| ▲ | Jtarii 3 hours ago | |
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. | ||