Love's got nothing to do with it.
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142Y

It could be interesting for procedurally generated games. Imagine a world with no fixed map, settlements where every person is completely unique and will talk to you about any subject you want to talk to them about (instead of the same canned phrase or two), a completely different roster of baddies to fight every time, maybe even the storyline itself never plays the same each time, or the style of play changes from game to game. I’m hopeful we’ll start to see some truly unique games with AI helping out, though I’m guessing we’ll get a mountain of shovelware that just uses AI to generate shitty non-sensical art assets and meaningless dialogue.

Nepenthe
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2Y

AI-generated maps and NPCs might be ok. Ditto fights, though there would have to be playtesters whose job it is to make sure the result is something winnable and acceptably fair.

The main issue there would be that there IS no continual certainty of that. You’d have to either be able to rerolled entire encounters — which would be jarring — or force the AI to DM what happens when you lose an impossible battle — far more rewarding, provided it doesn’t keep doing it. But it may keep doing it. This would be impossible to ever test adequately. Every game on the market may be a hard mode Bethesda game.

I personally really don’t think I’d enjoy something with a randomly generated cast/main story for the same reason I wouldn’t be interested in owning one singular book whose writing changes every time you read it. I don’t play to kill time; I play for the stories and I get attached like hell to the good ones. I replay them ad nauseam because I miss the characters.

I think it would be an intensely entertaining idea either as a New Game+ or for those games to have a wildcard setting that you could turn on and off. That way, there’s no lack of devs who get to tell the tale they wanted and players can mix it up when they’re bored. Otherwise, you’ve downgraded the job of the entire company to filling the AI in on background lore and nothing else.

Other aspects:

• for those that do get attached and wanna re-experience it, you’d need a way to save the information behind the game you just played. That file might be fairly gigantic?

• Would also lead to a weird market for other peoples’ saves. The way modders already make quests, but for an entire plot.

• NPCs and party members that all look like randomized sims.

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42Y

Have you played/seen Vaudeville? It’s a detective game where every character had their own LLM and TTS trained for a specific personality.

It’s super janky and I never finished it because I kept getting conflicting info from characters but…it’s a really great use case for it. The massive caveat being that it requires an Internet connection.

metaStatic
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02Y

The massive caveat being that it requires an Internet connection.

Like literally every game released in the last decade

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72Y

I had two replies in my inbox. One was yours and the other was about people unnecessarily adding “literally” to their statements lol

Zellith
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2Y

Ive been playing games all week in offline mode. In fact I prefer it so it stops updates breaking my mods. Come at me.

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52Y

How can you do that when they said LITERALLY every game?!

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