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Thursday, June 01, 2023

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Nadeja

Those are good points.
Another point is that language models are trained for text completion, which makes them better used and suited for the type of roleplay that involves creating an emergent story: the old-school online chat roleplay - similar to the paragraph-roleplay style of Second Life - or the collaborative storytelling, where each player writes the next paragraph, turn by turn. I had a lot of creative fun that way.

In an action CRPG or MMORPG, instead, the fun comes mainly from the gameplay actions, not from reading or writing a text story. So when you have to read a lot of text, you could feel impatient and want to get back to the action.

There are other possibilities, though.
You could use LLMs to just add variations to the dialogs each time, but only a little, to make them sound less repetitive, while the quests and the player's choices remain the same, so you don't end up with conflicting quest, confused players and all the problems that Damion Schubert says.
Or you could use them in a sandbox sim game, that, as such, has no goal (at most you can create your own) and no main quest: the fun in this case is immersing yourself in the simulation, interact with it and (with generative AI) to relate to the NPCs / simulated characters, that behave and tell anything within the context of the simulation.

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