Friendly reminder that your predictive text, while very compelling, is not alive.
It's not a mind.
Friendly reminder that your predictive text, while very compelling, is not alive.
It's not a mind.
At some point in the not too distant future there's going to be a popular video game character running an AI personality that allows communication outside of the game (to pull you back into the game) and a lot of people are going to slowly realize that they accidentally got an AI boyfriend/girlfriend.
There's a lot of cruelty potential too. In FNAF Security Breach, you can cripple a miniboss by ripping out her eyes, and you can listen to her lament the fact afterwards. Following on that idea, imagine how many gamers would use AI controlled characters to abuse them in creative ways if they reacted properly. Ooh, I can even chop the legs off!
Worse... it's designed to increase values through friendship and ponies.
It makes sure outside events line up in such a way that you always say "yes" on your own accord to plugging in.
Pretty sure the first minds to be controlled by generative AI work on the floor at the stock exchange.
Or another industry for adults.
There is this neat game I saw in YouTube where you play as a vampire trying to convince AI driven NPC to let you in their house using voice. What amazes me is how good it is at detecting different accent and the AI being able to grasp the thing your talking about.
There are a few mods for Skyrim that adds LLM AI companions. So you can talk to them about whatever and they can talk back. The future of RPGs is going to be pretty sick.
Indie games like the one you mentioned are going to be able to explore some pretty cool concepts and really push the artform into amazing directions.
But being able to talk about anything and having the character actually do something based on the conversation are completely different things. Yeah you can convince a random npc to "join your quest", but unless that was programmed into the game the dialouge and the actions of the npc will contradict each other (making a worse interaction).
NPC dialouge is purposefully limited to align with what the game is programmed to do, we're still a ways away from really being able to leverage the advances in LLMs in video games (at least based on what I've seen).
This is just Westworld.
I'm tired, boss
Peter Molyneux wanted that back in 2010 with "Milo" and like most Molyneux ideas, it never made it. :)
https://www.ted.com/talks/peter_molyneux_meet_milo_the_virtual_boy/transcript
And its gonna be fucking sick!
You approach the only tavern in a small hamlet, the rain obscures the rest of the structures. The door creeps open as the hinges scream. But, as the door parts the scenery inside is of an alien nature. Villagers are in celebration, and the warmth of the tavern stands in juxtaposition to the howling cold outside.
Unfortunately, you don't have time for festivities. You approach the tavern keeper, and present your query; "I've come from afar, my bounty is a women with a scabbard as red as blood, and hair as white as the snow outside." The tavern keeper nods, "I saw her here three days ago, she spoke of the North and of a tribe who owes her blood." He lifts his lithe finger and points it to a husky man in the back of the tavern. "Ulfnir will guide you there. Speak to him in the morning."
And then the next morning, completely unscripted, Ulfnir could take you to where you asked to go. I've seen demos of this tech, and while I added a lot of embellishments to my little story the demos actually had a player asl an npc the location of another and it said sure and took them there. Thats tight. Some people are afraid. I am excited. Give me an AI I can sit with and actually make games and I will make thousands of games a year.
The issue is that so far, AI is really just pattern emulation. I imagine it's fine to flesh out cheap "Kill 10 boars" sidequests, but LLMs are not very good at original or meaningful stories and frequently break down into nonsense over long narratives. It's more likely you'll get the sort of simple self-made stories you see in procgen or rogue like games
I think the more likely situation is that they'll have AI pregenerate a bunch of possible quest lines and then have a human curate them. Prevents things ending up as complete nonsense but still allows for a massive range of possibilities that seems endless while using a lot less processing power. Also pre-empts any situations of players trying to break the AI running in the background.
The process would be more like prototyping. I'd have the AI cook up cheap and fast systems one at a time, step by step as I review them until an MVP is revealed that I can show or tweak. Obviously not full blown BG3 RPGs. But I bet within 10 years I could make some sweet Mario Party clones easily or something of that caliber. I've talked to my dev lads about it. If it were possible to prototype that way we would do it.
This might be the first time that a computer game (well "sort of single player") actually can come close to a pen and paper RPG experience.
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