You approach the only tavern in a small hamlet, the rain obscures the rest of the structures. The door creeps open as the hinges scream. But, as the door parts the scenery inside is of an alien nature. Villagers are in celebration, and the warmth of the tavern stands in juxtaposition to the howling cold outside.
Unfortunately, you don’t have time for festivities. You approach the tavern keeper, and present your query; “I’ve come from afar, my bounty is a women with a scabbard as red as blood, and hair as white as the snow outside.” The tavern keeper nods, “I saw her here three days ago, she spoke of the North and of a tribe who owes her blood.” He lifts his lithe finger and points it to a husky man in the back of the tavern. “Ulfnir will guide you there. Speak to him in the morning.”
And then the next morning, completely unscripted, Ulfnir could take you to where you asked to go. I’ve seen demos of this tech, and while I added a lot of embellishments to my little story the demos actually had a player asl an npc the location of another and it said sure and took them there. Thats tight. Some people are afraid. I am excited. Give me an AI I can sit with and actually make games and I will make thousands of games a year.
The issue is that so far, AI is really just pattern emulation. I imagine it’s fine to flesh out cheap “Kill 10 boars” sidequests, but LLMs are not very good at original or meaningful stories and frequently break down into nonsense over long narratives. It’s more likely you’ll get the sort of simple self-made stories you see in procgen or rogue like games
It’s going to have to be like Westworld, basically.
Quests and the NPCs involved in them will have curated stories written by humans, much like they are today. Generative AI, meanwhile, allows for improv. The player can tackle quest narratives with genuine freedom of choice, rather than just the predefined choose-your-own-adventure options that limit player choice today. And the generative AI would allow the NPCs who are part of the narrative to make freeform decisions/dialogs/outcomes meant to push players back on the right track.
Should the player fail to complete the narrative, the AI would also at least be able to improv a more satisfying exit point and outcome than “Whoops, I killed the wrong NPC, looks like I failed the quest.”
I think the more likely situation is that they’ll have AI pregenerate a bunch of possible quest lines and then have a human curate them. Prevents things ending up as complete nonsense but still allows for a massive range of possibilities that seems endless while using a lot less processing power. Also pre-empts any situations of players trying to break the AI running in the background.
That would probably take the form of constraining each “prompt” (player action) to always contain the context for the quest or storyline at hand and maybe find some way to feed it what the player previously did to improve improv. I’m just speculating of course. It seems like this has the capacity to go way off the wire.
The process would be more like prototyping. I’d have the AI cook up cheap and fast systems one at a time, step by step as I review them until an MVP is revealed that I can show or tweak. Obviously not full blown BG3 RPGs. But I bet within 10 years I could make some sweet Mario Party clones easily or something of that caliber. I’ve talked to my dev lads about it. If it were possible to prototype that way we would do it.
I’d like to make an OpenGM, that we can all contribute quests, campaigns, anything table top related to it with tags for the system and it can GM for people. With a big enough bag it wouldn’t matter too much that it sucks ass at creating. It would be a great tool for people to get started with ttrpgs.
And its gonna be fucking sick!
You approach the only tavern in a small hamlet, the rain obscures the rest of the structures. The door creeps open as the hinges scream. But, as the door parts the scenery inside is of an alien nature. Villagers are in celebration, and the warmth of the tavern stands in juxtaposition to the howling cold outside.
Unfortunately, you don’t have time for festivities. You approach the tavern keeper, and present your query; “I’ve come from afar, my bounty is a women with a scabbard as red as blood, and hair as white as the snow outside.” The tavern keeper nods, “I saw her here three days ago, she spoke of the North and of a tribe who owes her blood.” He lifts his lithe finger and points it to a husky man in the back of the tavern. “Ulfnir will guide you there. Speak to him in the morning.”
And then the next morning, completely unscripted, Ulfnir could take you to where you asked to go. I’ve seen demos of this tech, and while I added a lot of embellishments to my little story the demos actually had a player asl an npc the location of another and it said sure and took them there. Thats tight. Some people are afraid. I am excited. Give me an AI I can sit with and actually make games and I will make thousands of games a year.
The issue is that so far, AI is really just pattern emulation. I imagine it’s fine to flesh out cheap “Kill 10 boars” sidequests, but LLMs are not very good at original or meaningful stories and frequently break down into nonsense over long narratives. It’s more likely you’ll get the sort of simple self-made stories you see in procgen or rogue like games
It’s going to have to be like Westworld, basically.
Quests and the NPCs involved in them will have curated stories written by humans, much like they are today. Generative AI, meanwhile, allows for improv. The player can tackle quest narratives with genuine freedom of choice, rather than just the predefined choose-your-own-adventure options that limit player choice today. And the generative AI would allow the NPCs who are part of the narrative to make freeform decisions/dialogs/outcomes meant to push players back on the right track.
Should the player fail to complete the narrative, the AI would also at least be able to improv a more satisfying exit point and outcome than “Whoops, I killed the wrong NPC, looks like I failed the quest.”
I think the more likely situation is that they’ll have AI pregenerate a bunch of possible quest lines and then have a human curate them. Prevents things ending up as complete nonsense but still allows for a massive range of possibilities that seems endless while using a lot less processing power. Also pre-empts any situations of players trying to break the AI running in the background.
That would probably take the form of constraining each “prompt” (player action) to always contain the context for the quest or storyline at hand and maybe find some way to feed it what the player previously did to improve improv. I’m just speculating of course. It seems like this has the capacity to go way off the wire.
The process would be more like prototyping. I’d have the AI cook up cheap and fast systems one at a time, step by step as I review them until an MVP is revealed that I can show or tweak. Obviously not full blown BG3 RPGs. But I bet within 10 years I could make some sweet Mario Party clones easily or something of that caliber. I’ve talked to my dev lads about it. If it were possible to prototype that way we would do it.
This might be the first time that a computer game (well “sort of single player”) actually can come close to a pen and paper RPG experience.
I’d like to make an OpenGM, that we can all contribute quests, campaigns, anything table top related to it with tags for the system and it can GM for people. With a big enough bag it wouldn’t matter too much that it sucks ass at creating. It would be a great tool for people to get started with ttrpgs.