Submitted by BrilliantDouble4469 t3_127cn3q in gaming

So I have been thinking about this. I love RPGs but have always hated limited choices that most games offer. Divinity Original Sin was a rare exception but even then, the choices are kinda limited. I don't mean skill trees, but choices that alter the story.

Which is why I thought with AI being all the rage, it could dynamically adjust worlds / storylines / NPCs to make truly open, personal worlds.

Did some searching and discovered AI Dungeon and Hidden Door - both claim to be doing this already. Thoughts? I'll play AI Dungeon once they add decent art lol, and Hidden Door doesn't seem to have launched yet.

Anyone have any thoughts on playing such games? Love it, hate it, IDGAF?

EDIT: Removed URLs to avoid being labeled spam

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Sparky81 t1_jeeq0ur wrote

If they are fun

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BrilliantDouble4469 OP t1_jeesqqr wrote

lol fair. but wouldn't any game that lefts you have infinite choice (even if pretty much all of us choose to do the same things) be pretty fun automatically?

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kamgc t1_jefpqwd wrote

Actually sounds like the opposite of fun.

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Electrical_Bus9202 t1_jeesuh9 wrote

A video game created entirely by AI using user-set parameters would be a highly customizable sandbox-style game that could generate any type of game the user desires, from racing games to RPGs to space games. Before starting the game, the user would set parameters such as the game's setting, genre, game mechanics, and storyline. The AI would then generate a unique game world, populate it with characters and enemies, and create a storyline with quests and challenges tailored to the player's preferences. The AI would continuously learn from the player's actions and adjust the game's difficulty and complexity accordingly. The game would offer limitless possibilities for players to explore and experiment, making every playthrough a unique experience. With the help of AI, players could have a game that is tailored to their preferences, making the gaming experience more immersive and engaging, the game would essentially rock balls.

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Ok-Patience3177 t1_jeerjxc wrote

Right now , Most of Them have Bugs and arent complex, so No, Not right now

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BrilliantDouble4469 OP t1_jeeslcx wrote

mind expanding on what you mean by "aren't complicated"?

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Ok-Patience3177 t1_jef268n wrote

The Ai isnt able to make Big or complex games

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BrilliantDouble4469 OP t1_jef3v08 wrote

do you mean in terms of story, gameplay or visuals? I think at a story level AI should be able to generate some complex storylines (i am assuming) - but yes, I agree with you on quality of gameplay and art.

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Nightsheade t1_jeewxjg wrote

Assuming it happens eventually where the AI can generate its own assets, NPCs, etc. and the story lines are actually internally consistent, sure. The concern I have with an AI-generated game being released now is that even with the current technology, story telling via AI does have some limitations. To my knowledge, AI Dungeon itself still does require some babying to get it to do what you want it to since it only remembers the most recent parts of the story being generated; you have to update its memory bank with new information periodically, otherwise the AI produces weird results, gets caught in loops, etc.

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BrilliantDouble4469 OP t1_jef3ai3 wrote

Hmm - yeah I'd be annoyed if it suddenly forgot an NPC's original goals halfway through the game lol. But having tinkered with ChatGPT a lot, I feel it's simply a matter of reestablishing ground rules every single time. I am imagining every action results in each NPC getting a new prompt, but only after getting its "core-prompts" run again. and a central narrator-bot being responsible for story cohesiveness / consistency. have you tried Hidden Door? they claim to do multiplayer so an even harder problem I think.

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Nightsheade t1_jef9w36 wrote

Right, the fact that ideally, the game itself would handle managing information would be the primary appeal over something like AI Dungeon or ChatGPT.

With that said though, AI Dungeon, Hidden Door, etc. primarily seem to be 'choose your own adventure' type deals where you can hash out the details to get the story flowing in a direction you want. It's probably easy enough to make a system that starts with broad story arcs (e.g. Act 1, Hero leaves X hometown, Act 2, Hero explores Y cave, etc.) and then hash out the details inside those specific chapters (e.g. Act 1.1 Hero says goodbye to Mom, Act 1.2 Hero travels through Windy Meadows and meets the Sage, Act 1.3 Hero and Sage find Y cave).

Even with that in mind however, I think at the moment, the scope would still be fairly limited if you're trying to do anything beyond a CYOA type of game. With just a generic fantasy RPG for example, unless you program in a large variety of assets, I could easily see a lot of games have a similar template like 'John the warrior left town, then met Jane the sage in the Dark Forest, then went to the Evil Castle and defeated the Demon King. The end' and it could easily get stale.

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Mando_the_Pando t1_jef0trq wrote

I think it could be fun, and I have thought about it as well.

Here is the thing, I dont think we are QUITE there yet with AI. Sure, chatGPT can write stories with some input, but afaik that is still too heavy to run on a personal computer.

However, I dont doubt that we will in <5 years see a game lite pathfinder where the game actually reacts to what you are doing. Maybe even having the abillity to write what you want to answer instead of choosing predefined choices.

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BrilliantDouble4469 OP t1_jef2mmg wrote

Yeah I agree that in <5 (heck maybe 2 years), we'll see AAA-grade worlds adapting to player actions.

I don't understand the tech well enough, but isn't AIdungeon running it on the cloud? couldn't I just run everything on the cloud?

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Mando_the_Pando t1_jef64i5 wrote

I suppose you could run it on the cloud yes. Simplified it just has a database that it draws from and generates new material from it, that is why there is some controversy regarding AI and art and how that affects copyright if the AI is trained on copyrighted material.

So, lets take a game like pathfinder. If you were to take chatGPT, and instead of the database you trained it on being a snapshot of the web ~2 years ago, you give it the entire history of the world, you could have it generate new content pretty easily.

There would be issues in making sure it is internally consistent, but yea I suppose it would be possible using a cloud based solution.

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BurlyKnave t1_jef147s wrote

Not an AI generated game, but maybe an AI guided game. MMOs seem too limited to me. I mean the ones I played, sure there is a story, but it's telling the same story to every single player. Every single player gets the same exact quest. It doesn't make sense, even from a storytelling point of view.

I mean, BobHardcheese, ZhaoMadguns, PolinaFireMaiden, and XxXxXYourMamaTastesLikeChickenXxXxX all walk up to the same quest giver, who ask them to fetch her 5 mountain goblin kidneys or whatever. Eventually that she'd have tens of thousands of goblin kidneys, right? And we're expect to completely ignore that, because game logic.

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BrilliantDouble4469 OP t1_jef23yu wrote

haha yeah. i have never played any MMORPGs honestly (like a world of warcraft) - I always imagined they'd actually limit this and say only one player can win the "golden goblin kidney" and everyone else gets a "silver" one? but you mean anyone who completes the event does? why is that - feels like quite a simple thing to solve and makes it even more competitive no? i would be more interested in an event if they said only the top 1% would win some legendary item than everyone wins it. scarcity drives perception of value and all that.

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BurlyKnave t1_jef6s7a wrote

No, it isn't like that. There are simple quest givers who hand out dumb quests. Fetch quests, go-n-kill quests, etc. These are there just to give you moderate equipment and level your character.

To get the high-end gear, you gather a party and go on a raid against a boss. Then there is a random drop of premium or epic quality and a bunch of other loot.

If you are raiding with a bunch of friends, you work out ahead of time who gets the top drop.

If you are raiding with strangers, usually someone is an asshole, grabs the premium drop, and quits the party, even if he barely helped in the fight.

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BurlyKnave t1_jef4uul wrote

I imagine a real-time game with a beginning safe area to learn the game before the players go out into a huge uncontrolled area. Players tame an area, mark it as their own, and travel back to the starting area to claim it. Return and level it up into settlements. Players attempt to attract NPCs and other players to their settlement. The leader chooses other players, or AI controlled NPCs as a council to help manage area. Owning a settlement, or being part of the council generates constant income. Of course you need that income to manage the settlement also.

Players might join existing settlements to grow their levels before trying to claim their own area.

As a settlement grow, mobs in the area become more hostile. The leader can't deal with this themselves, so they make quests for other players to complete for extra exp, gifts or boons from the leader.

All the while, there is invisible story-telling sprites all over the map. If these sprites witness a player do something, it gets written down. The logs are reviewed (by a human or AI) and the story is written.

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Lithuim t1_jef5q27 wrote

AI might suffer from the same “mile wide, inch deep” problem that procedural generation already has.

Sure a computer can write 800 pages of dialogue, but can it tell a story? Can it keep the character personalities consistent? Can it make timely cultural and political references? Can it be funny? Can it remember its own plot?

It can probably handle side quest and enemy banter dialogue, but I have my doubts that it can take full creative control. AI is more regurgitating than creating.

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sambarpan t1_jeg79ht wrote

Exactly, even if midjourney is matching popular artists in terms of creating infinite content of their style, we are yet to see a TENET level movie. But i think 80% there might be just enough for most of people.

Infact nothingforever and other ai generated series are known for their absurdity. So what we think ai stories might need to be good at may not be what they will eventually be known and used for.

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Ebolatastic t1_jefcrbr wrote

"Hey, can you turn this 2 sentence exchange into 55 sentences? Thanks." - every JRPG story designer.

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Guvante t1_jeg5g2u wrote

You can already play "lots of choices" games. There are many that use narrative tricks to make it seem your choices are important even if the reality is there isn't a lot of changes in overall plot structure.

I don't think anyone actually cares about uniqueness. No Mans Sky was literally unique and got panned for being samey after all.

People do want to be able to change the story in interesting ways for sure but I don't know if AI as it stands will get there. The core problem is nuance. You can make an AI that ensures dead characters stay dead but you won't get much past a coin flip on say "whether a character likes you" and certainly no "I should have done X instead" moments.

Note you will say "I should have done X" but it will IMHO fall into the same category as false choices. Your choice didn't meaningfully affect the outcome you just personally perceived it did.

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