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▲ jbm 3 hours ago

I have been playing with this. Having tiny models provide more contextual information when an NPC speaks is cool but the "small enough" models tend to go off the rails.

It's fun if you have a handful of people playing, but it would quickly go towards negative reviews if you tried to sell it.

▲Jtarii 3 hours ago | parent | next [-]

I don't think an LLM should ever be having a two-way conversation with the player. It would be more suited to 2 npcs having conversations amongst themselves. All dialogue delivered to the player should be human written.

At most it should be mildly tweaking existing dialogue, e.g updating a line to reflect game events. But as soon as you present a prompt window to the player the entire illusion that you are in a game world instantly dies.

▲outworlder 2 hours ago | parent | next [-]

> I don't think an LLM should ever be having a two-way conversation with the player. It would be more suited to 2 npcs having conversations amongst themselves. All dialogue delivered to the player should be human written.

I don't agree. All -important- dialogue yes. Background NPC chatter? Even when studios spend a lot of effort crafting multiple lines, pretty soon you have seen them all. They also don't change based on player actions.

▲8note 2 hours ago | parent | prev | next [-]

i think it can work for procedurally generated situations, and the llm is acting more like a translator between data model and player rather than being a data storage layer.

thats close to tweaking existing dialog, but with a bit more freedom.

you still dont have to give the player arbitrary response

▲HDThoreaun 3 hours ago | parent | prev [-]

Most dialogue in games is crap. I would much rather have an LLM writing the dialogue so that it can include references to player choices over what currently exists.

▲CamperBob2 2 hours ago | parent | prev [-]

Nothing great was ever built by someone who was sweating the reviews. Fuck 'em, do what feels right to you.