Very exciting times ahead in game design!
So your subscription pays for generations, but also fills out the persistent narrative and lore.
I actually like the 3 choices dialogue system and don't want to come up with my own NPC small talk on my couch, but the idea that any NPC that's been talked to by any player gradually has a whole catalogue of interactions to pull from means there would be compounding depth to the world as more players interact.
Like Minecraft but where it's collective world building by exploration and interaction rather than actual building it yourself.
Humans tend to be pretty predictable, so I feel like the universe would quickly feel like it's insanely deep after just a short while with a somewhat decent player base.
Also I have a feeling that the NPC narratives when enriched by all player interactions would tend to go towards some average, i.e. become more and more generic and dull. The truly rich experiences have always been on the fringes in all art for me. I'm interested to see a counter example to this though.
1) you need to be able to ensure that the characters don’t hallucinate new details. No big deal.
2) you need to be able to ensure that the characters don’t suggest they can or will do anything that they can’t do. For NPCs, this is typically literally nothing. They can’t do anything. It’s actually way worse for realism and immersion if every character has a unique reason why they can’t do anything than every single guard citing their arrow to the knee and leaving it at that.
3) NPCs for story reasons often should know something but don’t tell you it. It’s very difficult to execute any sort of story flow if your characters are suddenly free agents. At best they merely lack self consistency. Stories are not going to become better if you can meta game them as genre savvy speculators.
4) NPCs with irrelevant backstories are very dull. They are absolutely annoying to talk to. We have these in DND. And you may say “hey, I loved my DND NPC”, but that character probably started to become very important as consistent because of the DM’s attention. Which is cool for DND, but it’s not cool for a structured game.
Like, would Harry Potter be a better experience if you could personally grill dumbledore for information in the middle of the first book? I think 100% no.
Dumb NPCs are an aspect of the suspension of disbelief of game writing. And it largely works. Asking for LLM agents is like asking to remove the need for the suspension of disbelief. But most narratives are too fragile for this to happen.
Narratives generally follow a flow that ultimately concludes after a climax. If you give players more agency the most likely outcome is that they follow a path that does not hit the climax.
A good example is dwarf fortress where the narratives are created very dynamically and the player is free to interact with them as they want. LLMs could add immensely to these types of games.
NPCs will be limited by the game requiring the LLM to generate an action ("Move 5 units forward"), and then the game checks that it's a valid action, and rejects invalid ones.
If you don't like metagaming LLMs, don't do that, and enjoy a regular roleplaying experience
NPCs won't have irrelevant backstories. The backstories generated on the fly for them by an LLM will be incorporated into the overall story.
The overall story climax will happen based on player actions, indicating they're ready for the climax, based on the world created by the player's actions and specific instructions.
I think you're trying to cram the square peg of limitless, custom narration into the round hole of a premade story. You can experience a decent roleplaying session already with an LLM you can run on your computer. Compute is only going to get cheaper, and LLM capabilities will only increase.
The truth is that most people are used to games as these formulaic simulations with rigid rules. That's partly making a virtue out of necessity (very hard to play a game without rules; and some of us just like rules), and partly habit. Maybe LLMs can act as something new in that sense.
Bang bang.
But, if recent attitudes to AI are anything to go by, this will be immediately seen as boring and derivative at best, or at worst people will accuse the back stories as having been "stolen" from other works of fiction.
While my expectations for the capabilities of AI have never been higher, my expectations for how the public will perceive this amazing technology has never been lower. It's all very disappointing.
And that's without specifically placing blame by the way, perhaps it's big techs fault for going about this the wrong way, I don't know, but the public blowback against AI is just making working in this field that I used to love super depressing.
- Amazing art is rare. Finding this amazing art nowadays is hard, with AI generated mumbojumbo increasing the noise it will be harder. It will be easier to just skip all AI generated stuff to find the real good stuff.
- Art has human touch or a message almost always in it. Purely AI generated stuff lacks meaning, because there's no creator.
- Socially sharing experiences that are unique only to you will be hard. I like to talk with my friends about the newest Nolan film or about Elden Ring's best bosses. If the whole game experience would be unique to me I wouldn't be able to relate with my friends at all and it would be the same as playing a different game.
- Valuing human work. I idolize people who have the skills to make great art. AI takes away from it.
But to these points, I can also see the future where
- AI could generate amazing art a lot, and would make me reconsider my categorical exclusion of AI art.
- AI could make it seem there's meaning behind the art, or an artist would use the AI as a tool to convey his meaning. - Unique game experiences would be so wild that you would be sharing them and relating via that way.
- AI becomes so common that valuing human skills isn't important anymore
Last point, I think novelty is something I value a lot and that's why in my opinion amazing art is rare. If AI would start creating a lot of novel art, novelty and rarity would just become common, and common is boring.
The current expectation is that these models allow the creation of equivalent artwork to what artists are currently producing, but at larger scale / lower cost / shorter training. All of these boil down to less effort. And perceived effort is a large part of what brings value to art.
The player can interact freely with the NPC rather than through predetermined conversation decision trees, potentially driving a lot of unique emergent gameplay.
Downsides are that it is a lot quicker just to skip through conversations with the decision tree format and having to think about and type in questions could get tiresome. Another downside is players jailbreaking the LLM...
They could be offloaded to the cloud instead but that brings its own set of issues (ongoing upkeep costs, finite capacity, servers will inevitably shut down...)
For the sake of argument, let's imagine it actually did make it into some game you'd want to play. It's well known that the quality of generation from these LLM's is heavily dependent on the quality of the text you put into it. Does that mean the quality of the game narrative is now going to be dependent on how I play it? Will normal people who just like to mess about get a worse game experience than the guy following the traffic laws in GTA? What's the creative talent even doing in that world?
I'm talking about stuff that could throw up a warning like: "Warning: Broken quest steps in For The Want of a Nail. Invariant Character:Blacksmith may have been killed by 5 other paths."
With LLM training, the NPC might take a more realistic approach and inform you that 4 of 6 the beetle nuts you collected for them are cracked and useless, and next time you should be more careful packing them in your backpack.
I built one of those things. It used random generation from datasets to create everything from gods and their pantheons to their followers, cities, and the cultures that make up the cities.
None of it used LLMs and it created better content than any model could, but it was hard to debug and harder still to figure out "What even is a culture?"
With a usual game environment, the devs create a whitelist of actions the player is allowed to perform. If there's no combat, they simply don't give the player the option to perform violent actions. If they don't want the player to vault barriers they just don't include a jump button. Vehicles and buildings are props by default and only become intractable because the devs consciously chose to make them so. Devs have generally gotten very good at implying what's out of scope, so players generally don't even attempt actions that are intended to be impossible.
In LLM world with free-text entry, controlling what's on-theme becomes a blacklist rather than a whitelist, as the player can choose to input anything. Including things for flavour or lore reasons now becomes more difficult, as a whitelist is finite, while the blacklist of undesired actions is practically infinite.
If the NPCs are writing cheques that the engine can't cash, the player won't necessarily be able to trust any NPC dialogue.
Encouraging "living your dream" rather than being the most powerful might be easier to achieve in a game with coop or open-world objectives rather than one focused on PvP, but if "living your dream" could be compelling made into the primary player objective, it would pair very well with the custom powers mechanic envisioned in the story.
As an example of how this is explored in the story, one of the protagonist's friends who loves surfing has a character whose superpower is "the ability to surf anything". It's an extremely weak power but the character really loves it because they get to surf the most extreme things imaginable, just for the fun of it, including in outlandish scenarios such as surfing along the blast wave of an explosion, or even the beam of a laser - silly stuff that is fun to explore & try.
I think it wouldn't have to be VR to be fun - imagine if it was something like a Roblox-based game played on laptops. Even then, the "surf anything" power and other outlandish powers would be incredibly fun to use. Imagine if you could do almost anything! You don't have to be the most powerful player in the world to have fun. Maybe you just really want to pilot a mecha-Godzilla, or something - even though an Iron Man or Thor level super could smash it in seconds. It's still awesome!
Every time I watch Chris Crawford's Dragon Speech: https://www.youtube.com/watch?v=VwZi58u1FjI I think about what could've been, and what games actually turn out to be.
Honestly, if the next The War Within (next World of Warcraft expansion) makes me do 10 daily quests per day again, I will cancel my subscription for the first time since 2005.
The first NPC that you encounter with such freedom of interaction is interesting, the 45th will be annoying and you'll just want to get to the point. The holodeck of Star Trek is often brought up as an excellent example of AI generated interactions, but people seem to be forgetting that the stories we see unfold on TV aren't random interactive stories. They're scripted stories written by show's writers.
Unless you want to make a simulation without a real goal, I don't see how this could lead to fun and interesting gameplay past the first hour. Realism is, always will be, a bad gameplay pillar just for the sake of it.
The Discord is pretty active too.
I forwarded him this study, he'll appreciate it!
Just because you're free to speak doesn't mean NPCs will listen, nor does it mean there aren't rules or that there won't be consequences.
A game with generative dialogue could work well. But one should expect that slapping it into most games will work horribly.
> If you want to go off the rails and completely ignore the party and plot, you’ll probably be kicked out of the group.
Sounds like a great place an AI can fill in as is DM for otherwise toxic players.
It will surely also mean always online games with a hefty subscription fee.
Unless!!! The llm can run locally on the player gpu... Whoa mind boggled. This is coming, I'm sure of it.
/end internal thought process
LLMs run off-prem/off-desk are already niche for enthusiasts. You need Opus or 0125 sometimes, but not often.
Apple just announced their intention to make running them in the cloud niche generally, at least for mundane consumer use cases, work out of the box.
The framework should be clear.
I’ve written a React pattern for writing interactive fiction using LLMs.
Here’s a demo with Taskmaster roleplay implemented.