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▲ 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.