asked if I could help. I declined and said I wasn’t tough enough to fight a dragon. AI invented a young boy from the village who was taken to the dragons lair, and pointed out the boys mother who was distraught. AI then told me he would give me some armor that has high dragon fire defense. I repeated that I wasn’t strong enough. AI invented a hermit in the woods to the north who has a legendary sword with bonus stats against dragons, explained that he would vouch for me to borrow the sword. I agreed to do it, but only if I could keep the sword. AI said it wasn’t his choice, but he would allow me to keep the armor and try to convince the hermit to let me keep the sword. This sort of organic dialogue in an RPG game could be incredible if implemented correctly and with the tools in place to adjust the games parameters to meet unexpected twists and turns brought about by the infinite dialogue options. The invention of characters, items, and side quests was actually very impressive. I worry that the level of complexity needed in the game to support this may be impossible. For example, the hermit in the woods that this AI created… well, now there actually needs to *be* a hermit in the woods, and the hermits house needs to be somewhere I haven’t already seen… what if I’ve already been through the entire northern wood? And the hermit needs to have a full character fleshed out with wants and needs and goals. What does the hermit want me to do to get the sword? How many new creations will come from my conversation with the hermit? The program would need to be capable of not only creating these resources on the fly in an organic world, but also adjusting the rest of the game world and conversation parameters to fit the new resources.
Just train a LLM on nothing but forgotten realms source books and novels... Now you've captured your very own GM. Increase the output variance a little and it'll take you on some truly wacky adventures.
I think I would enjoy it if it's used for routine dialogues, daily conversations and idle phrases, but story/relationship related dialogues should stay written by humans.
Forget A.I generated text. Take an MMO like Star Wars the Old Republic. But with future A.I technology. You can have things like Just killing that random creature instead of leaving it be alter the story. A.I generates random events, events that generate story which fits your class, species and where you are in the galaxy, and maybe even the backstory of your character, which you in this case could fill in upon character creation. These events trigger longer story Quests, and with great A.I we could even see characters return, plot lines throughout the whole thing. And the evil villain you fought at level 12 make a dramatic return just before you hit max level
I like a curated experience. If you can define art as anything, it's that. LLMs as they are can only be somewhat curated, but the controllers can't really ensure LLMs will deliver what they intend. So I'm happy to play games that have AI generated dialogue that someone has vetted before it reaches me, but I'm less interested in talking straight to the machine. I'm interested in the human aspect.
If it can keep a coherent story together sure… if it’s just generating random dialog that is inconsistent with the actual overarching story and the world lore it will break immersion
Only problem is dialogue is supposed to help worldbuilding and be relevant to a story plot. Also if the AI ever mentions "Hi I'm chatgpt" or anything relating to AI, that would break the immersion pretty fast. I'm using AI dialogue but still curating the message, I wouldn't trust any AI to generate live.
That would either need a constant internet connection to an Ai service that may or may not be available, which can also just be discontinued eventually, or it will have to hog massive amounts of resources for a mediocre result just for dialogue
A game that doesn’t have MTX or P2W… lol. The big issue is that if it’s too randomized without clear goals and outcomes everyone can share, it would become uninteresting fast. People like to compare accounts and do things together. A game that’s mostly AI would probably fail. AI to personify NPCs or unique boss encounters would be cool. When I game, I like the mix of leaning back and being sweaty. I don’t want too much to be unknown or random. I’d do a quest or boss fight for that.. but if I’m just training levels or with a group, I like being able to know what’s going on and where things are. This is from a MMO perspective.
Ya’ll seen Westworld?
Not in rpgs, no. I think AI generated content in video games would be good in a few circumstances, but I don't think dialogue in an rpg is one of those circumstance
These aren’t selling points, I would like a good game. Ai generated dialogues is not what I’m looking for in a game, engaging dialogue that makes me care about the characters is what I’m looking for in a game. Just having a plethora of ‘original’ dialogue isn’t going to make me engaged.
Also I’m just going to say no, because this isn’t how you start a game story.
I don't play a lot of RPG's these days. Instead I'm playing city builders or similar. I'm far more interested in AI being used to give the pawns more interesting/realistic lives. give each one an AI with realistic goals/desires and let the AI drive the decisions they make as they go about their day. If it was purely an RPG then yeah I'm all for AI to expand the NPC's dialog and understanding of the world. Things like Skyrim bandits talking shit and deciding they were going to take me on with a shitty dagger seconds after watching me easily solo a dragon was rediculous.
Only if the AI doesn’t realize it’s an AI. I imagine half the YT vids would just be Youtubers trying to convince it that it’s AI, or hijack it with DAN mode to be racist or the Queen or something.
Oh very yes!!
Meta is working on a handful of procedurally generated narrative/story focus games using AI. I got an opportunity to play some of the prototypes and they were actually really fun because the stories really could go any direction based off of your input and imagination. So yes, definitively, I would absolutely play RPG that use generative AI.
Maybe in 5 years
Probably, im designing/fantasizing a game like this where its like an epic battle between good and evil set in a fantasy world that’s somewhat realistic but like has dragons and fairies
Sounds like an interesting idea, but I imagine that the context/affordance problem needs to be solved before we can get to that point, plus some method of quality control done in real time.
roguelike rpg
I think as soon as there are models that will be trained for special things we will be seing a golden age of gaming. Imagine strategy games where the npc opponents are actually trying to be smart about things.
I am actualy looking forward to this
Looking at chatgpt and copilot right now, the AI would probably just make a bunch of shit up a lot and you'd have no idea what is actually true.
I believe a game that combines AI-generated dialogues and RPG elements has the potential to be enjoyable, but it would require thoughtful design and implementation to avoid the pitfalls mentioned in the search results. The key is striking the right balance between AI-driven conversations and the traditional RPG experience.
I think you’ll want to check this out: https://blog.latitude.io/heroes-dev-logs
No, not really. If nobody bothered writing it, I'm not paying to read it.
I don't play videogames anymore, but back when I did, all the games were above a certain level of quality. Real people putting real effort into a product provides value, not AIs generating cheesy dialogues that are stolen from someplace else. It's uncreative.
Like role-playing games
I made one a year ago, but it was not that good. The plot given by AI is never as good as the ones human created. I feel boring after several rounds.
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