this post was submitted on 20 Jan 2025
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I think using LLMs to provide the dialog for NPCs in a RPG is a use case that's just begging to happen. Ie townsfolk that don't just give the same few replies every time, and who react to things you've done in the past beyond just whatever prewritten options the developer thought of.
If the feature actually worked as intended I could see myself ignoring the rest of the game and just chatting with the townsfolk.
In reality, I imagine the NPC would totally forget what we were talking about after a certain amount of messages pass. Limited context windows and all that jazz.
For those that haven't seen it, this produces hilarious results.
https://youtube.com/watch?v=vWMLVZF3pGc
Even with the annoying YouTuber trying to make silly content out of it I'd say it actually kept into the roleplay pretty well
That is...actually far better than I thought it would be. It's clearly not ready yet, but I could see the potential.
The AI model is too happy to serve the whims of the player, but if there was a better model that could actually be hooked in to me hanics like personality scores or reputation, I could see that as an interesting gameplay system. It also needs more checks on what they are and aren't supposed to know (e.g. why would a Skyrim NPC associate the name Batman with heroism, or why would they know who Gandalf is?).
A (digital) setup like Westworld is probably in the cards someday. Hopefully with more checks in place to keep the AI from rising up though!
Wow, even with its flaws, that went way smoother than I expected
They did this in Free City, and one of the bank tellers became indistinguishable from a player.
What is Free City? I can't figure it out from what I found in my searches.
https://en.wikipedia.org/wiki/Free_Guy
I feel like if an NPC doesn't have something meaningful to say, then they may as well not exist. Otherwise they just serve to waste the players time.
"How dare there be an active world in my murder hobo wankfest?"
It is called "flavour"