▲ | heckelson 6 days ago | |||||||||||||
I guess you could just introduce a Symbol that marks the NPC as "I said everything I have" or gray out their text, or some other visual marker | ||||||||||||||
▲ | Terr_ 6 days ago | parent | next [-] | |||||||||||||
> a Symbol that marks the NPC That seems a bit like deck-chairs on the Titanic. The hard part isn't icon design, the hard part is (A) ensuring a clear list exists of what the NPC is supposed to ensure the user knows and (B) determining whether those goals were received successfully. For example, imagine a mystery/puzzle game where the NPC needs to inform the user of a clue for the next puzzle, but the LLM-layer botches it, either by generating dialogue that phrases it wrong, or by failing to fit it into the first response, so that the user must always do a few "extra" interactions anyway "just in case." I suppose you could... Feed the output into another document of "Did this NPC answer correctly" and feed it to another LLM... but down that path lies [more] madness. | ||||||||||||||
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▲ | anticrymactic 6 days ago | parent | prev | next [-] | |||||||||||||
Or they could just tell you. Imagine talking to someone over and over again. They would tell u to get on with wherever you promised them. | ||||||||||||||
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▲ | Unai 6 days ago | parent | prev [-] | |||||||||||||
Repeating the last line of dialogue is not just a way to indicate that there's no more dialog, it often also works as a remainder, giving you the most important kernel of information ("You should go to [place] and talk with [npc]"), in case you come some time later and forgot what you were supposed to do. You can indicate there's no more dialog in many ways, but you'd lose that secondary feature. Same thing if the NPC just keeps babbling generated drivel. | ||||||||||||||
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