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
It’s going to have to be like Westworld, basically.
Quests and the NPCs involved in them will have curated stories written by humans, much like they are today. Generative AI, meanwhile, allows for improv. The player can tackle quest narratives with genuine freedom of choice, rather than just the predefined choose-your-own-adventure options that limit player choice today. And the generative AI would allow the NPCs who are part of the narrative to make freeform decisions/dialogs/outcomes meant to push players back on the right track.
Should the player fail to complete the narrative, the AI would also at least be able to improv a more satisfying exit point and outcome than “Whoops, I killed the wrong NPC, looks like I failed the quest.”
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.
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
It’s going to have to be like Westworld, basically.
Quests and the NPCs involved in them will have curated stories written by humans, much like they are today. Generative AI, meanwhile, allows for improv. The player can tackle quest narratives with genuine freedom of choice, rather than just the predefined choose-your-own-adventure options that limit player choice today. And the generative AI would allow the NPCs who are part of the narrative to make freeform decisions/dialogs/outcomes meant to push players back on the right track.
Should the player fail to complete the narrative, the AI would also at least be able to improv a more satisfying exit point and outcome than “Whoops, I killed the wrong NPC, looks like I failed the quest.”
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.